RimWorld

RimWorld

Vanilla Weapons Expanded - Coilguns
417 Comments
Dead Thing 25 Sep @ 9:53pm 
Coming back to Rimworld after a year or so away. Updating hundreds of mods and what not. Finally checking this mod.

I'm having traumatic flashbacks. A mod that provides extremely powerful weapons, yes. Absolutely. But oh god. Irresponsible use of them? The horror. The horror. The delightful horror.
McClain 17 Jun @ 12:24pm 
@Wilihey, you can fix this by turning off trails in the gunplay mod.
Uncle Badtouch 18 May @ 6:36pm 
Fantastic mod! Endgame S tier weapon that would be overpowered if it didn't shred your own colonists and destroy your own buildings if you're not careful.
Wilihey 6 May @ 12:15pm 
the gunplay mod as indicated below was the cause for the coilgun trails not disapearing and tanking the framerate, i can live without that mod for now
stm91 2 May @ 2:29am 
Love the mod. I feel like it would make sense to add the armored walls and doors from "Vanilla Furniture Expanded - Architect" to the projectile stoppers though.
Zomtime 26 Apr @ 10:56am 
love it but will not use it.....
Daria40K 3 Feb @ 7:31pm 
Looks like the patch for Reinforced Walls is trying to patch a bed (Erin_FutonB) from Erin's Japanese Furniture
Ruby 18 Nov, 2023 @ 2:05am 
Thank you for letting me know so soon <3, I didn't even know i had that mod to begin with lol
Despia 17 Nov, 2023 @ 11:23pm 
@Oskar Potocki Thx for the info. It seems that there are more conflicts with Gunplay and other VE Weapon mods. Deactivating "Enabe trails" in Gunplay mod settings fixed the errors and visual bugs for me.
Oskar Potocki  [author] 17 Nov, 2023 @ 9:19am 
Looks like a conflict with Gunplay.
Despia 17 Nov, 2023 @ 6:09am 
@Ruby Got the same bug, it even throws an uncountable amount of errors in rimworld debug log, slowing the game down. See HugsLib log here [gist.github.com].
Ruby 17 Nov, 2023 @ 12:41am 
When i use the gauss weaponry the trails it leaves don't fade away, is this a visual bug or do i somehow have a mod conflict that's causing such an odd bug?
Oskar Potocki  [author] 9 Nov, 2023 @ 3:08am 
Report to CE. We don't handle CE compat.
Ojama Lime 8 Nov, 2023 @ 7:54pm 
When I load this mod with combat extended, along with another vanilla weapons expanded mod, laser, the game throws up a bunch of very similar xml errors like this:

XML error: <ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef> doesn't correspond to any field in type EffectProjectileExtension. Context: <li Class="ProjectileImpactFX.EffectProjectileExtension"><explosionMote>true</explosionMote><explosionMoteSize>0.25</explosionMoteSize><ImpactMoteDef>Mote_YellowSparkFlash</ImpactMoteDef><ImpactMoteSize>1</ImpactMoteSize><ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef><ImpactGlowMoteSize>2.5</ImpactGlowMoteSize></li>

when either mod is loaded with combat extended, alot of <impactmoteexplosion> and similar messages come up
NadanVerw 20 Oct, 2023 @ 6:47am 
I noticed it said "Shots fired by these weapons cannot penetrate mountains or reinforced walls from Vanilla Furniture Expanded - Spacer." But there isn't reinforced walls in Spacer mod anymore because Oskar you said it was replaced by armored wall from Architect, but I found that armored wall can't stop gauss weapon. Could you change that armored wall can stop the coil shots?
FunnyBunny 11 Sep, 2023 @ 9:41am 
what a quick response, ily <3
Oskar Potocki  [author] 11 Sep, 2023 @ 6:43am 
New update:

Coilguns now respect Friendly Fire setting in game options.
FunnyBunny 4 Sep, 2023 @ 3:23am 
you need to be allowed to change how friendly fire works for these guns. even with story teller options set to 0% friendly fire, im still annihilating my own pawns with friendly fire
stanleyfrodo1 1 Sep, 2023 @ 8:33pm 
Fun mod and great weapons for crowd control, would've liked it as an upgrade from my colonists charge rifles but the weapon seems to be just as dangerous to my colonist on my own side as it is to the enemy.
Microsoft Excel 26 Aug, 2023 @ 2:58am 
I have never understood how something so unbelievably broken could be called bad by so many people. If you think they are anything less than gamebreaking, you're having a major skill issue, these are incredibly OP.

