RimWorld

RimWorld

Vanilla Weapons Expanded - Coilguns
436 Comments
Jixxor Jul 29 @ 11:47am 
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
CheekiBreeki Jul 17 @ 12:37pm 
having an issue with the bullet trails persisting... very annoying to look at
Pvt. Parts Mar 5 @ 7:45am 
is there a way to turn off the trails?
frickheckcrud Feb 17 @ 6:08pm 
is there any gauss shotgun?
Trivia Vanille Feb 7 @ 12:57pm 
your FAQ section states that these weapons can spawn on imperial soldiers from the Royalty DLC. What about the imperial soldiers from the VFE: Royals and VFE: Deserters? will they ever spawn with these weapons?
AvaAvari Dec 26, 2024 @ 10:41am 
Woops already fixed it, just read a bit farther down apparently the gun play trails do NOT like the projectiles
AvaAvari Dec 26, 2024 @ 10:39am 
@xur im having the same issue i found you can destroy them with debug mode but you need to find the structure they impacted for me this was quite hard as this was in combination with misc training and the Gauss projectile had merged a full 10 blocks of stone deep and wouldn't disappear if there's any help to prevent this it would be nice
[DG] Z Type Knight Dec 18, 2024 @ 3:46pm 
@Chaplain: Can confirm. Especially if using with the Warcaskets from VFE:Pirates. Gauss-armed soldiers should ALWAYS be in the front.
Xûr Dec 13, 2024 @ 1:05am 
Did anyone else encounter an error message "Exception ticking defaultxxxxxx (at (xxx, x, xx)): System.NullReferenceException: Object reference not set to an instance of an object."

When I go to the coordinates, I find some gauss tracers are not disappearing; the only way to clear them is to restart the game. I don't know if it has something to do with VWE coilguns or something else.
Chaplain Roach Dec 9, 2024 @ 11:26pm 
Great weapon pack, just be aware these weapons have a very high friendly fire chance. Don't put anyone in front of these guys.
MEMQLI Nov 25, 2024 @ 1:24pm 
now i am gordon freeman
Dead Thing Sep 25, 2024 @ 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 Jun 17, 2024 @ 12:24pm 
@Wilihey, you can fix this by turning off trails in the gunplay mod.
Uncle Badtouch May 18, 2024 @ 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 May 6, 2024 @ 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 May 2, 2024 @ 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 Apr 26, 2024 @ 10:56am 
love it but will not use it.....
Daria40K Feb 3, 2024 @ 7:31pm 
Looks like the patch for Reinforced Walls is trying to patch a bed (Erin_FutonB) from Erin's Japanese Furniture
Ruby Nov 18, 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 Nov 17, 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] Nov 17, 2023 @ 9:19am 
Looks like a conflict with Gunplay.
Despia Nov 17, 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 Nov 17, 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] Nov 9, 2023 @ 3:08am 
Report to CE. We don't handle CE compat.
Ojama Lime Nov 8, 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 Oct 20, 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 Sep 11, 2023 @ 9:41am 
what a quick response, ily <3
Oskar Potocki  [author] Sep 11, 2023 @ 6:43am 
New update:

Coilguns now respect Friendly Fire setting in game options.
FunnyBunny Sep 4, 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 Sep 1, 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 Aug 26, 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 Aug 20, 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 Aug 3, 2023 @ 2:27pm 
Hi! in my current run it seems the guass lance does not work with run and gun.
platinum text Aug 2, 2023 @ 4:15am 
Should add a Gauss sniper.
Slice of Thanatoast May 26, 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 May 12, 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™ Apr 19, 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 Apr 18, 2023 @ 9:51am 
Don't use these guns from the backlines... Or do, I got a trauma savant out of it, lol !
Baltazar Gąbka Apr 2, 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 Mar 24, 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 Exterminator Mar 9, 2023 @ 6:48pm 
This mod is broken with CE at the moment.