边缘世界 RimWorld

边缘世界 RimWorld

Actually Automatic Guns
52 条留言
Dynamic  [作者] 8 月 11 日 下午 4:57 
@PuddingDude We'll see, the mods kind of floating in an odd bit of stasis because Im working on a game at the moment and that takes up most of my energy. Ill get it done eventually
PuddingDude 8 月 11 日 上午 7:22 
can you make it compatible with Modular Weapons 2 if u update it to 1.6 ?
Dynamic  [作者] 7 月 11 日 下午 3:56 
@Hakurouken Once I do my full new dlc playthrough Ill update the mod. Theoretically this mod should work fine for 1.6 since its mostly patching, it just wont make every gun full auto. Im doing a full rebalance and am working on a quick-and-dirty way to give shotguns actual spreads, so look forward to that when its out. Til then I hope you enjoy the new dlc :)
Hakurouken 7 月 11 日 下午 3:48 
Rimworld 1.6 is out
Dynamic  [作者] 1 月 30 日 下午 8:24 
@Gabriel Im already working on a different project, so I guess I gotta speedrun it and get ready for the next Rimworld update. I guess it gives me an excuse to update the xml portions now since those probably wont be that major, and then update it again after 1.6 with the C# stuff Im thinking of
The Chowder Man 1 月 30 日 下午 6:32 
some people have checked steamdb in which they found that they are working on a 1.6 build for this late 2025-early2026
Dynamic  [作者] 1 月 30 日 下午 6:20 
@Gabriel Gonna be 100% honest, you actually made me check to see if Rimworld updated lol
The Chowder Man 1 月 30 日 下午 5:07 
1.6 compatible?
Dynamic  [作者] 1 月 28 日 下午 7:08 
@Po'atan No idea, but I considering CE is compatible with like literally nothing else natively I wouldnt put money on it
xajus 1 月 28 日 下午 12:51 
CE compatible?
Dynamic  [作者] 2024 年 7 月 5 日 下午 9:20 
@Notlactoseintolerant Im unfamiliar with that mod, but Ive made it as customizable as possible so if something doesnt play nice you can disable it in settings. Any guns that Guns Galore adds wont be fully auto unless me or that mod author makes it, however
Notlactoseintolerant 2024 年 7 月 5 日 上午 6:15 
Is this mod Guns Galore Compatible?
Dynamic  [作者] 2024 年 5 月 5 日 下午 4:26 
@Cydrotomic Thank you for taking the time to play it! I can only hope you like it more and more as I work on it
Elusive Echo 2024 年 5 月 5 日 上午 6:58 
I never thought I would need a mod like this for my gameplay, this is really one of a kind and I love it, thank you for making this!
Dynamic  [作者] 2024 年 4 月 28 日 下午 1:21 
@DaniAngione I feel a better approach would be to offer different firing modes that support the individual weapons role. Assault rifles could switch between single/burst/auto, Minigun and LMG could control their fire rate, the chain shotgun could choose between birdshot/slug/beanbag rounds, ect ect. You could probably even go farther with the idea and give the bolt action a "hunting" mode that gives abunch of hunting buffs or let snipers choose between firing standard/hollowpoint/FMJ bullets. Still, we're doing alot of brainstorming for something thats probably a ways off lol

For now Ill focus on the things I wanna add and compatibility, and once I get my hands on that C# book I can look into the more complex stuff. I appreciate the ideas though, it really gets me thinking. If you have any other thoughts or similar please feel free to speak your mind, always happy to hear what others have to say
DaniAngione 2024 年 4 月 28 日 下午 12:42 
I can see a bit of redundancy when it comes to weapons in RW having roles, I definitely agree with that. However I can see some cases where it could be useful, like hunting down fleeing pawns, hunting (could be a setting, auto-single when hunting, you want more precise shots and not a rabbit with 34% missing body parts) and perhaps if the single mode gave a slight extra range, it could be useful for specific base defense scenarios where you want your people to be able to go guns blazing if the enemies get close (but want them shooting better when they're far)

Could even be an automatic switch, like they only go full auto at X distance and so on; the potential is huge!

