RimWorld

RimWorld

[RH2] Helldivers: Super Firearms
109 Comments
DocHolliday Aug 24 @ 4:54pm 
your helldivers mods are PEAK, do you plan on adding vehicles to complement RHO's?
PolandBall Aug 23 @ 9:48pm 
This Mod is CE Compatible.)
wAr Admiral Aug 18 @ 9:36pm 
Hey, I have been having trouble with this mod. The guns aren't firing. I have tried so many things, and nothing has worked. How do I fix this?
Jinsu Aug 10 @ 9:47am 
I hope one day AR-32 Pacifier can be added. It would be nice to have a AR version of nerve spiker or something.

Also I do enjoy the shotguns in this pack. The range compared to base game shotguns feels nice.
markmywords800 Aug 9 @ 11:58am 
Ballistic Shield?
ODST Sniper 01-0214 Aug 7 @ 8:44am 
we need some SMGs man
gooner Aug 5 @ 1:35pm 
when updateed verison of Umbra Company 🥺🥺🥺
Mrtll94 Aug 4 @ 10:11pm 
Hi Chicken Plucker, got a bug to report!

tac pack creation dont have any skill assigned to it at this moment, defaulting crafting skill to shooting

here's logs, tested with only this mod present besides harmony in dev quicktest to exclude mod conflict

...

Make_RNApparelHD2_Backpack_ShieldPack needs workSkill because it creates a product with a quality.

Did not find skill of def , returning Shooting: 0 (0xp)
synister Aug 4 @ 2:38pm 
I did some local testing (loading just this mod, DLC, and Harmony) and found that using ffmpeg to convert the shot sound clip from a .mp3 file to a .ogg file, (for example Liberator_shot.mp3 to Liberator_shot.ogg) solves my issue of no/quiet firing sounds. I was led to this solution after comparing your mod to others which add firearms.

Because @Ģ◊иℤ◊⚡ℤ∀муpΛй reported on Jul 22nd that he found no issues with sound volumes, and so far no others have reported quiet guns, I'll add that I'm on Linux (CachyOS) so those on Windows may not have this issue.
Chicken Plucker  [author] Jul 31 @ 4:42pm 
@ricwib - Please keep it civil in my comments section. I appreciate the disagreement over stats but there's no need for those types of insults.

@“飞鹰”500KG炸弹 - Hello, hard disagree on this. Quasar Cannon has a long charge up, that's just how it is. As for anti-tank weapons like the Recoiless Rifle, you can't just snap shoot with them. Have you ever tried to aim with something that heavy over your shoulder?

Reloading it takes time, and while your target is likely large, it could be moving as well and you're not likely to be near it. If you miss your target, you're going to wait a long time because these weapons also need a long cooldown (or in Helldivers 2's case, reload time). Aiming it for a few seconds doesn't hurt anyone because you want to hit what you're aiming at with such an unwieldy weapon.

@AI Otomatis Universitas Telkom - It won't be for long it's still got more content coming so I'm not going to change the description. I appreciate the comment.
ricwib Jul 30 @ 12:15pm 
the 500kg retard is really trying to pretend that a 200 damage 100% armor penetration is anywhere near the balance line. for context antigrain warheads, that can only be rarely found or given as a quest reward do 550 damage with 130% armor penetration
“飞鹰”500KG炸弹 Jul 29 @ 6:18pm 
Nice mod and I really enjoy such great art of the HD2 gears. :steamthumbsup:

But the heavy weapons are not as powerful as I imagined, the cooldown and aiming time are also quite long, especially the Quasar Cannon and GR-8 Recoiless Rifle. It will slow down our speed to spread democracy, you know.

Perhaps you don't want to make them too OP, I can understand.Anyway it's just a suggestion.
Daily reminder that this mod has been CE compatible for quite some time.
Chicken Plucker  [author] Jul 26 @ 5:06pm 
Thank you for your input guys, I will adopt your suggestions and I ultimately agree with them. I may adapt the same principle for the UNSC faction mod in the future.