To start with they turn any pawn into a hilariously lethal sharpshooter by practically negating the need for shooting skill - it hits EVERYTHING in the path with NO CHECK (including downed pawns). If you somehow miss the entire tile your target was standing on you will still hit everything next to it. No need for a killbox or sandbags or embrasures either, just shoot directly through walls in complete safety. On top of all this, they still cut through armor like butter - so it works on anything from tribals to mechs.

As it stands, these trivialize combat anywhere that's not a completely open field.
Elhazzared 20 Aug, 2023 @ 11:42am 
Hello, I just wanted to say that while I do like the idea of a penetrating weapon, there should be a few exceptions made for it so it runs smoothly.

First is that it shouldn't cause friendly fire within the usual 5 tile radius because that makes the weapon useless in the killbocx as your melee fighters have no way to stab between your ranged guys and the enemies.

Second, I'd make an exception for barricades and sandbags so they aren't damaged within a certain radius (probably 5 as well) so that once again, it doesn't destroys your own kill box.

I am not sure whether this can be done or not with the way they currently work but I'd expect it to be possible to give a no damage to objects and friendlies within 5 tiles however I don't know much about programming so my expectations might not match reality.
epicgiantstorm 3 Aug, 2023 @ 2:27pm 
Hi! in my current run it seems the guass lance does not work with run and gun.
platinum text 2 Aug, 2023 @ 4:15am 
Should add a Gauss sniper.
Slice of Thanatoast 26 May, 2023 @ 4:36am 
I made a Legendary Lance with a shooter who has 0 aiming time and let me just say this is one of the most OP things I've played with, other than the Vanilla Psycasts mod. Had to stop using both of these just so I could have some sort of challenge
Calcifer 12 May, 2023 @ 9:56am 
These weapons are a REALLY cool idea, and very thematic. However I'm debating on removing this mod from my list :( Reason being, these weapons do MUCH more harm than good in reality. You absolutely cannot use them in the standard formation with melee blockers without killing or mortally wounding your melee pawns. Even in a straight line formation, you'll still end up hurting your own pawns if ANY of the enemies are melee. If you use this mod, make sure you disable friendly fire.
Sexual Velociraptor™ 19 Apr, 2023 @ 10:44pm 
These weapons are very cool but despite being given a masterwork gauss revolver early I ended up not using it by midgame. For every time I was able to shoot 3 enemies at once, I shot through an ally's lung.

