RimWorld

RimWorld

Vanilla Weapons Expanded - Coilguns
446 Comments
The Widow Maker 7 Sep @ 1:52pm 
having same problem as mr-mucho-Bueno with no performance mods. I find that you have to be watching the pawn who fires the gun for it to fire. If your firing and not looking at the pawn then no shot seems to be fired.
Dashy 29 Aug @ 11:23am 
They are nice and can handle groups impressively, yet i had to remove them from my asenal, the friendly fire is equallly impressive and require exteme micro management because the moment an enemy flanks you and gets shot at, your whole team ends up with holes. They are really strong with pre prepared killboxes where you funnel attackers into a line but i haven't had a regular fight that didn't end in considerable friendly fire, and i only have 2 rifles.
I/O 21 Aug @ 2:51am 
I encountered the same problem@mr-mucho-Bueno
NullDragon 18 Aug @ 4:19pm 
mr-mucho-Bueno: Can you test this without 'performance' mods, particularly using the new delta ticks? It is quite possible that one of your performance mods is preventing the gun from properly firing.
mr-mucho-Bueno 16 Aug @ 6:11am 
noticed if colonist are shooting at something far away like with a gauss lance off screen, the projectile instance or bullet doesn't spawn when not looking at colonist shooting the gun, and nothing gets damaged.
Kaito 13 Aug @ 7:25am 
Have you tried not shooting at your own colonists?
Paganizer 13 Aug @ 4:38am 
Friendly fire on these weapons make them a really bad choice in most circumstances. Wish there was a way to configure them for the normal 4-5 squares of safe distance. Right now you hit EVERYTHING in front of you.
amm90 12 Aug @ 12:44am 
Why doesn't weapon damage scale with weapon quality? only accuracy
Zih_L251 1 Aug @ 1:03am 
I found that Rocketman does not compatible with this mod, but since Rocketman doesn't get any update for 1.6, it shouldn't be a problem for now. But if you still want to load it on 1.5 for some reasons (e.g. CE still doesn't support 1.6), you may need to disable Rocketman.
When you load this mod with Rocketman, the game will just display a black screen and doesn't response to any input, then you will get many same errors like below in the player.log

Root level exception in OnGUI(): System.TypeInitializationException: The type initializer for 'RocketMan.GUIFont' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 14F78645] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref 9F1B6FED] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Large Hardon Collider 31 Jul @ 11:12pm 
The empire needs to NOT spawn with these it's basically impossible to complete certain quests because they are so horrible for friendly fire.
Jixxor 29 Jul @ 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 27 Jul @ 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 27 Jul @ 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 26 Jul @ 1:33pm 
Anyone have a clue why shooting these coil guns leave a visible trail behind that stays until re-loading?
Poul Mavinger 25 Jul @ 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 25 Jul @ 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 24 Jul @ 1:44pm 
Does VFE Spacer even have walls? I sure can't see them.
NullDragon 24 Jul @ 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 23 Jul @ 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 19 Jul @ 6:30am 
@CheekiBreeki
If you look at comments below, it may be due to gunplay
CheekiBreeki 17 Jul @ 12:37pm 
having an issue with the bullet trails persisting... very annoying to look at
Pvt. Parts 5 Mar @ 7:45am 
is there a way to turn off the trails?
frickheckcrud 17 Feb @ 6:08pm 
is there any gauss shotgun?
Trivia Vanille 7 Feb @ 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 26 Dec, 2024 @ 10:41am 
Woops already fixed it, just read a bit farther down apparently the gun play trails do NOT like the projectiles
AvaAvari 26 Dec, 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 18 Dec, 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 13 Dec, 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 9 Dec, 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 25 Nov, 2024 @ 1:24pm 
now i am gordon freeman
Dead Thing 25 Sep, 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 17 Jun, 2024 @ 12:24pm 
@Wilihey, you can fix this by turning off trails in the gunplay mod.
Uncle Badtouch 18 May, 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 6 May, 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 2 May, 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 26 Apr, 2024 @ 10:56am 
love it but will not use it.....
Daria40K 3 Feb, 2024 @ 7:31pm 
Looks like the patch for Reinforced Walls is trying to patch a bed (Erin_FutonB) from Erin's Japanese Furniture
Ruby 18 Nov, 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 17 Nov, 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] 17 Nov, 2023 @ 9:19am 
Looks like a conflict with Gunplay.
Despia 17 Nov, 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 17 Nov, 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] 9 Nov, 2023 @ 3:08am 
Report to CE. We don't handle CE compat.
Ojama Lime 8 Nov, 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 20 Oct, 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 11 Sep, 2023 @ 9:41am 
what a quick response, ily <3
Oskar Potocki  [author] 11 Sep, 2023 @ 6:43am 
New update:

Coilguns now respect Friendly Fire setting in game options.
FunnyBunny 4 Sep, 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 1 Sep, 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 26 Aug, 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.