Not every armour and perhaps even weapon will make it in the faction mod just so we can streamline it. Players will ultimately be the ones using the several other armours if they wish to enable the apparel and firearms mod.

@sava lazarevic - Just glad you sorted it out mate, cheers!

@snumbino - No worries, glad you can continue to enjoy them

@synister - I aim to sort out the low volumes by late Sunday, or latest early Monday guys. Just being hammered at work all day everyday even at the weekends lately, sharp incline in business when I wanted to get back to modding (go figure)
InqJovan Jul 24 @ 11:03pm 
When it comes to the what feature I'd like to see, @Ģ◊иℤ◊⚡ℤ∀муpΛй gives a great idea which would be something I'd like to see in the Helldivers faction. I believe Dead Man's Switch series is the mod that integrates it most extensively, but the utilizing the permit system but for Helldivers makes the most sense for this mod in particular.

You would be pledging fealty to Super Earth (Armed Forces) and the support drops for the faction would literally feel like a resupply as if it were in Helldivers 2. Hell, even a permit like dropping in 2 EATs would make total sense as its the stratagem system but in Rimworld.


This part is shit I'm not suggesting, just shit thats cool to think about. just sharing ideas.
(Hoping Combat Extended does their magic patching this mod, calling in EATs or if ever, a Stalwart with ammo sounds sick. As for balancing, I'd probably make it bio-coded to whoever called it in so you don't spawn free weapons.
InqJovan Jul 24 @ 10:50pm 
@Chicken Plucker

Regarding the SEAF faction helldiver units, I was thinking (going off of similar vanilla "pawn" types) Helldivers should rock the similar black and yellow armors to keep things feel uniform.
Elite gunner type pawns in the faction rock the B-01, Elite "sniper" types rock the SC-34, and the Elite "Heavy gunner" type puts on the FS-23 heavy armor just to keep things consistent.

I also want to add, it'd feel reasonable as the more specialized armor sets make me feel as if they are seasoned helldivers who have specialized in what they are good at, and for the common drops/raids/assistance, SEAF would send these fresh helldivers in these sort of drills to get more field experience. It'd make my pawns with max drip feel experienced and unique while also giving a bit of variety for the faction.
EarwaxEater Jul 23 @ 10:59pm 
O mighty chicken plucker, i would like to apologize. there appears to be no quarrels between char editor and hd2 super firearms. it was my own incompetence by not verifying my files
Snumbino Jul 22 @ 9:58am 
ty for updating your mods Plucker, your mods are amazing
- Are you guys having issues with weapon volumes being too low in 1.6 for Helldivers firearms?

I think this depends on the weapon being used, or it may be another mod which is causing this for those with issues, i just spawned in a few weapons and made a sound test for me they are quite fine in comparison with vanilla weapons, some are less noisy than others but thats probably intented due to the weapon type.
- What would you like to see in the faction mod that won't need insane coding?

I have something in mind which ive seen in other faction mods, but im not sure if this is something difficult or not, all of them use the system as featured in the royal DLC with the ranks and permits, and since its about helldivers this would fit in perfectly, for reference check out the mod "The Dead Man's Switch", it adds a custom faction with military ranks something like that could be added for SEAF as well, the higher you go in the ranks the the better reinforcements you can call in with the permit system, and since this is also possible in helldivers why not include it ?
@Chicken Plucker

- Whether Helldiver NPCs in the faction should just stay in B-01 armor or have a variety

According to lore the most units arent elite units and the casualities are very high, if you want to add variety to the units it could be done for maybe squadleaders or anything which isnt a regular soldier, the B-01 is quite strong by default, but how about elite bug hunter squads with extraordinary custom armors & special equipment.
synister Jul 21 @ 6:19pm 
I can confirm weapon volume is an issue. With just this mod enabled only projectile impacts are reasonably audible, and weapon firing sounds are very quiet.
Chicken Plucker  [author] Jul 21 @ 4:30pm 
Hey guys, unfortunately the updates aren't coming today for new armors and weapons arriving. Something's come up with work, but I will do my best to squeeze in updates in my free time.

