RimWorld
Vanilla XCOM Magnetic Weapons
50 comentário(s)
Caldari Warrior 23/abr./2024 às 11:46 
I love you 😭
flango  [autor(a)] 23/abr./2024 às 4:36 
updated to 1.5
Caldari Warrior 14/abr./2024 às 11:33 
soo umm 1.5? ..... please😖
flango  [autor(a)] 9/nov./2023 às 20:35 
probably some other mod causing that
Jackie Chen 9/nov./2023 às 20:30 
Sometimes I see the Gauss Rifle shooting out a beam of penetrating energy at the enemy. But then it fires one shot at a time. How does the mechanism work? Or is it a bug?
thisisa************32 2/jul./2023 às 4:58 
Ah alright, thank you!
flango  [autor(a)] 1/jul./2023 às 2:24 
forgot to fix the sidenote text. it's compatible
Lenin's Cat 1/jul./2023 às 1:01 
It's compatible
thisisa************32 30/jun./2023 às 20:54 
Excuse me, which CE mention is applicable? It says compatible at the top but then says it isn't in the sidenotes.
flango  [autor(a)] 18/jun./2023 às 20:54 
@Lurmey, didn't feel like it's worth making tiered melee.
Maybe someday i'll update it and add melee with special effects (like a chance to stun with arc blade)
Lurmey 18/jun./2023 às 12:21 
Would love to also see the Ranger's Arc Blade and Fusion Blade featured in this and the Plasma weapons mods.
flango  [autor(a)] 27/mar./2023 às 7:48 
Just noticed the CE patches, thanks Bill.
I haven't made any mag or plasma psy amps because i don't really know how to balance them around the Royalty dlc (never played it) and i was too lazy to make more textures.
Whenever i get back to making XCOM themed mods, i would add missing stuff from the old packs into the "reworked" version.
What's holding me back is that i have to make a lot of textures for the future mods and i'd have to make them in a vector graphics editor, but i just don't feel like learning the vector stuff.
lmk if there's some art person who's willing to contribute to making these mods.
Lenin's Cat 26/mar./2023 às 14:28 
CE is Compatible for almost all your mods (excluding the Chosen Weapons)

Also, are you going to add a Psy amp to your Plasma and Magnetic weapons?
xTRACKERx 24/out./2022 às 8:08 
i really love xcom and i have to say: thank you! <3
brucethemoose 23/out./2022 às 8:38 
OH. Right, I am an idiot, sorry :steamthumbsup:
flango  [autor(a)] 23/out./2022 às 7:38 
i'm not using compoversized. it's EOW, but just the dll, not workshop mod dependency.
brucethemoose 23/out./2022 às 6:51 
I should mention this has already happened to some older weapons mods that I, sadly, had to leave behind for 1.4 unless I want to make manual edits for them.
brucethemoose 23/out./2022 às 6:49 
@flango Enable Oversized Weapons is a different mod, a "successor" to compoversized because it doesn't error out if the mod is not present, and its less laggy/eats less tps. compoversized slows the game down a good bit.


Also, if you leave Rimworld modding for whatever reason, and Rimworld updates, your compoversized could break the game for whoever is running these mods. This would not happen if you use Enable Oversized Weapons or VEF instead (as EOW wont error out even if its not present, and VEF will always be maintained because its so critical).
FresHPower 22/out./2022 às 23:21 
it is updateded thank you
flango  [autor(a)] 22/out./2022 às 23:13 
My mods already use Enable Oversized Weapons, just bundled within the mod.
1.3 and 1.4 versions of the mod have their respective versions of the dll for version compatibility sake.
And i see no reason why i should use VEF's comp.
brucethemoose 22/out./2022 às 13:55 
Any chance you could swap out the bundled dll in your mods with a soft dependency on this mod?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2543371889

Or at least use VEF's compoversized .dll as a dependency?


As a rule of thumb, including the oversized weapon dll is bad practice because:

- It's laggier than Enable Oversized Weapons.
- It's *severely* more laggy if it isn't' kept up-to-date with VEF's compoversizedweapon dll.
- It tends to break when Rimworld updates

