RimWorld
Minigun2
81 commenti
Techmago  [autore] 4 set, ore 11:41 
I dont have a ghub for this particular mod.
But it's easy enought...
SpaceDorf 4 set, ore 8:53 
@Techmago
that would be amazing. Do you have a GitHub Page ? I could send a pull for a few other patches
Gabe Knight 3 set, ore 20:31 
Lol I was about to do what you said @SpaceDorf and discovered there was a patch there. Is it because @Techmago updated the mod?
Thanks!
Techmago  [autore] 3 set, ore 15:41 
Harmony have a thing for making menus. If i got how to make it toogable i would do more weapons and let user decide wich would be burstable and wich would not.
Techmago  [autore] 3 set, ore 15:39 
There, not it support VWE_Gun_ChargeMinigun

I installe VWE just to test it.... its fun.
I didn't check the "conversion calculation"
Techmago  [autore] 3 set, ore 15:30 
It did not predate. I was lazy because writing then was not really that well documentaded. And there was no chatGPT.....
SpaceDorf 3 set, ore 15:28 
as long as it works :)
I think the mod predates patch operations
but I was not going to do that for all the miniguns I wanted to change.
Techmago  [autore] 3 set, ore 15:22 
i forgot that i redefined the entire minigun instead of doing a patch. aheuhaeuahe
SpaceDorf 3 set, ore 15:17 
the operation PatchFindMod checks if the mod is loaded and then modifies the values.
If the mod is not loaded it does nothing.
I just haven't found out yet why it does not work with the Beam Repeater.
I guess core modules work differently.

Garrs Rapidfire Miniguns operate the same way, it just has not updated to 1.6 yet.
Techmago  [autore] 3 set, ore 15:09 
I mean, do it just do nothing, or it trow an error?
Techmago  [autore] 3 set, ore 15:08 
Do this patch work for who doen't use VWE_Gun_ChargeMinigun?
SpaceDorf 3 set, ore 9:27 
I hope it works.
Gabe Knight 3 set, ore 9:10 
Jesus, thank you lol. I'm gonna try that in a minute. :brewing_ats:
SpaceDorf 3 set, ore 8:51 
I had to split the answer because it was to long :)
SpaceDorf 3 set, ore 8:51 
<!-- Second Part -->


<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "VWE_Gun_ChargeMinigun"]/statBases</xpath>
<value>
<statBases>
<Mass>12</Mass>
<AccuracyTouch>0.20</AccuracyTouch>
<AccuracyShort>0.30</AccuracyShort>
<AccuracyMedium>0.30</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>0.11</RangedWeapon_Cooldown>
</statBases>
</value>
</li>
</operations>
</match>
</Operation>

</Patch>
SpaceDorf 3 set, ore 8:50 
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Vanilla Weapons Expanded</li>
</mods>
<match Class="PatchOperationSequence">
<operations>



<!-- Charge Minigun -->
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "VWE_Gun_ChargeMinigun"]/verbs</xpath>
<value>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>VWE_Bullet_ChargeMinigun</defaultProjectile>
<warmupTime>0.12</warmupTime>
<minRange>1.5</minRange>
<range>31.9</range>

<soundCast>VWE_Shot_ChargeMinigun</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</value>
</li>
SpaceDorf 3 set, ore 8:50 
Okay go to the folder
F:\Games\Steam\SteamApps\workshop\content\294100\1588721300\1.6 ( this mod )

create a folder Patches

create a file Patch_VWE_ChargeMinigun.XML ( or whatever you like )

paste this text into the file :
Gabe Knight 3 set, ore 5:58 
A patch would be absolutely fantastic @SpaceDorf
SpaceDorf 2 set, ore 9:49 
no this one does not.

I could post a patch
Gabe Knight 2 set, ore 8:00 
Hello good sir, thank you for the mod. Looks great. Does it work with the charged minigun? From Vanilla Weapons Expanded.
Thanks.
Harrd Duzinsaid 12 feb, ore 23:27 
There's a trick in something else, take the arrow specialty and the dark athora, which gives accuracy, and the specialty gives a symbolic recharge (ideology).
Gooby King 28 set 2024, ore 11:11 
this but with the laser system from vanilla expanded would be fire
Techmago  [autore] 13 ago 2024, ore 18:30 
I forgot the "delete from centipede" problem. Should be fixed now.
DrinkingBuddies 7 nov 2023, ore 9:26 
I love this mod. But there's a problem. This mod deletes minigun of enemy centipede gunner. They just spawn with no weapon.
A V.O.I.D Representative 13 feb 2023, ore 15:47 
i used this in like 1.1/ thank you
SpaceDorf 22 gen 2023, ore 5:56 
Miniguns and Machine Guns ( belt fed guns in general ) should be handled differently.
A 15-20 shot burst is stupid. It's like emptying the belt on a single target. Like the scene in the original predator movie where the soldier mows down half a forrest without hitting anything.

After being setup single barreled machine guns are meant to fire in bursts of three to five shots in short intervalls while either moving from target to target or suppress a position, to not overheat the barrel, and again .. not to fire a whole belt ( and barrel ) at a single target.

So the actual correct procedure would be to put down the machine gun like a small turret, use it the correct way, than pack it up again.
SpaceDorf 22 gen 2023, ore 5:55 
Another Mod that really needs the minigun touch up :
https://steamproxy.net/sharedfiles/filedetails/?id=2906456426

@Shades : and your argument proves why miniguns and machine guns are handled wrong in Rimworld.