Then again friendly fire is even more annoying to me than most. I straight turned it off for me and raiders. Game feels much more fun.
-[BSM]-Raff 18 Apr, 2023 @ 9:51am 
Don't use these guns from the backlines... Or do, I got a trauma savant out of it, lol !
Baltazar Gąbka 2 Apr, 2023 @ 7:25am 
As much as I like VE mods, I cannot recommend this one. I am not using it as it always hurts my pawns, Pirates use it and kill each other, and recently, after Imperial Caravan was attacked by insects, they harmed half of my animals by these weapons. One dead donkey, almost dead pig, and plenty of wounded. These guns are basically portable friendly fire deluxe.
turkler 24 Mar, 2023 @ 12:40pm 
@Kuukuna the reason (also the reason why this mod doesn't play nice with ce) is because the projectiles technically aren't real and there's a lot of back-end work to make them actually pierce things
The last Eternal 9 Mar, 2023 @ 6:48pm 
This mod is broken with CE at the moment.
Totsnuk 5 Mar, 2023 @ 10:50am 
I'm sorry but these guns just do more harm than good it seems. Seems like my pawns intentionally miss and obliterate my colonists lmao.
Nitsah 16 Feb, 2023 @ 3:54am 
A mix of gameplay theme and realism. Someone with better understanding of physics would explain it better but the velocity and energy behind a coil/rail gun projectile would be many times higher than a AM rifle especially after range and materials coming into play both from the projectile and what ever it hits.
Kuukuna 19 Jan, 2023 @ 9:27pm 
How come these guns that pierce through nearly everything only have 70% armor penetration while anti-material rifle from your Vanilla Weapons Expanded has 100% armor penetration and it doesn't pierce through anything?
[79thCH] Sniper 1 Jan, 2023 @ 1:58pm 
I'm not seeing the Coilgun penetration unfortunately
Flubbred 23 Dec, 2022 @ 2:46pm 
I knew these were gonna be strong but man, they are strong. So much so that I will limit myself on how much I use them for difficulty sake and my wall sake. I like op things but maybe infinite pierce is a little strong, at least on gauss rifles. Lance, I can see it but rifles should maybe have a limit. Or increase their cost or something. But I do like them a lot.
Scarecrow 3 Dec, 2022 @ 6:12am 
Tips: Don't hunt with these guns as the shots ricochet and hit other things. Also don't try to body block like you would usually as these guns will shoot through your animals/melee pawns.
Calistil 30 Nov, 2022 @ 7:35pm 
With the latest CE penetration seems to be gone.
Zer0wl 18 Nov, 2022 @ 5:42pm 
I expected these to be strong considering their armor penetration with CE exceeds the armor thickness of cataphracts, but i did not expect it to just straight up punch through shields, mechanoid centurions did jack all in protecting themselves or their allied mechs.
pewpewdewd 15 Nov, 2022 @ 6:29pm 
the gauss lance is basically a sniper rifle
Mr.Cabbuge 15 Nov, 2022 @ 7:09am 
No coil sniper rifle? Such a shame :C
Enregór 14 Nov, 2022 @ 11:18pm 
These things have killed more of my men than the enemy.
Lokairn 7 Nov, 2022 @ 5:26pm 
Hi, I hope the question hasn't been asked yet, but my colonists won't fire by themselves, I have to manually give them target one by one, any idea why and how to correct it ?
ZERO 6 Nov, 2022 @ 1:44am 
Hello! I have request to add the gauss turrets (from this mod) and laser turrets (from VWE - Laser), because coilguns is may favorite weapon type and i'm would like to use it to defend my base
Blitzred 31 Oct, 2022 @ 3:34pm 
With the removal of reinforced walls from the spacer module, do the armored walls from the architect module now stop the bullet penetration?
Shinji 31 Oct, 2022 @ 12:01pm 
I love the drawback of friendly fire these have. Makes you really aware of how you use them and where.
I was running through med kits like crazy trying to figure out why my pawns were getting downed so much, only to realize it's the gauss guns themselves.
Probs AFK 30 Oct, 2022 @ 3:17pm 
I have one question, and this is nitpicking as a it of a gun nut honestly.
where is the trigger finger meant to go on the gauss rifle? looks like it has a thumbhole stock with a mag directly in front of it.
Gameplaywise, though, I like it. Thanks for making this
Oskar Potocki  [author] 28 Oct, 2022 @ 5:29am 
I mean when you say it out loud it's pretty obvious isn't it :P
BananaBread 28 Oct, 2022 @ 2:18am 
i did not read the warnings, and incapped 3 friendlies during a massive infestation event, i was very confused when i looked at the health tab, and realised this person with a gauss rifle is never allowed to sit at the back of the firing-squad anymore
Decimus Magnus 26 Oct, 2022 @ 9:26pm 
Thank you for making this amazing mod. Would it be ok if I borrowed the bullet penetration code to use for a mod that adds the ChemRail gun from Elysium? https://i.imgur.com/SzE5nly.png
d0n41dth3gr34t 13 Oct, 2022 @ 9:49am 
with 1.4, could the ap scale with the damage reduction?