RimWorld

RimWorld

Dubs Rimatomics
My Ideas (previously named suggestions - not the actual suggestions page but people used it for that)
Though this mod is already pretty good I think there should be some improvements.

-The Liberator ICBM should have a much larger range than it currently has
-The Punisher railgun should also have a longer world range
(if to op or something it should at least be changeable in the mod settings)
-The Punisher railgun should also be able to act as a mortar

-Air coolers should be influenced by the atmospheric temperature of the room their in.

- Handheld weapons like radiation guns or gauss rifles should also be implemented

- Mutant creatures should be implemented where rad poisoning can have a severely low chance to mutate something


Those are my suggestions so if you can please implement them into the mod
Last edited by Dirty Vagrant; Feb 26, 2019 @ 10:02am
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Showing 1-15 of 21 comments
Dubwise  [developer] Dec 16, 2018 @ 9:06am 
by the sounds of it you are actually looking for the fallout mod, i don't really do small arms, its not my thing and there isn't any 80s tech i could base it on, and i have no interest in mutants, you just get cancer from radiation.

The liberator already has infinite range once upgraded.

The Punisher already has a big range upgrade.

The punisher can't operate as a mortar because the projectile velocity is too high to arc it over a wall, only at extreme ranges, it does not fire an explosive warhead, all of the energy is from kinetic force, use standard mortars if you need to shoot over walls.
Dirty Vagrant Dec 16, 2018 @ 9:58am 
I know how railguns work first of all but why not just add a lower power mode that acts as a close range mortar also I find the railgun to still have a short range I have a colony on a island and it cant hit anything in the main land only like 3 surrounding islands
its fine if you dont want to add weapons or mutants i see this is a fairly realistic mod
also how do you upgrade the liberator?
Dirty Vagrant Dec 16, 2018 @ 10:02am 
oh yea one more suggestion for the punisher add a form of Flashet or fragmentation sabot round that once fired it makes a spread of weaker explosions within a certain radius
Dirty Vagrant Dec 16, 2018 @ 10:03am 
flechette*
Dubwise  [developer] Dec 16, 2018 @ 3:25pm 
the upgrade projects are in the rimatomics research tab, they aren't designed to be able to shell the entire planet, only provide support for caravans or raids near your base, if you chose to land on an island then its not really a good choice of weapon, if you want to hit any base on the planet try icbm's. And i really don't have the time to add mortars, the mod already went way beyond what was expected, very few people show support, and the standard mortars in the game already work as mortars.
Dirty Vagrant Dec 16, 2018 @ 8:28pm 
ok then
well thanks for your time
Frostbite Dec 22, 2018 @ 11:57pm 
@Fanciful, if you're looking for shiny mortars, the Devastator mortars from More Vanilla Turrets, seen here, are really shiny. It's a sixty second cooldown for a five round burst of energy mortars that don't need ammo. A properly staggered battery of those is more than enough whoopass to push enemy raiders back.

@Dubwise With regards to the line of sight requirements, is there a way to add in the description that local fire requires line of sight? I had a similar issue to someone in the comments on the main post where I was trying to shell a megasloth on the other side of my walls and didn't understand why it wasn't working.

If it's already stated in the Rimatomics research page, then oops, should have RTFMed.
Last edited by Frostbite; Dec 22, 2018 @ 11:57pm
Dirty Vagrant Dec 23, 2018 @ 4:32am 
yea I know about the devastator mortar but its not that glamorus nor would I prefer it over the railguns provided in the rimatomics mod

Dubwise  [developer] Dec 23, 2018 @ 5:25am 
discussed it with players on discord, railguns won't be made into mortars, it isn't obvious in the ui that they can't shoot over walls so i need to add a check when you click that the target is line of sight
Taylor7500 Jan 12, 2019 @ 1:10pm 
Late to the party but one thing which might be helpful is a disarm button on the nuclear warhead. To prevent accidental annihilation.
Kitchen Fire Jan 22, 2019 @ 10:08am 
maybe add an airblast option for the liberator, so you can cause mini solar flairs for less ground damage and less fallout, and sorry for the fact that I too am late
Last edited by Kitchen Fire; Jan 22, 2019 @ 10:09am
BinaryViolence Feb 18, 2019 @ 4:00pm 
So I've got a suggestion! But it's directed at the Tesla Coil and Obelisk. Having played way more Command and Conquer than I care to admit, I was a bit disappointed to find they couldn't fire over walls! When I specifically remember them doing that back in the day.

I dunno if this is something you could add or not?
Dubwise  [developer] Feb 18, 2019 @ 4:39pm 
it would be awfully unbalanced, you could just have 10 cells of wall and zap enemies as they try to chip away at it
genitaliban Feb 24, 2019 @ 9:53am 
Would it be possible to restrict the railguns to fire only if the target is in a specific zone? I'm having a lot of headaches with setting up my defense because they keep hitting each other when e. g. mechs get closer than they should. It's insanely expensive and frustrating to rebuild them over and over and with some way of restricting the targeted area that wouldn't be necessary.
Last edited by genitaliban; Feb 24, 2019 @ 9:53am
Dubwise  [developer] Feb 24, 2019 @ 9:55am 
you mean the minimum range is too short, i could probably add a minimum range adjuster in
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