Mass in my oppinion is sufficently handled by the move speed penalty.
Warmup is right, that depicts aiming and shouldering. What Rimworld sadly does not allow
in Vanilla is that most light to medium weapons can by fired on the move or with only low overhead.
Because I define being drafted and in position as having the weapon at the ready.
Garr Incorporated 17 dic 2022, ore 14:15 
If some people are interested in more miniguns being remade in this fashion, they can seek "Rapid-fire Miniguns" mod, which applies patch operations to all existing vanilla and several modded miniguns to behave like here.
General Brasch 5 nov 2022, ore 17:22 
still the best mini gun mod around. how the mini gun should work in my opinion.
Shades 14 gen 2022, ore 22:57 
The purpose of aiming time is to simulate mass and handling of a gun. Light weapons shoot fast and can be fired from the hip if necessary, heavy rifles need to be shouldered first and have a center of gravity far away from the shooters center of mass, making an unwieldy weapon. Cooldown simulates and averages things like recoil, reload and so on. Short times represent light close combat weapons, while bursts are MGs and other support, like miniguns. I suggest instead improving accuracy slightly, and extending shots/burst.
Immortalits 7 dic 2021, ore 14:01 
Is this mod compatible with vanilla veapons expanded? (is this also change the charged minigun fire mechanics? It would be great if yes, this is my favourite weapon with this rework!!!)
Peni4 10 mar 2021, ore 23:14 
Hello. Is there any chance you might consider a similar modification with the minigun turret from Vanilla Furniture Expanded - Security and the Defensive Machine Gun Turret Pack. Ideally, as I see it, I would like to get a real suppression firing point. I mean: it's a minigun on a turret! He doesn't have to stop firing until he runs out of ammo or targets, right ?! Dhaka must flow!
Garr Incorporated 2 nov 2020, ore 3:24 
My mod is up, and you are mentioned.
Techmago  [autore] 1 nov 2020, ore 7:01 
oh yeah, that make sensce. I didnt do that because i am lazy, but its the best aproach
Garr Incorporated 31 ott 2020, ore 12:03 
I am actually somewhat close to making the working version of your mod that is more efficient (as in, it patches the minigun instead of replacing it) and works for minigun, heavy machanoid blaster, charge minigun from VWE and, potentially, laser minigun from VWE-Laser. The only problem with the last one is accounting for the warmup cooldown reduction. I do not understand what is the maximum cooldown, which prevents me from changing any stats that change the warmup.
Techmago  [autore] 31 ott 2020, ore 8:44 
its easy to implement if you copy my files...
The boring part is to make the math to ajust the rates of fire to change the thing without makig it op.
Garr Incorporated 30 ott 2020, ore 15:23 
I understand that. Hence my question.
... Maybe I can just make my local copy to make it work somehow... Later...
Techmago  [autore] 30 ott 2020, ore 12:45 
I thought about that. right now this mod ONLY changes the vanilla minigun. Nothing else
Garr Incorporated 30 ott 2020, ore 11:49 
By the way. Does this change in behaviour work on other weapons that work like a minigun? Such as charge blaster that centipedes carry or the charge minigun from Vanilla Weapons Expanded? I doubt it does, but it honestly would be quite nice to have this change added by this mod as well. Make all the miniguns work on the same principle.
M.A.R.T.I.N. 26 ago 2020, ore 9:22 
Lol, thank you a lot, it was really easy) And now i have really frightening minigun. And so do raiders°_°
M.A.R.T.I.N. 26 ago 2020, ore 8:37 
Wait, wait, wait, i dont want to use your mod make one more (at least now), im just curious HOW can i change. I mean, i dont even understand where can i find the mod's file to redact it
Techmago  [autore] 26 ago 2020, ore 6:44 
Its REALLY easy for you to change anything...
You could use this mod as a starting point... i was lazy and overwrite the entire thing instead of patch it... but you can use it to change anything you like. You just need to take a minute to understand what each option does.
M.A.R.T.I.N. 25 ago 2020, ore 20:08 
Hello, thank you for 1.2. Do you kno de wey how i can boost minigun by myself? Maybe some mod for improving only minigun's accuracy or maybe i can rewrite something inside your mod too decrease cooldown and aiming time? (ive heard that if it xml file, you can easily rewrite it)
Techmago  [autore] 24 mag 2020, ore 8:56 
It would have the same problem as before most of the time. A suddent stop if the target move away or die, and constant re-targetin interfering with the warm up.
My goal here was to made the mining more usefull, not op.
I never really use minigun with the vanilla settings... assault rifle is more reliable.
NerdCuddles 24 mag 2020, ore 8:30 
I would of just decreased the cooldown and made it fire way longer with way more bullets
Ralathar44 15 mar 2020, ore 14:05 
Huzzah, I have many bullets to spare. 1 for each friend :P.
Techmago  [autore] 15 mar 2020, ore 8:52 
1.1 is out, tell your friends
Ralathar44 29 feb 2020, ore 20:56 
Update to 1.1 when you can <3.
nastyfk 19 ott 2019, ore 19:59 
Damn I love you. I'm thinking about the same thing and you made it. Good job!