But hey, great learning experience for you, I hope you're enjoying it and thank you for the mod!
Dynamic  [作者] 2024 年 4 月 28 日 下午 12:34 
@DaniiAngione Alot of people have been giving that suggestion. While its way above my skill level at the moment, once I really figure out C# Ill certainly play around with it and see if its a fun system to add. My concerns with it is redundancy and compatibility, but again I'll have to mess around with it once Im able
DaniAngione 2024 年 4 月 28 日 上午 11:56 
Nice mod!
One suggestion for the future is to add a toggle button on colonists to swap between single, burst or full-auto modes, depending on their weapon!
Burst and Single modes could have a minor and nicer precision/aiming bonus respectively, for example.
Dynamic  [作者] 2024 年 4 月 18 日 下午 3:31 
@Holarula Thank you!
Holarula 2024 年 4 月 17 日 下午 9:33 
so cool!
Plague Doctor/Levi 2024 年 4 月 17 日 上午 12:06 
sounds really nice ^^
Dynamic  [作者] 2024 年 4 月 17 日 上午 12:04 
@Plague Doctor/Levi Working on it at the moment, Im playing around with a couple different ideas for balancing, ranging from changing the wealth impact, making them heavier, and simple number tweaks. I havent settled on anything yet but I am actively working on balance as well as future stuff for this mod
Plague Doctor/Levi 2024 年 4 月 16 日 下午 11:54 
good day Sir. i likes this mod but could you make some small changes ? as far as balancing is concerned the minigun is an bit to strong the auto weapons need some ac nerfs but so far an really nice mod :) grate potential
Dynamic  [作者] 2024 年 4 月 15 日 下午 9:27 
@Shadow Wizard Money Gang Member Thanks :steamthumbsup:
Shadow Wizard Money Gang Member 2024 年 4 月 15 日 下午 2:46 
neat :steamthumbsup:
Dynamic  [作者] 2024 年 4 月 14 日 下午 10:50 
@mangaka2004 Its a mouse lol, I originally uploaded this at 3am and just used a random picture on my computer. I havent changed it yet because Im not a graphic artist, and because I just think its a funny picture
mangaka2004 2024 年 4 月 14 日 下午 9:46 
I have to ask, is that a gerbil you're using on the thumbnail?
Airdog20 2024 年 4 月 14 日 下午 12:10 
o this is a perfect mod with a minigun when the wall gets breached. just spray and pray
Dynamic  [作者] 2024 年 4 月 13 日 下午 2:07 
@Verdeth Make sure you make a backup of any changes you make, so that when I update the mod you dont have to start over
Verdeth 2024 年 4 月 13 日 上午 11:27 
a forced miss radius with targeted location works perfectly for me. Thanks for pointing it out ! i still need to find a sweetspot between 2.9 and 3.9 thats deffenitly what i have in mind when it comes to a minigun (aside from one red error due to it being not explosive but thats about it)
Verdeth 2024 年 4 月 13 日 上午 10:45 
yeah works perfectly for 1.4. rename the 1.5 folder to common and slap a 1.4 tag in the about file
also for funsies no issue with run & gun and dual wield
Dynamic  [作者] 2024 年 4 月 13 日 上午 8:55 
@Verdeth I have no idea if this would work for 1.4, you should try it out and see what happens. As for the minigun, I dont think theres a way to change the cone without C# as the wide cone is due to the gun missing because of its poor accuracy. In older versions it had a force miss radius but it doesnt anymore so it might just be sol. Buffing the accuracy might help, but then you run into the issue of hitting the main target too much. I suppose the best course of action would be to buff the accuracy and then give it a force miss radius, so any hits would just miss in an area around the target. Youll have to play around with it abit to see if theres something you end up being happy with. The wide misses are good for what I want since the minigun is supposed to be an area of denial tool, but maybe its less useful for your purposes

Also I have no idea how I never thought to make it be able to target the ground, thats such a great idea and fits in with what I want it to be
Verdeth 2024 年 4 月 13 日 上午 7:36 
@kingallhobos: found this mod due to your vid, shoutout to the yt algorithm

wouldnt this also work in 1.4 ? i did not compare 1.5 defs with 1.4 just asking.

needless to say nice mod. its great that there are xml-files and we can easily modify it.

changes i will do: i think the minigun is to wide spread and i will probably slap a bigger movement malus onto it for better accuracy, maybe reduce its range, to keep it "balanced" and add camTargettLocations to it for suppresive fire.

