RimWorld

RimWorld

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[SK] Simple Minigun Rework
   
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Mod, 1.5
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156.000 KB
Oct 5, 2024 @ 9:41am
Oct 5, 2024 @ 10:32am
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[SK] Simple Minigun Rework

In 1 collection by Settlerking
[SK] Simple Series
5 items
Description
A simple and (IMHO) much more fun version of the minigun. The Minigun is a largely useless weapon in Rimworld, it's rare, only reliably showing up in the hands of mechanoids and ultra late game raiders. The Minigun has a dedicated research just to craft it even. Very bizarre for a gun that is maybe *the* overrall worst weapon in game all things considered. The accuracy is terrible and range or damage does not make up for it. Worst of all, it does not have a funny BRRRT even to at least make it enjoyable to use.

What's so wrong with the minigun?

The minigun has, in my opinion, three main flaws.

1. It's weak and ineffective.

2. It's unsatisfying to use.

3. It lacks any unique or special mechanic.

This mod fixes those things by:

1. Increasing the range, accuracy, stopping power and armour penetration of the minigun. The damage has been dramatically reduced to 5 from the original 10 to compensate for this.

2. Replaces the sound effect with a more impactful and satisfying brrt.

3. Implements the Vanilla Expanded Framework feature of 'weapon warmup' to give the minigun a vunerable spin-up time before letting your pawn spray an endless hail of full auto fire. Goal being to recreate that classic 80's action feeling in Rimworld form! The weapon has a 6 second warmup but once firing is full auto.



With these changes the minigun now has a very long initial aiming period that once past makes it into a terrifying full auto beast... until you move or stop firing.

These changes are meant to buff the minigun and introduce it as a more viable vanilla weapon, or at the very least a more interesting one.

The rework might still need some balance adjustments though, feel free to suggest any in the comments.

Additional Changes/Notes

Due to how the warm-up feature is implemented in Vanilla Expanded Framework the warmup is disabled for non-player pawns. So to not make Centipede gunners or any other high level pawn that uses this weapon useless, a vanilla identical 'chaingun' replaces it in the spawn pool. This weapon is a copy of the vanilla minigun except it cannot be crafted, bought or looted. It will be destroyed upon drop to ensure it never enters gameplay as anything other than a stopgap solution.

If there is a way to switch on the warm-up for NPCs this will be removed in an update.

Requirements

- Vanilla Expanded Framework




Simple Series
Hello fellow patron of the Hague! SK Simple Series is my list of personal mods that I've developed in an attempt to ease my ADHD fuelled desire to 'fix' every pet peeve I have with this lovely game I mod and error fix more than actually play. Every addition in these are made to suit my preferences and playstyle of Rimworld, I'm open to input and suggestions but these mods are meant to be, as the name implies, 'Simple™'.

To maintain this simplicity the series follow three very basic design rules:

- Never Replace. (No vanilla Item or system is meant to replace or be rendered useless by these mods.)
- No Bloat. (No Item will be identical or near-identical to a vanilla item, everything has some sort of niche)
- Always Reuse. (Every addition should favour using existing production benches, research, resources etc.)
25 Comments
UNREASONABLY LARGE DOG May 5 @ 2:40pm 
This works really well with the Dead Man's Switch nara industrial ideology style
Kaschey Jan 7 @ 12:24am 
Absolutely loving this mod - really makes minugn fun and satisfying. Just one suggestion: maybe the rate of fire should be very slightly toned down? (like, by 5-10%). In the current version, it feels slightly OP.
Vylok Jan 1 @ 6:50pm 
you should increase the bpm and give it a 300 shot burst until it has to reload and start again
[岗] Señiorita woofers Dec 18, 2024 @ 12:55am 
Can you make it so the "ammo'' is not infinite, aka. give it like a 300 shot burrst count. I feel that makes it realistic.
lucky_one 🍀 Oct 9, 2024 @ 11:06am 
Take care boss
Settlerking  [author] Oct 9, 2024 @ 10:15am 
no clue
Towarzysz Ujma Oct 9, 2024 @ 5:19am 
CE?
Settlerking  [author] Oct 9, 2024 @ 2:27am 
This mod is actually just a weapon I've cut out of an old feature creep mod project I've worked on and off on since 2020 ish and transplanted onto the vanilla minigun. hopefully I can release the actual mod at some point lol.
Settlerking  [author] Oct 9, 2024 @ 2:23am 
@Mason Multi round mortar sounds really cool, little out of the scope of my aims with this modding project. It's not hard to make a multi shot mortar really, you could make a basic multi projectile mortar very easily in XML. Maybe I'll make one once im no longer sick and finished some previous more pressing commitments
Settlerking  [author] Oct 9, 2024 @ 2:18am 
taking a look at the changelogs all my mods should be fine. Currently sick and spending my time with drinking tea and petting my dog so can't check for certain. It's not a new decimal version update so any changes are either minor or back end performance/bug fixes. Very few mods should realistically be affected anyhow.