RimWorld

RimWorld

ModularWeapons - Expanded
Commander Shrekard  [udvikler] 19. juni 2023 kl. 16:42
Suggestions
All suggestions for weapons, general add-ons, or add-ons for specific weapons should be made here.

Please describe the weapon, what you think it should do, and the parts it will have.
If it's specific parts, tell me what weapon it's for and briefly describe it.

I do not promise to make all suggestions, but if I really like it I'll do it.
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Viser 1-15 af 23 kommentarer
Joshyan 20. juni 2023 kl. 23:39 
Heavy weapon system : less powerful and have more drawback than VWE:Heavy weapon (slow move speed, high cool down) but infinite ammo. Have several type.

Universal Part
- Weapon Frame : Standard, Lightweight (Weight cut, increase handling at close range but worse for mid to long range), Stability (Heavier for higher accuracy at long range but worse for close)
- Barrel : Short, Standard, Extended

Heat Type : Incendiary (single shot, wide area but low damage), Flame Thrower (minigun style flame projectile over small area), Chemical Laser (Space-tech, sniper-like long range concentrate beam that deal extreme heat damage and ignite target/small area)

Projectile Type : Anti-material (Space-tech anti-armor sniper), Quad-Barrels Minigun (Not enough dakka :P From Doom), Flak (heavy shotgun)

Explosive Type : Cannon (like normal rocket launcher), auto cannon (Minigun-style mini explosive projectiles), Railgun (Space-tech, fire a slug that has been accelerated to the extreme speed, cause explosion at impacted area by shear kinetic force)
Sidst redigeret af Joshyan; 20. juni 2023 kl. 23:40
CTH2004 21. juni 2023 kl. 8:08 
For the vaporization damage, it's .

It's done by one of the mech's weapons, and it's default is 800 damage. But, with a slight decrease, could make a great laser (or antimatter) weapon!

Here's some more ides for the laser:
  • Beams:
    1. Vaporize Beam. Unsure what color, but it causes some Vaporization Damage[rimworldwiki.com]. That leads to complete armour penetration, so lower damage?
    2. "Stun" Beam. It's slow firing, but interferes with the pawns neurons, stunning them for a duration that increases based on damage. Up to about 20(?) seconds, or bareley enough time to arrest. So, continually fire, and then you can arrest them! Has no effect on mechs, androids from Vanilla Expanded: Androids, or pawns with neural implants (The electronics can compensate).
    3. Hyper-Frequency: a super-high frequency (Well past blue), that causes very little damage, but has high range, and causes carcinoma
    4. Black. Neural-overload. A precise oscillating frequency that will turn off any pawns brain, killing them. Even if they have deathless! Expensive, extremely inaccurate (1% ), short range, takes 30 seconds to charge the shot, and has a 1 minute cool down.
    5. Phased. Close to normal (slightly less) damage, but can go through worn shield belts!
  • Under barrel
    1. Amplifyer: Slow the shots to absorb multiple, effectively turning multiple rounds into one. (Increase damage)
    2. Stabilizer: Make it more accurate by "Stabilizing the photons", increasing range and accuracy
    3. Overloader: Allow you to absorb multiple shots and fire them, disabling the gun for a long time, but releasing a super-powerful blast that is 10(?) times as powerful!
    4. Mini-Turret. Add a small turret that deals 2 damage, can auto fire at any target that your pawn could currently fire at (Will not fire at the one your pawn is targeting), deals the same type of damage as the gun, is (slightly) more accurate, and fires (slightly) faster. But, decreases the damage of your laser by 3!
    5. PD Turret- has a chance of "x" (increased by total damage of gun) to destroy bullets shot at you, or deal 1 damage of the same type as the laser to whoever used melee on you. Has a higher stoping power than the main laser. Decreases the lasers damage by 1. If using a shield and a Phased laser, will destroy the bullets before the shield, effectivly increasing the shields lifespan!
  • Side barrel:
    1. Siphoned Laser Sight: siphon some of the laser energy. Better than the first laser sight, but decreases damage by 2 (However, increases all accuracy by twice the normal laser sight. A.K.A. all acuracies increase by 10%)
  • Stock
    1. Computer. Increase acuracy of any auto-firing parts (turrets and such), as well as a slight optimization of damage and acuraccy. However, dramaticly increases the time between shots (+1, or even +2)
Sidst redigeret af CTH2004; 21. juni 2023 kl. 10:38
Commander Shrekard  [udvikler] 21. juni 2023 kl. 10:41 
Oprindeligt skrevet af Joshyan:
Heavy weapon system : less powerful and have more drawback than VWE:Heavy weapon (slow move speed, high cool down) but infinite ammo.

