RimWorld

RimWorld

Exotic's Fine Weaponry
ExoticButts  [developer] 22 Aug, 2020 @ 7:05pm
Suggestions and Changes
I'm opening up a discussion so users of my mod can throw ideas for potential changes to aspects of my mod at me. This is to ensure that the mod is as ideal as possible for both myself and the community at large, as my mods are usually designed primarily to suit myself and a handful of people I know first and foremost.

In light of this idea, let's start this off with the following question:
-Should the research of EFW be condensed down into 1 per tech level, or condensed in some other fashion to allow for more than one weapon per research project?

Please do feel free to pose any new questions/answers below. Criticism is perfectly fine as long as it's constructive; trolling/flame wars will be deleted without warning.
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Showing 1-9 of 9 comments
ExoticButts  [developer] 24 Aug, 2020 @ 3:06am 
I will also be looking at the following changes;
-Rebalancing Mindbreakers, as currently they are more powerful than intended (which had eluded me as I, somehow, had avoided dealing with many Lancers equipped with them).
-Removing the Mechanite and Psionic IEDs, as many people likely don't use them when turrets are available, be it from vanilla or other mods.
-Removing the Ultra-tier weapons, as currently they can only be found as rare spawns from traders and aren't of the production quality I'd prefer them to be.
-As per above, giving the trader lists another QA pass to ensure that things aren't spawning too often or in too high a number.
-Renaming Minirocket Gatlings to something a bit more appealing to the masses, as the current name is somewhat niche in its appeal (originally named based on the structure of the weapon, tbh).
-Adding a new weapon along the lines of a jury-rigged, miniaturised Heavy Charge Blaster for pawns to use.
-Adjusting recipes as necessary to rebalance all weapons due to the (likely but not yet implemented) condensing of research projects from one-per-weapon to one-per-tech-level.

Please let me know any thoughts regarding these changes. If there are no replies within roughly a day, I'll be making decisions on each of these based on the opinions of myself and those I know IRL with this mod.
ExoticButts  [developer] 26 Aug, 2020 @ 4:40am 
As there were no further comments, I went ahead with most of the proposed changes, as evidenced on the mod's main page. I have not, however, added a miniaturised Heavy Charge Blaster as yet; this is primarily due to needing to find a niche for it that the vanilla Charge Rifle doesn't already fill.

As always, suggestions are welcome for future updates.
The Rabid Otter 31 Jan, 2021 @ 9:48am 
Thanks for seeking feedback! I use this mod, but usually only see the thrown rocks regularly before my colony is exterminated.
ExoticButts  [developer] 31 Jan, 2021 @ 9:31pm 
Originally posted by The Rabid Otter:
Thanks for seeking feedback! I use this mod, but usually only see the thrown rocks regularly before my colony is exterminated.
:winter2019joyfultearsyul: Glad you enjoy it! I haven't had much in the way of time nor ideas for EFW as of late, particularly now that I'm working full time, but I'm always open to new suggestions :)
crake 17 Apr, 2021 @ 2:03pm 
I want the ieds
Alapma 10 Sep, 2021 @ 2:49pm 
is there any way to make an option so mechs dont spawn with exotic weapons? i really cant play with your mod when i have +100 mech raids with almost half being centipides with minirocket gatling's
ExoticButts  [developer] 10 Sep, 2021 @ 10:06pm 
Originally posted by Alapma:
is there any way to make an option so mechs dont spawn with exotic weapons? i really cant play with your mod when i have +100 mech raids with almost half being centipides with minirocket gatling's
Unfortunately any built-in options are C#, which I don't currently have enough time to devote to learning, but if I had said opportunity then I'd absolutely implement sweeping weapon switches.

If you wish to remove them from mechanoids in your game, simply open up the mod's definitions in a text document editor (specifically the Spacer Weapons def file for this one), locate the Minirocket Gatling and remove the Mechanoid weapon tags. If you need more assistance locating this, please do let me know :)
Victor 16 Mar, 2022 @ 4:27pm 
Yeah I think the Rocket Launcher minigun should be reworked, as dozens of centipedes can be quite a nightmare for my pawns, my base and my CPU. Increasing the rarity would be the simplest action, but I think reducing the amount of explosions would be nice too.
ExoticButts  [developer] 16 Mar, 2022 @ 11:09pm 
Originally posted by Victor:
Yeah I think the Rocket Launcher minigun should be reworked, as dozens of centipedes can be quite a nightmare for my pawns, my base and my CPU. Increasing the rarity would be the simplest action, but I think reducing the amount of explosions would be nice too.
Based on previous feedback, I think the most effective option would be to remove the Minirocket Gatling from the Mechanoid pool, at least for the moment. I haven't touched RimWorld overall since the 1.3 update, but am looking at returning soon, so I shall add this to my list for the next EFW update :)
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