Hence, to be blunt, I avoid weapons mods that include it, as much as I love these Xcom guns/textures.
flango  [autor(a)] 22/out./2022 às 11:55 
Updated to 1.4, should still be compatible with 1.3.
FresHPower 22/out./2022 às 9:27 
we need update for 1.4 <3
Lurmey 15/ago./2022 às 16:12 
For the laser turrets Frying_Dutchman suggested, you could take a look at the code behind SoS2's ship turrets. Those use a set amount of stored power every time they fire.
flango  [autor(a)] 10/ago./2022 às 5:27 
Added Helix Rail-Cannon (Magnetic heavy autocannon)
ketty 3/ago./2022 às 19:47 
so happy to see someone finally do these properly :)

will patiently await a CE patch from either end. awesome work!!
flango  [autor(a)] 21/jul./2022 às 22:09 
Probably would be something like less damaging, but fast-firing alternative to charged weapons, with beams.
Laser turrets are possible, but idk about the power mechanic.
Frying_Dutchman 21/jul./2022 às 18:29 
If you do laser weaponry, will they actually use a solid beam? Also will they get an accuracy boost? Personally, I'd love laser based turrets that use a chunk of stored power each time they fire.
flango  [autor(a)] 21/jul./2022 às 14:37 
There will be EU/EW packs. Eventually.
After i finish the "almost done" projects, and when i'll have enough time for it.
Phant0m5 21/jul./2022 às 10:56 
AAAAaaaa Mag weapons are my favourite XCOM2 weapons! They just hit that sweet spot between "advanced weaponry" and "human-industrial aesthetic" you know?

Thank you!

Are you only doing XCOM2 content or will there be XCOM EU/EW packs eventually as well? Cause... lasers.
Lurmey 20/jul./2022 às 12:06 
Woo!
flango  [autor(a)] 20/jul./2022 às 1:14 
Fixed mag cannon description.
Also i'm back home, so expect more stuff coming out soon
jckrg 17/jul./2022 às 10:38 
quick heads up the mag cannon has the mag pistols description. love the mods btw .
Lurmey 17/jul./2022 às 5:09 
Also just checked and the mag rifle actually fires more like 3-1-2 than 3-2-1.. lol my memory is bad
Lurmey 17/jul./2022 às 3:03 
Just tested them, they both fire a five-round burst and the plasma is semi-auto as expected. It'd be awesome if the firing sequences matched the game more closely, even if the mag rifles just fired 6 rounds as normal instead of 5 since adding pauses is probably pretty difficult.

I also had the thought, against low-medium armour enemies and with a high-skill shooter, the mag rifle can actually put out double the damage of the plasma rifle. I think that's actually really good as it means there's some tactic in picking mag vs plasma for certain battles.
Lurmey 17/jul./2022 às 2:50 
I just had a thought from playing XCOM last night, as I haven't had a chance to test these yet. Do they have the same firing pattern as in-game? Like for instance does the assault rifle in the base pack fire an 8 round burst and the mag rifle in this one fire a broken-up 6-round burst? You know, how the mag rifle always fires 3 shots, pause, 2 shots, pause, last shot?

I'm not even sure if adding pauses in the firing sequence is possible in this game! xD
flango  [autor(a)] 16/jul./2022 às 22:42 
Adding modded weapons and from Enemy Unknown will be harder, because of how audio files are contained in .upk files. Whenever i figure out how to extract them, i will most certainly do a EU/EW pack.
jacksondaxhacker 16/jul./2022 às 22:33 
Can we please have the weapons from Enemy Unknown, I especially like the Laser weapons from that game.
Shaw 16/jul./2022 às 16:42 
Thanks for making this stuff.
MouseBoy 16/jul./2022 às 15:09 
I'm a little curious, after vanilla XCOM weapons and XCOM DLC weapons, and chimera squad weapons. Would you do some Modded XCOM Weapons in the future as well(including armor, races, etc)?
Lurmey 16/jul./2022 às 10:12 
Magnetic weapons out already?! My you are pushing these out with some haste! It's much appreciated but do take your time to iron out any bugs and polish. Try not to let us rush you! :)
ScaryRabbit 16/jul./2022 às 10:01 
Nice, thank you
flango  [autor(a)] 16/jul./2022 às 9:58 
Haven't tested this pack much, because i was in a hurry, so i apologize for any problems or lack of info.
flango  [autor(a)] 16/jul./2022 às 9:56 
Armors are planned, but it'll take a long time to make.
I will fix any issues when i get back home, after a few days.
And yes, elite enemies probably will use these weapons.
ScaryRabbit 16/jul./2022 às 7:17 
Will enemies use your weapons?
自由 16/jul./2022 às 4:45 
mag canon is using mag pistol's description now.
自由 16/jul./2022 às 4:18 
Will there be XCOM armors? so I can do some prepare for the coming translation.
Halituis Amaricanous 16/jul./2022 às 2:55 
I would assume its not that important but it does label it as a hard requirement. just a bit confusing.
flango  [autor(a)] 16/jul./2022 às 2:44 
It isn't necessary to have oversized weapons installed, actually (or is it?). But i strongly recommend having it, because the weapons will look weird without it.
Halituis Amaricanous 16/jul./2022 às 2:28 
Only thing I find strange is how it need oversize weapons to operate, wouldn't it make sense to make a patch that works with it instead?