I like these ideas. I'll probably tweak a few things. Might go for two heavy weapons. A big shoulder mounted one for your explosives and single shots and a mini gun based one for rapid fire. Could add more or less barrels to the mini gun too. We'll see what I go with in the end though
Commander Shrekard  [udvikler] 21. juni 2023 kl. 11:07 
About the laser suggestions:

I'm not sure what separates vaporization damage from standard laser damage. I honestly think it's just flavor text as you can make a projectile have custom AP no matter the damage it does.
A stun beam is interesting. Insta killing beams may be hard to balance and overshadowed by just having strong damage. A cancer causing beam seems cruel, unusual, and maybe a bit useless (though perhaps fitting for RimWorld) Probably won't do a beam that pierces shields, there's already and EMP beam.

Some of the other ideas are a bit out there though. Not sure how possible it is with the source code, and I doubt I could do it even if I wanted to with my current skills.
Sidst redigeret af Commander Shrekard; 21. juni 2023 kl. 11:08
CTH2004 21. juni 2023 kl. 11:55 
Oprindeligt skrevet af Commander Shrekard:
About the laser suggestions:

I'm not sure what separates vaporization damage from standard laser damage. I honestly think it's just flavor text as you can make a projectile have custom AP no matter the damage it does.
A stun beam is interesting. Insta killing beams may be hard to balance and overshadowed by just having strong damage. A cancer causing beam seems cruel, unusual, and maybe a bit useless (though perhaps fitting for RimWorld) Probably won't do a beam that pierces shields, there's already and EMP beam.

Some of the other ideas are a bit out there though. Not sure how possible it is with the source code, and I doubt I could do it even if I wanted to with my current skills.
fair enough.

But, the shield one, it's not that it pierces shields, it's that you can fire it while wearing a shield. (The "phase alignment rapidly fades, making it only able to pass through shields that are up to just a few centimeters away")

Here's my ideas, refined from your comment
Oprindeligt skrevet af CTH2004:
  • Beams:
    1. "Stun" Beam. It's slow firing, but interferes with the pawns neurons, stunning them for a duration that increases based on damage. Up to about 20(?) seconds, or bareley enough time to arrest. So, continually fire, and then you can arrest them! Has no effect on mechs, androids from Vanilla Expanded: Androids, or pawns with neural implants (The electronics can compensate).
    2. Hyper-Frequency: a super-high frequency (Well past blue), that causes very little damage, but has high range, and causes carcinoma

    3. Phased. Close to normal (slightly less) damage, but can go through worn shield belts! (phase alignment rapidly fades, making it only able to pass through shields that are up to just a few centimeters away")
    4. Dark Red: Sets the opponent on fire, at the cost of causing very few laser burns
  • Under barrel
    1. Amplifyer: Slow the shots to absorb multiple, effectively turning multiple rounds into one. (Increase damage)
    2. Stabilizer: Make it more accurate by "Stabilizing the photons", increasing range and accuracy
    3. Overloader: Allow you to absorb multiple shots and fire them, disabling the gun for a long time, but releasing a super-powerful blast that is 10(?) times as powerful!
    4. Mini-Turret. Add a small turret that deals 2 damage, can auto fire at any target that your pawn could currently fire at (Will not fire at the one your pawn is targeting), deals the same type of damage as the gun, is (slightly) more accurate, and fires (slightly) faster. But, decreases the damage of your laser by 3!
    5. PD Turret- has a chance of "x" (increased by total damage of gun) to destroy bullets shot at you, or deal 1 damage of the same type as the laser to whoever used melee on you. Has a higher stoping power than the main laser. Decreases the lasers damage by 1. If using a shield and a Phased laser, will destroy the bullets before the shield, effectivly increasing the shields lifespan!
    6. Damage oscilators: Multiple addons that add (very) minor of another type of damage (They add 1 point of another type of damage, but subtract "x" from the main beam ("x" is more than one)
      1. EM Oscilator: oscillate the beam to add 1 EMP damage, but decreases main damage by "x"
      2. Negative-Entropy Oscilator: oscillate the beam to add 1 cold damage, but decreases main damage by "x"
Sidst redigeret af CTH2004; 21. juni 2023 kl. 12:02
Commander Shrekard  [udvikler] 21. juni 2023 kl. 12:18 
I'll add the stun beam, maybe as some sort of condition buildup that causes them to fall unconscious at a threshold, similar to blood loss but without killing them (or maybe it does so you don't pelt them too much)
MAYBE I'll add the phased rounds if I can figure out how to implement it, though shield belts are balanced by not allowing the user to shoot. I'm hesitant to make lasers that just set things on fire. Seems more suited to a flamethrower or heavy weapons.

