RimWorld

RimWorld

3,355 ratings
Vanilla Weapons Expanded - Coilguns
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Mod, 1.4, 1.5, 1.6
File Size
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4.615 MB
Jan 27, 2021 @ 9:47am
Jul 2 @ 11:12am
8 Change Notes ( view )

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Vanilla Weapons Expanded - Coilguns

In 2 collections by Oskar Potocki
Vanilla Expanded
109 items
Vanilla Expanded - Empire playthrough
148 items
Description


[www.patreon.com]








This mod is CE compatible.



1.0.0 (27/01/2021): Initial release



Vanilla Weapons Expanded - Coilguns is an addition to one of the most popular mods of Vanilla Expanded collection - Vanilla Weapons Expanded, however it can be played without it. This mod adds a selection of spacer-tech weapons, fully craftable upon researching mass drivers technology. Coilguns come with a unique gimmick - whilst their firing speed and aiming time are quite unforgiving, projectiles fired from these weapons pierce any target they hit - flesh or metal, as well as any obstacles. Each obstacle reduces damage dealt to the next unlucky object/creature, but effectively these weapons allow your colonists to score multi-kills with a single shot.

Shots fired by these weapons cannot penetrate mountains or reinforced walls from Vanilla Furniture Expanded - Spacer.


Vanilla Weapons Expanded is part of a series of mods expanding on everyday life on the Rimworld. When paired together with a brand new Vanilla Apparel Expanded and Vanilla Armours Expanded, you can bring something to your game that will keep you interested in it for days.









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Q: Does this work on RimWorld 1.1?
A: No, it requires the latest game version.

Q: Is this mod CE compatible?
A: Yeah!

Q: Do these weapons spawn on enemies?
A: They can, on imperial soldiers from RimWorld: Royalty DLC.

Q: Is this mod compatible with Run and Gun?
A: Yes, you should be able to use these weapons with run and gun.

Q: Can I request a feature?
A: Yes, comment down below!

Q: Where do I craft those weapons?
A: After researching Mass Drivers technology they will appear to be crafted on fabrication bench.

Q: What do you mean ‘shots penetrate’?
A: Projectile fired by these weapons will always reach its maximum travel distance, damaging everything in its path. Be careful of friendly fire!

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however please remember removing a mod can cause issues.

Cupro's Stones patch:
https://steamcommunity.com/sharedfiles/filedetails/?id=2382375871



Graphics are created by me, Oskar Potocki[www.oskarpotocki.myportfolio.com].

XML by Avery.

Code work by Taranchuk.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]



[discord.com]

[www.paypal.com]

Every dollar donated allows me to spend more time refining the mods and creating new content. If you’re feeling generous, even the smallest donation is always welcome!

[www.patreon.com]



Check out our collection at:
Popular Discussions View All (4)
9
Oct 4, 2023 @ 11:42am
Friendly Fire
Bear Baron
3
Apr 26, 2021 @ 11:34am
CE Patch?
Ⓜ️🅰🆇🅱🅻🆄🆁
1
Aug 4, 2021 @ 3:46pm
Bug! This mod does not respect Storyteller settings in regards to Friendly fire
Dr. Nolegs
436 Comments
Jixxor 13 hours ago 
Thank you, NullDragon. Sadly I'm too dumb to read these logs. I disabled everything Coil-Weapons via cherypicker for now, glad I can just turn off the trails in Gunplay and use coilguns again.
Frankly I wasn't even aware anymore that I had Gunplay.. or what that even does.
NullDragon Jul 27 @ 12:58pm 
Jixxor: This seems to fairly obviously be a problem with Gunplay based on the error log. Further research shows that this is not a recent issue, and it is recommended trails be turned off when using Gunplay with any VE mod(medieval 2 also has the issue it seems). Unlikely to be fixed, especially as the dev does not seem to be active at all.
Jixxor Jul 27 @ 3:04am 
As mentioned on the other comment, when anyone fires Coilguns, the trails of the projectiles do not disappear until I re-load.
When turning on Devmode when a pawn is firing, the error log throws hundreds of red lines.

https://gist.github.com/HugsLibRecordKeeper/54a0683562ac781795660fa22726c3c4

Does anyone have an idea if this degrades performance? Can I now safely remove the mod, or should I instead just remove the coil guns using CherryPicker so they simply won't show up anymore?
Thanks for anyone who can point me toward a solution.
Jixxor Jul 26 @ 1:33pm 
Anyone have a clue why shooting these coil guns leave a visible trail behind that stays until re-loading?
Poul Mavinger Jul 25 @ 12:55pm 
Also anyone having Friendly fire issues there is only 1 tile safe zone for these weapons compared to the 4 tile for everything else.
Poul Mavinger Jul 25 @ 12:55pm 
I REALLY love these guns. That being said it sucks that the spacer walls were removed in the Spacer furniture 2.0 update. Maybe add the functionality to the armored walls from Furniture - Architect? Or even adding it to the grav ship walls. I tried double walling my ship with grav walls/armored walls but keep scewering people on the inside lol. I also buffed them with +2 dmg, +1 range like the charge rifle got in 1.6, and made them cost plasteel. Makes them feel like amazing alternatives to charge weapons.
Kaito Jul 24 @ 1:44pm 
Does VFE Spacer even have walls? I sure can't see them.
NullDragon Jul 24 @ 7:28am 
A small suggestion for Odyssey: Since VFE Spacer reinforced walls are intended to block these shots, what about Odyssey ship walls as well?
PenderBloodfart Jul 23 @ 2:51am 
It would be cool if like other weapons don't hit allies right next to them as if they're shooting over their shoulders. Because right now they do and i can't fit my melee guys anywhere without getting hit
Ninjaxas Jul 19 @ 6:30am 
@CheekiBreeki
If you look at comments below, it may be due to gunplay