RimWorld

RimWorld

MIM - WH40k Weapons
384 Comments
Bloodshockz 28 Aug @ 9:55am 
all my chainswords have zero armor penetration
Keller 26 Aug @ 11:21am 
The hot shot lasgun has a 9.5 second aiming time... the longlas's for comparison is only 0.6 seconds...
ccle 26 Aug @ 7:26am 
No worries there lol. The part I really found funny was when I had a pawn shoot at a downed animal next to them and they downed themselves solely with the explosive aoe damage from one burst shot despite wearing the full Thousand Sons starting scenario armor. Fortunately it was easy to tweak on my own and I could continue enjoying the playthrough but dang those inferno rounds hit hard.

Idk if CE is my thing in general though and I've enjoyed my current playthrough without it. It seemed that once you had rounds that pierced armor, everything died insanely easily and there wasn't any challenge because your shooters are incredibly accurate too. And I get the realism of the armor ratings in CE but I like the simple and straightforward math of understanding armor value and penetration in vanilla
emitbreaker  [author] 26 Aug @ 6:37am 
@ccle You recall me that I haven't rebalanced CE damage since 1.4 XD
ccle 25 Aug @ 8:08am 
So far their damage in vanilla seems a bit more fair whereas the weapons in CE were insane and I had to cut all the bolters damage by half because they were two tapping most mechs with insane accuracy using normal quality inferno bolters. It also seems that a lot of weapons have explosive rounds that come across a bit too powerful, but I'm not quite as well versed at tweaking that. Also the only melee weapon that seems too powerful is the prospertine khopesh. I freaking love it for my melee psyker but it had like double the dps of a persona monosword. You can change it in the qol mod by changing the poke and swing attack types.
ccle 25 Aug @ 8:03am 
@Rhorik I found that most of the weapons had a very high range. I was initially using the CE experimental patch but started a new playthrough without it because I just wasn't the biggest fan of CE. But in vanilla, a lot of the weapons from this mod have an abnormally high range that seemed to be the biggest balance issue. So I reduced the regular bolters to 25 range and the heavy ones to ~30 so that my pawns weren't snipers with basic bolters. I mostly enjoy the bolters so I haven't experienced many other weapons yet. But I just got a necron synaptic disintegrator last night as a relic weapon and I'm intrigued to see how busted it is since it singlehandedly doubled my colony's wealth.
emitbreaker  [author] 22 Aug @ 6:20pm 
@Sel Sorry, I've missed your comment - check vanilla buildings, most likely machining and fabrication benches.
emitbreaker  [author] 22 Aug @ 5:40pm 
@All At first sorry for my belated response - I haven't had internet access because of moving into my new place for last couple of weeks. I do recognize balancing issue and as ccle commented, I will rebalance them more rimworld-like way by next update of this mod for Aeldari weapons.

And about lasgun damaging own embrasures, that's another pain in my ares. I put kind of safety guard to the code to avoid damaging pawn or buildings from same faction if the beam doesn't have penetration, but for the building, it sometimes works and sometimes doesn't.