The other ideas like the turrets on guns I think would be better in its own mod since they're quite unique, and as such I won't do them. I'm not sure if multi-damage projectiles exist. Even if they did, I'd be careful with EMP damage. Even a single point can disable shield belts and cause brain shock .
CTH2004 21. juni 2023 kl. 12:39 
Oprindeligt skrevet af Commander Shrekard:
I'll add the stun beam, maybe as some sort of condition buildup that causes them to fall unconscious at a threshold, similar to blood loss but without killing them (or maybe it does so you don't pelt them too much)
MAYBE I'll add the phased rounds if I can figure out how to implement it, though shield belts are balanced by not allowing the user to shoot. I'm hesitant to make lasers that just set things on fire. Seems more suited to a flamethrower or heavy weapons.

The other ideas like the turrets on guns I think would be better in its own mod since they're quite unique, and as such I won't do them. I'm not sure if multi-damage projectiles exist. Even if they did, I'd be careful with EMP damage. Even a single point can disable shield belts and cause brain shock .
makes sense. Thanks! Can't wait (:
Joshyan 21. juni 2023 kl. 19:45 
I have some real world counterpart for some idea

- Stun beam : it is technically "Taser", work by interfere with nerve system and make target lose control of their muscles, create a lot of pain but can be fatal if that affect heart's muscle.

- Cancer beam : That is X-ray and Gamma-ray. High dosage will causes damage to target's DNA, cause radiation sickness which has low chance of survive if it doesn't kill them immediately. Low dosage will cause carcinoma but you need to subject to that for long period of time. (TLDR: Not really useful in combat but will cause nasty illness for survivor)

- Instant-kill : I think the closest example is microwave. Work by agitate water molecule and create heat. It will cause mild discomfort at low power (Area Denied System, rimatomic already has that) but at high enough power, will boil you alive from inside out and exploded from pressure cause by all water molecule in your body turn into steam. (Doom has weapon like that)


There are a lot of mod that add Phased Shield that allow user to shoot out.
CTH2004 22. juni 2023 kl. 9:09 
Oprindeligt skrevet af Joshyan:
I have some real world counterpart for some idea
Just read through yours, I love the names!
For one of them, you reminded me of the real-life names, but yours are perfect too! (Probably even perfecter!


Oprindeligt skrevet af Joshyan:
- Stun beam : it is technically "Taser", works by interfering with nerve system and make target lose control of their muscles, create a lot of pain but can be fatal if that affect heart's muscle.
Yeah, like a taser. But this beam isn't quite the same. I have a design for a taser that I plan on mentioning, but it's still at the basics. This works by interfering with the neurons, and is more targeted, making it both more sci-fi-y and spacer-tech-y, just like the laser! (So, non-lethal, unlike my upcoming stun-weapon. BTW, it's both melee, ranged, or both, depending on modules!

Also, just realized it should (thematically) be blue-shifted (more or less than the EM one) (Even though realistically it would probably be red-shifted). After all, in lots of sci-fi, the stun weapons are (stereotypically) blue. Star Wars’ guns sometimes have a stun mode, which is blue instead of red. Most stun weapons are shown with blue arcs, etc.!

Oprindeligt skrevet af Joshyan:
- Cancer beam : That is X-ray and Gamma-ray. High dosage will cause damage to target's DNA, cause radiation sickness which has low chance of survive if it doesn't kill them immediately. Low dosage will cause carcinoma, but you need to be subject to that for long period of time. (TLDR: Not useful in combat but will cause nasty illness for survivor)
Good point! I also just remembered the Real-Life names. GASER (Gama Ray laser) and X-Ray lasers (X-Ray based laser)!

