RimWorld

RimWorld

Brianns Missiles
215 Comments
Briann  [author] 18 Aug @ 1:50pm 
Okay, this has been fixed. Resubscribe to the mod if it still doesnt work.
Nc 18 Aug @ 9:53am 
For some reason I can't load plague rockets into the launcher anymore.
Brent Kerman 13 Aug @ 8:05pm 
This mod is amazing, the one thing that gets me every time is that launch animation...for how good everything else is it really feels bad.
jogado21 13 Aug @ 5:44pm 
I HAVE BECOME DEATH, DESTROYER OF WORLDS
Tleno 13 Aug @ 5:02pm 
Glorious new trailer.
Doomi 13 Aug @ 4:19pm 
ARGON BUILT THAT MISSILE IN A CAVE! WITH A BOX OF SCRAPS!
The God 13 Aug @ 3:37pm 
This seems like rimatomics but just pure destruction without any of those reactors and stuff, if I am correct then thank you for this
IME | Pajama 13 Aug @ 2:16pm 
It feels a little busted unless the AI can missile you back
OnyxFyre 13 Aug @ 10:34am 
im downloading this just because of the video ngl
Nc 13 Aug @ 10:01am 
Ho-ho-ho. Looks like Christmas will come to someone in August this year
Briann  [author] 13 Aug @ 9:39am 
If people have weird issues, Try unsubscribing from both brianns missiles and brianns missiles framework as they both got updated.
Briann  [author] 13 Aug @ 9:32am 
Updated the mod hooray (Probably with alot of bugs)
Changes:
Added Oddesy Compatibility
Added New Missile Type
Added Mod Icon
Added Missile Sieging
Added Missiles Settings Menu
Added Experimental Missile Nerf Setting
Added Impact Explode Setting
Changed:
Updated Some Icons
Updated Missiles to go faster on world
Fixed:
World Map Missile Orientation
Fixed Incendiary Missile not making fire
Removed Missile Launcher Interaction spot (wasnt needed)
Nc 7 Aug @ 11:09am 
Just installed "Biological Warfare". I think i know what I'm doing this weekend. By the way, I recently tested the high-explosive missiles. Now I don't know if it makes sense to make antigrain warheads.
Guarwo 4 Aug @ 4:26pm 
Nice mod now can be bigger war criminal :)
Nc 4 Aug @ 12:51pm 
Hello. @Briann!

Thank you for your amazing work.

I meant the possibility of painting the launchers. Or changing the material they are made of. That way they will fit better into the ship's design.
Lucio Magno 4 Aug @ 10:56am 
I'll download the mod once these problems are fixed, ot seems pretty cool
Briann  [author] 4 Aug @ 10:13am 
@Nc Thanks im glad you like the mod, For your suggestions.

1. Yeah definitely need to fix.
2. They have a chance do so something but the system isnt really good currently so im planning on changing this into something better i think i have something really cool in mind.
3. This is an oversight ill look into it.
4. Yeah, Great suggestion will do in next update (unless there are some problems with it).
5. Paintable? Like the launch pad or the missiles? Im not sure if i can do this but ill look into it either way.
Nc 4 Aug @ 4:29am 
I love this mod, but it has several problems.