is there a way to reduce the calculation cone and keep the accuracy as low as it is ?
Dynamic  [作者] 2024 年 4 月 12 日 下午 2:00 
@yan lucas Thats something planned but since it definitely needs C# its probably not gonna happen for a lil while. Adding firing modes is something Im interested in though, though I might make it a separate mod since Id likely go all out on the idea (Like giving snipers the option to choose between a standard shot, a low dmg high AP shot, and a high dmg low AP shot)

@Kingallhobos Work on it has mostly paused because of Anomaly, but once Im done roleplaying as the scp foundation Ill update the new weapons and finish patching it for VWE, as well as its sister mod that Ive been cooking in the back of my head. Thank you for the review though! Knowing peoples thoughts helps me decide what to do moving forward
kingallhobos 2024 年 4 月 12 日 上午 11:49 
For those wondering "how game changing is this mod" I've done a review on it! https://youtu.be/gYAhd1lgW9Q

Love this mod so so much, please continue updating and supporting this mod!
yan lucas 2024 年 4 月 12 日 上午 11:27 
jokes aside, 2b honest i like the short control burst way it works in vanilla, but i also like this
so maybe changing so theres firemodes you can do(for obvius reasons trigger happy pawn and pawns with minigun just go full auto) and you can choose go burst damage for accuracy or full auto fire supression
yan lucas 2024 年 4 月 12 日 上午 11:17 
cat
Хахатунчик 2024 年 4 月 12 日 上午 5:35 
hehe funny hamster
Dynamic  [作者] 2024 年 4 月 9 日 下午 6:27 
@SAUCE__GODD Run and gun isnt updated to 1.5, at least as far as I know. Part of the mods balance relies on not being able to move while shooting/on cooldown, so if I had to guess Id say it probably feels stronger than intended since everything becomes as mobile as an autopistol or sniper. Hope that helps some
SAUCE__GODD 2024 年 4 月 9 日 下午 4:58 
People that use run and gun, how does it feel?
Dynamic  [作者] 2024 年 4 月 9 日 下午 1:22 
@DEEZ NUTS If/when I mess with firemodes its likely to be done as its own mod, since this mod and that mod would effectively aim for two different goals and modifications on how the game would work
DEEZ NUTS 2024 年 4 月 9 日 下午 12:29 
A fire-mode mod would be amazing. Favorited and looking forward to that as the way the mod works right now is not quite what I'm looking for.
Dynamic  [作者] 2024 年 4 月 7 日 下午 9:53 
@OptimusPrimordial Sure, as long as I dont have to pay for anything lol. It sounds like a lovely idea to both learn from someone better than me, and to make this mod into something more complex. Maybe one of these days I wont have to use random pictures from my computer library for thumbnails
OptimusPrimordial 2024 年 4 月 7 日 下午 5:18 
Good news Dynamic. Two years ago I paid Legodude to code a mod adding different firing modes. That mod never got off the ground so we sat on it. Adding a full auto toggle to your mod is very similar to what we were originally aiming for so I spoke to Legodude and he's willing to make it happen to your mod.
He's currently busy updating existing mods to 1.5 and says by May he'll be free to work on this. You'll just have to get in touch with him on Discord in a month.
Dynamic  [作者] 2024 年 4 月 6 日 下午 4:06 
@OptimusPrimordial Yes, I thought of that too. Once I learn c# Ill look into it more, but for now we made do with what I can manage
OptimusPrimordial 2024 年 4 月 6 日 下午 3:11 
That looks like an interesting change, it'd require C# but I feel guns should have an ability to switch between normal fire and full auto as they do in real life.
Dynamic  [作者] 2024 年 4 月 6 日 上午 10:55 
I added videos so you can actually see the guns in action. Yippeeee!
Dynamic  [作者] 2024 年 4 月 6 日 上午 9:06 
@CrackaJack Yeah I get what you mean, so I did my best to simulate that while keeping it full auto. MPs have quick warmup, cooldown, and fire very fast. Out of all the auto weapons theyre by far the most mobile. Kiting people with snipers and bolts is already a vanilla thing anyways, this mod just generally just makes that niche use more viable (and funny)
CrackaJack 2024 年 4 月 6 日 上午 8:01 
for some guns it´d make sense, tho. since you could definately fire an MP on the move. i get what you mean, but having snipers kite people with auto guns is hilarious
Dynamic  [作者] 2024 年 4 月 6 日 上午 7:35 
@OptimusPrimordial I tried, but steam didnt wanna play nice with youtube. Ill mess with it more though

@CrackaJack It wouldnt really be a "Fully automatic" gun mod then wouldnt it?