I have begun working on the SEAF faction, give me your thoughts on:
- Whether Helldiver NPCs in the faction should just stay in B-01 armor or have a variety
- What would you like to see in the faction mod that won't need insane coding?
- Are you guys having issues with weapon volumes being too low in 1.6 for Helldivers firearms?

Please let me know, thanks!

@Woktuk - Cheers mate!
Woktuk Jul 21 @ 1:11am 
Thank you for updating!
Chicken Plucker  [author] Jul 20 @ 3:37pm 
Everyone else, thanks for your patience, hope you enjoy the mod. New features to come sometime, just a bit busy
Chicken Plucker  [author] Jul 20 @ 3:36pm 
@MOSSADAGENTKANYEWEST - Character Editor may be confusing the weapon as being in your caravan inventory, rather than being equipped. Drop the weapon then try again. Otherwise mate I think this is a Character Editor issue, rather than on my end.

@Ģ◊иℤ◊⚡ℤ∀муpΛй - Will come someday mate, just got my hands full with irl career and 1.6 updates sadly

@InqJovan - Hi, yes. I took inspiration from Vanilla Expanded in making DMR, semi-auto style weapons fire twice. Bolt actions are more accurate but will fire once. At this time though Helldivers 2 has no bolt action rifle besides Constitution
EarwaxEater Jul 20 @ 3:14pm 
for some strange peculiar reason, when this mod is used in tandem with Character Editor the guns can be equipped but don't fire
Helldivers faction would be cool.
InqJovan Jul 19 @ 8:40pm 
Thank you for the update! I noticed many of the snipers/rifles have a 2 shot burst? Is that intentional?
Judge Dread Jul 19 @ 2:54pm 
We do be updated. TIME TO DIVE.
Runis Jul 17 @ 6:35pm 
Как всегда на высшем уровне
:senpai:
Adrianeses Jul 17 @ 1:12am 
dont believe the lies of no ce, ce has this mod on its SupportedThirdPartyMods list, i will be contacting my nearest minister of truth officer
doormanhj Jul 14 @ 1:48pm 
FOR SUPER EARTH!
redfox 新手 Jul 14 @ 6:04am 
1.6 pls!
ABAYO Jul 14 @ 5:40am 
without your mod, game is unplayable:cry:
Dumpling Griffin Jul 13 @ 8:27am 
update for 1.6 pls
AToxicShrub Jul 12 @ 10:07pm 
1.6 update pls
KamiKazeKayaK Jul 12 @ 7:20pm 
*also staring in 1.6*
MAJ HOLT Jul 12 @ 12:35pm 
update for 1.6 pls
domonic666 Jul 11 @ 8:50am 
update for 1.6?
Lord Felix Jul 10 @ 3:30am 
Where's my beloved jag 5 dominator
MaximumPotato Jul 8 @ 12:45am 
What do the backpacks do
PC Gaming Master Race Jul 5 @ 7:14am 
Of fucking course Spear is bugged
My Name Is Not Important Jun 20 @ 5:27pm 
MAKE CE COMPAT NOWWW PLEEEAAAAASSSEEEE
Ranger Coyote Jun 9 @ 3:19am 
Found the issue! Was the mod hospitality (don't know why or how lol)
Ranger Coyote Jun 9 @ 2:47am 
Getting a weird bug where when I place the bench (and it gets materials put in/built) I can not select the bench after words. Any idea what might cause a issue like this?
Creation Jun 6 @ 3:19am 
stratagem when:Cadet_hoi:
JujedieFR76 Jun 1 @ 8:47am 
CE patch is live
xkuripuri Jun 1 @ 12:00am 
Hang on, your FAQ is wrong now. The Spear isn't bugged anymore! It's so much better now!
AlphaAmpersandOmega May 31 @ 5:57am 
CE patch is live in the main CE update. We're eating good brothers