You could add both (and maybe a third one), each optimized for different damages (Cancer, Both, or Radiation damage)
  1. UV Laser- Close to the "Natural frequency" of DNA. IRL, UV-B[www.cancer.org] is the most common cause of skin cancer. UV-C (might) be more likely to cause cancer (Couldn't find much on it) but is often absorbed by the ozone layer. Since IRL UV-B causes the most, let's assume in a laser it would cause the most. Now, typically UV causes only skin cancer because it doesn't have enough energy to penetrate skin. But, with some good ole' Technobabble[en.wikipedia.org], it could, causing relatively fast genetic damage, with no radiation sickness!
    • Medium-Rate Carcinoma forming.
    • No Radiation Sickness
  2. X-Ray Laser- can easily penetrate skin and damage DNA, but is more harmful for long-term effects (The "Jack of all trades, master of none")
    • Slightly faster than UV for carcinoma
    • Medium-High radiation sickness
  3. GASER- Causes major genetic damage, but due to Artistic License, which makes it optimized for Radiation Sickness, not carcinoma (The "Optimized for radiation sickness" one)
    • Lower than UV (Not by much) cancer-rate
    • Very high radiation sickness
      IRL, each one of these would be higher for both, (UV would be low carcinoma, x-ray would be high carcinoma, medium radiation poisoning, and gamma rays would be very high carcinoma, very high radiation. But, for fun... well, more variety is needed, so, #Creative License[en.wikipedia.org] (In this case, somewhere between Creative License and "Rubber Science[en.wikipedia.org]

All of these are "constant", meaning it will fire until the target changes, then the cool-down occurs. So, if you manage to aim at a target and then don't leave your range for 25 seconds, you fire for 25 seconds continually! This is at the cost of a long cooldown and aiming time though...


Oprindeligt skrevet af Joshyan:
radiation sickness which has low chance of survive if it doesn't kill them immediately
For kind of compatibility with Rimatomics, maybe it could cause Rimatomics's Radiation Poisoning, unless you change it back to your mods default own radiation system. Or, just use toxic buildup (not as interesting, but simpler).

As for its mechanics, well, here is the simple one:
  1. doesn't decrease
  2. Kills at 100%
  3. Causes cancer every "x" days (based on it's percentage)
  4. decreases fertility by the same percentage of its level,
  5. increases age rate by the same percentage of it's level ((unless they have ageless)), making them biologicly age faster.
  6. decreases immunity by 3/4 of its current level (Right before death, that's a decrease of about 75%!)
  7. More?


Oprindeligt skrevet af Joshyan:
- Instant-kill : I think the closest example is microwave. Work by agitating water molecules and creating heat. It will cause mild discomfort at low power (Area Denied System, rimatomic already has that) but at high enough power, will boil you alive from inside out and explode from pressure cause by all water molecule in your body turn into steam. (Doom has weapon like that)
Yeah! It could add a hediff that builds up, causing no damage (except minor brain damage being possible at medium levels (a suspected side effect of microwave weapons. Basically things like tinitus, headaches, ect. (IRL)). But it causes pain, and at 100% kills them (higher damage means faster increase) it slowly decreases, and (luckilly) medical treatmant can accelerate the decrease!

Also reminds me. It's known that area denial systems using microwaves were experimented with by the government. So, there are lots of conspiracy theories about them[www.buzzfeednews.com] (More and more evidence is implying they might be accurate, at least in some cases). See "Havana Syndrome[en.wikipedia.org]"... maybe reference them in the description?


Oprindeligt skrevet af Joshyan:
There are a lot of mods that add Phased Shield that allow user to shoot out.
True. But this will allow firing through all shields and is modular!
Perhaps the coil gun could also have a "phase-charged bullet", as the coil gun is high-tech, so that bullet uses high-tech stuff to be able to go through shields!