Let me look into the issue with the rebalancing.
Rhorik 21 Aug @ 3:39pm 
@ccle which weapons have you found need tweaking the most? I am still mid game so might be helpful to know some that problematic ahead of time to tweak. My first encounter with a necron Gauss rifle was insane lol
ccle 20 Aug @ 7:41am 
@Rhorik emitbreaker is planning to look through the weapons and rebalance later, but they have a list of projects they're tackling first. I've been using the RIMMSqol mod to personally tweak weapons and armor that I find a little too broken for my playthrough and it's been working really well.
Rhorik 19 Aug @ 2:57pm 
Oh I see it now, though am I correct in reading that you can only increase the accuracy? I think the problem is the opposite in that the weapons are just way too accurate compared to vanilla values
Rhorik 19 Aug @ 12:44pm 
Loving your mods but find the weapons a little glaringly overpowered at times. You mention being able to change the accuracy (which seems to be the biggest issue) in mod settings but I can’t seem to find out how to do that. Can you explain?
Sel 16 Aug @ 9:42pm 
Which production building is the weapons built from?
BarefootGoddess 16 Aug @ 5:31am 
When I put my lasgun troop behind the embrasures, lasgun blasts are not just hit the enemies but also damages the embrasures too. Any solutions to prevent those? Thx for the mod, I'm enjoying it.
Havok 12 Aug @ 12:22am 
Quick question I know 40k is kind of op, but good god if meet anything las without 40k armor I'm doomed. I lasgun guardsman took out like 6 high end troops with vanilla armor and shield without missing a shot. But nothing strikes fear in my heart like necrons ... that's emediat evac of the map
Omega 6 Aug @ 10:58am 
I’ll look into it
emitbreaker  [author] 6 Aug @ 7:56am 
@Omega Hmmm... Monosword from Royalty?
Omega 5 Aug @ 10:57pm 
Is there a combat knife to fit in with the scout marines?
AlbertusMagnus 5 Aug @ 5:42am 
@emitbreaker thanks!
emitbreaker  [author] 5 Aug @ 4:28am 
@AlbertusMagnus Click Imperim armor crafting bench's right upper side triangle. You could see other work benches there. I'll put the same screenshot above - it seems like I'd deleted it unintentionally XD
AlbertusMagnus 5 Aug @ 2:49am 
Hello, the modpack is great! Still, I have a problem with space marine crafting table; i cannot build it even after researching it; it is not available in the dev mode.
Can I do something about it?
emitbreaker  [author] 31 Jul @ 6:48am 
@Venersis Ah, instead of adding explosion, I added additional explosion damage to all bolter bullets. I almost finished Guardian Defenders armors, so will start to adding Aeldari weapons with overall rebalancing - it may takes few week at minimum, but will revise the balancing more rimworld friendly way.
Venersis 31 Jul @ 6:39am 
I didn't push supercharged, by default, all combi weapons shoot an extra explosive projectile, it's when shooting regular bolts that it occurs, these extra projectile when they trigger one-shots almost any pawn unless heavy armored.
I tried disabling all other mods besides yours and it doesn't seem to be mod incompatibility.
emitbreaker  [author] 31 Jul @ 5:06am 
@Venersis Oh, and those abilities are auto casting for NPCs so I presume you meant that.
emitbreaker  [author] 31 Jul @ 5:05am 
@Venersis That's normal, if you pushed supercharged. Actually, overcharged or supercharged in miniature game is far much fatal than what it is in game now.
Venersis 30 Jul @ 9:22pm 
Hi, I was wondering, regarding the combi-type guns, is it normal that they sometimes shoot an extra projectile that's explosive? They're... very fatal to say the least. I'm not talking about the extra ability from melta, fire or plasma.
ccle 28 Jul @ 8:11am 
Yeah the damage, range, and accuracy so far has been insane with CE but I'm glad its something I can tweak and play around with on my end with mods, so not anything game breaking. No worries if it takes awhile before you get around to weapon balancing, I'm plenty happy with the fact that these WH40k mods exist and I'll find ways to adapt around anything that I find a little too powerful.

Looking forward to seeing how the Aeldari turn out!
emitbreaker  [author] 28 Jul @ 7:31am 
@ccle Ah... I believe CE damage balancing remains as wild as it was in 1.4. I'm currently working on Aeldari and planning to add aeldari weapons after finishing guardian defender mesh armor for exodite eldars. Overall weapon balancing for both vanilla and CE (only for 1.6 for a moment) will be revised based on more low-fire oriented yet aligned with GrimWorld's firepower. From my past experience, that kind of activity generally consumes a month or two.
ccle 28 Jul @ 7:28am 
Yeah everything worked fine with the recipe and from what I could see while squinting at my Steam Deck the image looked correct too, so I figured it was just a simple typo. Thanks for the fix!

And they have a dev snapshot for 1.6 that I've been running, but it doesn't look like they've officially released for 1.6 yet. This is actually my first time using CE so I wouldn't know what things could potentially be bugs. The bolter rounds are absolutely insane with their damage so I turned that down a bit across the board so that my pawns weren't nuking everything in sight with 1-2 rounds lol.
emitbreaker  [author] 28 Jul @ 7:11am 
@ccle Fixed - hotfix will be deployed within next five minutes. btw, do we have CE for 1.6 now online?
emitbreaker  [author] 28 Jul @ 6:54am 
@ccle Typical typo - hotfix will be placed.
ccle 28 Jul @ 6:48am 
Hey I noticed that the recipes on the fabrication bench to make the inferno bolter rounds and heavy inferno bolter rounds were named 'plague bolter' instead of inferno, but this plague bolt recipe still produces inferno bolts.
emitbreaker  [author] 25 Jul @ 5:51am 
@The Unbidden One
1. Perhaps something went wrong with CE patch. Let me check it.
2. That's kind of easy to say but hard to implement thing - I am planning to introduce weapon dedicated bench which has same custom UI as armor crating ones.
3. That's kind of too much CE-biased opinion. You can choose to use the CE, but I do balancing based on 0 dlc-added vanilla. Unlike CE, bolt rifles have generally higher fire power than normal ones, thus they need more researches. Compressing research only for CE doesn't make sense to me.
emitbreaker  [author] 25 Jul @ 5:47am 
@Red Genesis hmm... you have one mod option that boost the accuracy of all weapons. All weapons' base accuracy is very low, because I took the bonus from quality of weapons into consideration - otherwise, if you just follow vanilla accuracy, all weapons eventually having 12/10 accuracy at all ranges. Yet, you can boost the base accuracy, so please check the mod option.

