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But it's easy enought...
that would be amazing. Do you have a GitHub Page ? I could send a pull for a few other patches
Thanks!
I installe VWE just to test it.... its fun.
I didn't check the "conversion calculation"
I think the mod predates patch operations
but I was not going to do that for all the miniguns I wanted to change.
If the mod is not loaded it does nothing.
I just haven't found out yet why it does not work with the Beam Repeater.
I guess core modules work differently.
Garrs Rapidfire Miniguns operate the same way, it just has not updated to 1.6 yet.
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "VWE_Gun_ChargeMinigun"]/statBases</xpath>
<value>
<statBases>
<Mass>12</Mass>
<AccuracyTouch>0.20</AccuracyTouch>
<AccuracyShort>0.30</AccuracyShort>
<AccuracyMedium>0.30</AccuracyMedium>
<AccuracyLong>0.18</AccuracyLong>
<RangedWeapon_Cooldown>0.11</RangedWeapon_Cooldown>
</statBases>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Vanilla Weapons Expanded</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<!-- Charge Minigun -->
<li Class="PatchOperationReplace">
<xpath>/Defs/ThingDef[defName = "VWE_Gun_ChargeMinigun"]/verbs</xpath>
<value>
<verbs>
<li>
<verbClass>Verb_Shoot</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>VWE_Bullet_ChargeMinigun</defaultProjectile>
<warmupTime>0.12</warmupTime>
<minRange>1.5</minRange>
<range>31.9</range>
<soundCast>VWE_Shot_ChargeMinigun</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
</value>
</li>
F:\Games\Steam\SteamApps\workshop\content\294100\1588721300\1.6 ( this mod )
create a folder Patches
create a file Patch_VWE_ChargeMinigun.XML ( or whatever you like )
paste this text into the file :
I could post a patch
Thanks.
A 15-20 shot burst is stupid. It's like emptying the belt on a single target. Like the scene in the original predator movie where the soldier mows down half a forrest without hitting anything.
After being setup single barreled machine guns are meant to fire in bursts of three to five shots in short intervalls while either moving from target to target or suppress a position, to not overheat the barrel, and again .. not to fire a whole belt ( and barrel ) at a single target.
So the actual correct procedure would be to put down the machine gun like a small turret, use it the correct way, than pack it up again.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2906456426
@Shades : and your argument proves why miniguns and machine guns are handled wrong in Rimworld.
Mass in my oppinion is sufficently handled by the move speed penalty.
Warmup is right, that depicts aiming and shouldering. What Rimworld sadly does not allow
in Vanilla is that most light to medium weapons can by fired on the move or with only low overhead.
Because I define being drafted and in position as having the weapon at the ready.
The boring part is to make the math to ajust the rates of fire to change the thing without makig it op.
... Maybe I can just make my local copy to make it work somehow... Later...
You could use this mod as a starting point... i was lazy and overwrite the entire thing instead of patch it... but you can use it to change anything you like. You just need to take a minute to understand what each option does.
My goal here was to made the mining more usefull, not op.
I never really use minigun with the vanilla settings... assault rifle is more reliable.