The ability to do phased stuff though is spacer-level, if not higher. Not to mention it requires a techprint if you have royalty...
Sidst redigeret af CTH2004; 22. juni 2023 kl. 15:36
Joshyan 23. juni 2023 kl. 5:04 
Module idea from Phased Shield, make it reasonable :3

- Energy Shield Module : (Chain gun's upgrade from doom eternal) Give user energy shield when equip weapon with this mod and allow user to use range weapon (as it is technically doesn't shoot from inside)

BTW, frostbite damage already bypass normal shield belt
Commander Shrekard  [udvikler] 23. juni 2023 kl. 15:31 
If I start doing more complicated things like shooting through shield belts, I'd likely need to make some dll files and figure out assemblies for RimWorld. The base ModularWeapons only has so many components.
Seems like you two have lots of ideas for the other beams. Making a projectile that causes buildup is pretty easy , that's what my tranquilizer and nauseating beam do in this mod. You just need to put the right things on it. From there the condition itself can do things like cause other sicknesses or damage. The cancer rays while interesting seem a little bit impractical in terms of gameplay. It would be a negative if used against the player and would be detrimental for any prisoners you're trying to recruit, but if you're just trying to make your prisoners and enemies suffer like in those war crime mods then I guess it still fits. Not a bad idea, but I am not sure if I would personally add into this mod.
If you have an attachment you would like to see on one of my weapons that I may not want to do personally, you're more than welcome to make it yourself . That's what I did to add tranquilizer darts to the base bolt action rifle from the original mod.
CTH2004 23. juni 2023 kl. 15:36 
Oprindeligt skrevet af Commander Shrekard:
If I start doing more complicated things like shooting through shield belts, I'd likely need to make some dll files and figure out assemblies for RimWorld. The base ModularWeapons only has so many components.
Seems like you two have lots of ideas for the other beams. Making a projectile that causes buildup is pretty easy , that's what my tranquilizer and nauseating beam do in this mod. You just need to put the right things on it. From there the condition itself can do things like cause other sicknesses or damage. The cancer rays while interesting seem a little bit impractical in terms of gameplay. It would be a negative if used against the player and would be detrimental for any prisoners you're trying to recruit, but if you're just trying to make your prisoners and enemies suffer like in those war crime mods then I guess it still fits. Not a bad idea, but I am not sure if I would personally add into this mod.
If you have an attachment you would like to see on one of my weapons that I may not want to do personally, you're more than welcome to make it yourself . That's what I did to add tranquilizer darts to the base bolt action rifle from the original mod.
thanks, and makes sense (:
CTH2004 8. juli 2023 kl. 8:54 
Oprindeligt skrevet af Commander Shrekard:
All suggestions for weapons, general add-ons, or add-ons for specific weapons should be made here.

Please describe the weapon, what you think it should do, and the parts it will have.
If it's specific parts, tell me what weapon it's for and briefly describe it.

I do not promise to make all suggestions, but if I really like it I'll do it.
Not really a wapon, but rather a mechanic:

So, in Dune, Laser Weapons aren't used, because whenever a laser hits a shield, a nuclear explosion occurs somewhere along the laser beam (See Here[collider.com]). It is also of semi-random strength. Might be like some dynamite, might be stronger than the Tsar Bomba! (The article doesn't mention the variable strength, the book does).

Such a mechanic might not be feasible and/ or something you want, but maybe if a modular laser hits a shield, an explosion occurs using similar mechanics to Dune? (And, therefore, raiders are unlikley to shoot people with swords, as they might have shields. But, they might still shoot! Now using shields is riskier, and requires more strategizing!)
Commander Shrekard  [udvikler] 8. juli 2023 kl. 10:06 
That's too complicated for me to add, you'd have to have a specific AI mode that makes pawns not shoot shielded enemies if they're wielding the lasergun, make that code for the effect, etc. It also is an effect I wouldn't add, and just seems more tedious to deal with than fun.
I also just changed the lasergun to a more generic energy weapon since it shoots bolts of energy as opposed to concentrated lasers. I also added a couple more types of shots to it. You can expect to see that update soon.
CTH2004 8. juli 2023 kl. 14:38 
Oprindeligt skrevet af Commander Shrekard:
That's too complicated for me to add, you'd have to have a specific AI mode that makes pawns not shoot shielded enemies if they're wielding the lasergun, make that code for the effect, etc. It also is an effect I wouldn't add, and just seems more tedious to deal with than fun.
I also just changed the lasergun to a more generic energy weapon since it shoots bolts of energy as opposed to concentrated lasers. I also added a couple more types of shots to it. You can expect to see that update soon.
fair enough. And can't wait!

Also, if you made a more generic energy weapon, maybe you will be able to make one that looks like a concentrated laser, that deals slow, but constant high-penetration damage!
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