1. You can not use rockets in space. Even if you launched it at the same location. Rockets just won't reach target.
2. If you try to attack another faction's settlement without being there - rocket's won't do anything, They will just disappear.
3. Incendiary rockets almost never ignite something. They will just momentarily destroy anything they can.
4. You can not rotate launching pads. it could be a problem if you have pads on your spaceship.
And please make them paintable.
Briann  [author] 4 Aug @ 12:18am 
I pushed a new update, Resubscribe and try it again?
Farbott 3 Aug @ 11:34pm 
I think I was getting the same problem as Dylanced, the whole game absolutely tweaked out, infinite errors, mods disabled, everything until I turned this off, no clue what would not be playing nice with this.
Briann  [author] 3 Aug @ 4:28pm 
After a few more attempts i still cant recreate your issue. So im thinking its another mod making this missile mod break everything or maybe its a dlc thing.
Im guessing if you remove all your dlcs and just add brianns missile framework and brianns missiles it should work fine, If it works then it has to be some other mod, If it breaks then it is actually this missile mod.
Dylancd 3 Aug @ 4:15pm 
Im on 1.6 and I Literally just subbed to all your mods with the missil stuff thats required, rimwar, and the just dinos jurassic park. everytime I kept using your mods it just pops up saying its corrupted and all mods will be disabled. I did verify files and all, super strange
Briann  [author] 3 Aug @ 4:11pm 
@Dylancd Im not able to replicate your issue, Have you tried just using this mod alone? This also did just have an update so resubscribing could help. Also what version are you on, If your on 1.5 it might cause some issues.
Dylancd 3 Aug @ 4:07pm 
hi not sure what happened but my game kept saying theres corrupted files, i took a few mods off and it still happened, then i took yours off and it went away. This is after subbing to 5-6 mods recently. Not sure what happened exactly. Would love to try this out though, it looks amazing
Briann  [author] 3 Aug @ 2:50pm 
Alright i rolled out a new update to fix biological warfare and the necroa missile being available if you have the standalone mod.
Farbott 3 Aug @ 2:28pm 
Yee I'm aware, I just wasn't sure if the standalone would enable the necroa missile without a patch
Briann  [author] 3 Aug @ 2:09pm 
@Farbott oh, this mod did have the necroa missile already but i guess they seperated it into another mod so i guess ill just have to update that.
@[THH] Jiver This actually should be a thing already im pretty sure. All missiles have a chance to destroy a worldobject with Antigrain being the most effective. If i ever do a bigger update for this mod at some point i would probably change this system to a more health based kinda thing.
[THH] Jiver 3 Aug @ 11:56am 
Really like the mod but wanted to ask about a feature? Vanilla Expanded: Security adds an Artillery gun that can destroy un-generated map locations with percentages from hit shells. Would doing the same with this mod be possible? Missiles could target un-generated map tiles and destroy them based on missile type and/or amount. If this feature isn't all that feasible, no worries! Just missing the ability to kill map targets without risking a long siege and slow caravan waltzing around. :steamthis:
Farbott 28 Jul @ 8:48pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3531035748&searchtext=necroa
Any hopeful patch of this? Its just the necroa virus from biological warfare alone, would be nice!
Nate700 28 Jul @ 6:33am 
Can you add a nuclear missile?
Geirkztilb 25 Jul @ 9:42pm 
That cluster missile is absolutely unreal. I flew a colonist over to a nearby tribal settlement for targeting, and it absolutely demolished the entire base. Like 30 people all dead and most everything flattened. Killer mod dude.
Briann  [author] 23 Jul @ 12:45am 
uhhhhhh not really other than reloading a save.
Jake_the_turkey 23 Jul @ 12:36am 
I tried to shoot one in an orbital location onto a spot in the same tile. it just made it disappear. Is there a way to fix this?
Scout Gaming 15 Jul @ 12:32pm 
Nevermind, doesn't work when firing to an orbital location while on an orbital location
Scout Gaming 15 Jul @ 11:35am 
Seems to work mostly fine with gravships, can't see the missile traveling on world map tho
Scout Gaming 15 Jul @ 11:21am 
Does this work with gravships?
Giggles 11 Jul @ 4:05pm 
Thanks for the response! I haven't noticed any issues so far, but with CE, ya never know lmao
Briann  [author] 11 Jul @ 3:59pm 
Probably? I have never used CE so i cant be sure and i would test it but i would rather not downgrade my version to 1.5 right now. But this mod uses the vanilla explosion spawner and if CE changes that then it should be fine.
Giggles 11 Jul @ 3:42pm 
Is this compatible with CE?
Scout Gaming 23 Jun @ 2:25pm 
Hoping this will work from gravships
Kelarius 16 Jun @ 9:36pm 
@Briann Great! Looking forward to spinning your mod up for the next colony. Thanks!
Briann  [author] 16 Jun @ 9:10pm 
@Kelarius the issue should be fixed now. The 1.6 version should be updated but the changes are in the framework and not the missile mod itself.
Briann  [author] 16 Jun @ 8:20pm 
@Kelarius I had 0 clue that this was an issue i am going to look into it. If i find and fix the issue im not sure if ill be able to update the 1.5 version as my project is set to the 1.6 (I didnt backup the 1.5 version.), So ill most likely only update the 1.6 version.
Kelarius 16 Jun @ 8:12pm 
@Briann Did you have any luck tracking down the issue reported last fall where a missile launch would destroy the building located at the center of a map? I remember running into that issue at the beginning of the year and reverted to a prior save without this mod waiting for an update on the issue. Thanks!
Briann  [author] 16 Jun @ 1:36pm 
Should be updated to 1.6, I also increased the chance antimatter missiles destroy world objects (in the 1.6 version.)
kabloey_kid 31 May @ 8:15am 
psheeewwww BOOOM
gexyandelly2 11 May @ 7:25am 
Wont let me load missile into launcher for some reason it was working before
Franklin24 4 May @ 1:57pm 
Could you patch it with Vehicle Map Framework?
Would be cool to have mobile missile launcher!

Right now missiles fired from vehicle map disappear
IG_Monster 24 Mar @ 12:05am 
Great mod but is there a way to change the traveling speed of the missiles? They seem slow
Lolicon [ロリコン] 22 Mar @ 1:02am 
So can it destroy enemies base's/camps and how many rockets will be needed?