About melee, perhaps dodge bonus from armors? I'm regularly opens colossum in the game for all modded factions, but in the end melee guys always won.
The Unbidden One 24 Jul @ 10:30am 
Not sure if it was brought up before, the but the Auto Plasma rifle isnt properly set up to use CE Ammo system, it can only fire standard rifle bolt rounds and cant between them nor can you use the plasma rounds. Secondly just an overall assessment, i get wanting to split up the weapons across various factions, but surely there's a way to make it optional for people who just want them all without installing additional factions, thirdly i think a good QOL improvement is to consolidate alot of the research options so its less clutttered, i have research options for factions that arent even installed and you need i believe four different research projects to use the Bolt Rifle and that's not including the additional two to access ammunition for it.
Red Genesis 23 Jul @ 12:44pm 
And always miss in melee
Red Genesis 23 Jul @ 12:42pm 
Why my pawns shoot at random directions when using ALL weapons from this mod? They all in power armor btw
emitbreaker  [author] 17 Jul @ 7:12am 
@The Unbidden One It used to be, but many people asked me not to spawn all weapons at the same time, so I've changed the way of how this mod works.
The Unbidden One 16 Jul @ 8:22pm 
did you ever get around to making this standalone, i mean so that i dont have to install specefic factions to get specefic weapons?
llllll 10 Jul @ 9:11am 
Your my HERO
emitbreaker  [author] 21 Jun @ 7:34am 
Update: 1.6 Migration - Bolter / Melta works properly, but grav and some beam weapons have graphic issue.
emitbreaker  [author] 17 May @ 8:53am 
@Cotton I am not good at sound so all sounds came from Vanilla or one of the DLCs

@The Unbidden One Yes, to reduce unnecessary bill tab overhead. But I recently (like a month ago) developed new workbench management system, so in the future, I will move all my weapons into a single workbench and remove all the submod dependency. Give me some time.
emitbreaker  [author] 17 May @ 8:53am 
@All Sorry for my belated response - I was out of my mine for new framework that will be used for my mod set in the future.

@Khoavy192 That's not armor penetration - simply none of the in game armors provides Heat Armor type and beam, including Biotech vanilla, using that specific damage type. Will consider either adding heat armor to power armors (may takes time thanks to CE compatibility) or change the damage type.

@Soapie Lasguns won't target your own faction no matter what they are wearing. Originally, it dealt damage to your own faction, but I realized that if I keep it in that way, it makes the weapon nearly useless. Still, your fella can block the beam, so form tightly. On the other hands, heavy las weapons like Lascannon or lasfusil penetrate from the firing point to the destination, and dealt damage to everyone on the line regardless of faction.
The Unbidden One 16 May @ 11:09pm 
I'm only seeing the Imperial Guard weapons with this installed do i need to other sub mods to get the other weapons from other factions?
Cotton 13 May @ 9:14pm 
Are the guns suppose to use default weapon noises?
Soapie 12 May @ 9:36am 
Great mods! I've been wanting to do a 40k run, and your set of mods looks the most interesting! I'm not entirely sure how the weapons/armours are balanced though, and could use a little help understanding it. The lasguns seem to melt just about everyone and everything not wearing armour (including walls), but if someone is wearing the most basic flak armour, they seem to be completely immune to lasguns (aside from being set on fire occasionally). Buildings (or at least wrecks) seem to be immune too. I don't know if that's intended, and I'm supposed to combine las and autoguns, or if I'm not understanding how it works. Also, how balanced are the weapons/armour from your mods with the ones from others like Grimworld? Thanks in advance!
Khoavy192 11 May @ 6:32pm 
The damage from laser weapons is too high; they can easily penetrate Terminator power armor, which is simply unreasonable.
emitbreaker  [author] 11 Apr @ 12:12pm 
@Codovan Seems like some niche glitches from weapon abilities. Code updated, so please drop and re-equip the weapon will recover your weapon stat. Once fixed, the issue may not recurred, or at least my local testing say so.
emitbreaker  [author] 11 Apr @ 10:11am 
@Codovan Hell no... it sounds like old defect returns back... let me check weapon configuration.
Codovan 11 Apr @ 8:42am 
The Executor Heavy Bolter (AA) shot now only 1 Bullet is this intended?