RimWorld

RimWorld

GiTS Seburo Advanced Weapon Systems
57 Comments
themoistestwhale  [author] 12 Aug @ 12:21pm 
@Sanakara I don't have an issue with using this mod's comments to discuss this, so we can just keep using this. Also, I'm just waiting for CE 1.6 so I can balance based off of the balance they have in the 1.6 version as it's likely to change a bit.

As for the idea with raiders having cyberbrains and smart-linked weapons: implementing that idea specifically how you described it would be mostly if not entirely possible without a single line of code. Cyberbrains and this mod both don't have a single line of real code in them right now, either. So I wouldn't worry about how you can't code :p

Also relevant to that idea- while it does sound fun and I could consider something like that there's other things I want to try first such as guns that link to cyberbrains and smart/guided projectiles. Those would require some code and probably occur after I figure out a 2.0 rework of Cyberbrains, but being able to curve a bullet around a corner is pretty cool I think.
Sanakara 12 Aug @ 11:54am 
In the meantime, I’ve also been fantasizing a bit about what else could be done. I had the idea that maybe, similar to how Psycasters sometimes show up during raids, there could (rarely) be attackers with damaged cyber-brains and "brain-coded" weapons.

If you take them down, you can’t really do much with the weapon or the brain directly—but maybe you could install both into some kind of turret chassis. The brain could be placed into an eternal combat simulation and just fire at enemies mindlessly until the magazine runs dry. That would be kind of grim… but also funny.

Unfortunately, I can’t code… but that might actually be pretty hilarious—being able to do some further messed-up stuff with those brains.
Sanakara 12 Aug @ 11:36am 
Yeah, real life can really take up your time, so I only just got a chance to check back in. Maybe it would be a good idea to open a separate thread for balance discussions, so that in the future your mod subscribers can keep posting "1.7 when" undisturbed, lol.

I tried again to compare the Seburo weapons with those from other mods, including various standard, advanced, special, and high-tech weapons, and I have to say, honestly, it's really hard to place your weapons somewhere on that spectrum. I use a bunch of weapon mods in RimWorld, because weapons in CE RimWorld are just a fun topic. While doing this, I noticed that the "Mechanitor’s Weapons" mod, for example, only unlocks once you've gone down the Mechtech research path. That could also be a solution—to require some kind of cyber brain research as a prerequisite. (#1)
Sanakara 12 Aug @ 11:35am 
It really is tricky to have the Seburo weapons show up not too early, but also not too late. Right now, they just feel kind of out of place. I also had the idea that they could be kind of like biocoded weapons—practically "cyber-brain-coded"—but that would make them usable only very late in the game, which would be a shame too.

Waiting for CE 1.6 to drop is probably a good idea for now, but I don’t think CE 1.6 is going to change much about the overall dilemma. (#2)
themoistestwhale  [author] 28 Jul @ 4:00pm 
@Sanakara Just an update after looking over things, I'm probably going to put a hold on a rebalance for this mod's CE stats until CE 1.6 releases officially so I can work off of that.
themoistestwhale  [author] 23 Jul @ 8:02am 
@Sanakara To add to the below comment I made, this rebalance may take a bit because I also plan on updating other things with the mod, and I'm swamped with work in realspace.

If you want to make a temporary rebalance for yourself while you wait, everything is exposed to XML in this mod and requires no programming experience to change. You can go in and change the numbers to what you want, and if you want help adding research requirements or anything else, I can help!
themoistestwhale  [author] 23 Jul @ 7:57am 
@Sanakara I don't know for sure but I think since I released this mod they have rebalanced many of the guns in CE, so I will have to check if that is so and rebalance based on that. I remember balancing the SMG and ARs to be stronger at close/mid range and weaker at longer ranges than something like an AK47 or AR15, but due to CE changing gun balance I might have to update this.

I may also look at increasing the costs as you said in materials or research, though if I add a higher research requirement it would be from vanilla, not in the GiTS tech tree due to technical reasons (having no core mod makes this very annoying to work with). It will depend if I change the actual performance of the guns first and if so how much.

And thanks, I'm not a very experienced modder but I try my best :p
Sanakara 23 Jul @ 7:27am 
btw, you mods showing to my high qualities and with some more content by your own, I would see even the potential, to put everything together and that you could develop your own "mod-verse" like the "Dead Man's Switch"-verse. keep it up :) :steamthumbsup:
Sanakara 23 Jul @ 7:23am 
Thx for your response. CE 1.5.
Could also be an idea to pull them in the GiTS tech tree, where are already the brains are in. Some weapon mods making the trick that you have to use the advanced research bench to unlock them, so you can not achieve them before microelectronics. that could be one way. but I would still argue that they should need at least 1x adv. component. It makes totally sense, that this weapon are top notch like late projectile guns, but is for balance reasons problematic, if they making standard weapons like a AK47 or AR-15 and even more advanced modern weapons instantly obsolete. for me, they are powered like the marine pulse rifles from "alien" and of course, I would instantly swap my AK47 for a pulse rilfe :p even to use the Seburo Guns alongside charge guns does not feel wrong... so to me, they feel like a different branch of almost same power, like an alternative... and that could be thers fitting role.
themoistestwhale  [author] 23 Jul @ 5:15am 
@Sanakara I can look into some balance changes, especially in the vanilla combat version. Which version are you using, vanilla combat or CE?

I made this mod quite a while back and kinda want to revisit it anyways to improve some stuff when I find the time.
Sanakara 22 Jul @ 10:48pm 
Wonderful stuff, great weapons, but in this state from my point of view not so much well balanced. these guns should be placed somewhere between normal guns from precision refiling and spacer/energy weapons and should maybe even need advanced components. for me they coming much too early and/or even should have an own tech field.
Ludicrous_Speed 14 Jul @ 10:16pm 
Hell yeah
themoistestwhale  [author] 11 Jun @ 1:16pm 
@AT I only needed to copy/paste some folders and add a 1.6 tag for this mod to update, thankfully :p
AT 11 Jun @ 1:10pm 
fast1.6
themoistestwhale  [author] 20 Apr @ 8:27am 
@Ranger Dimitri Huh, that's interesting. Never personally used the Holsters mod before so I am unfamiliar with how it works, but I may look into that if I find the time.

You're correct in thinking it's more of a thing on their end to sort out as this mod's textures aren't too different from how other mods present textures (the resolution is a bit higher than average, but there are plenty of other gun mods with the same res), so the only thing I can think of is that if you're using Combat Extended in your mod list as well the fact this mod uses CE's DrawGunExtension might not sit well with the Holsters mod. If you're not using CE then uh, no clue other than the resolution of this mod's textures.
Ranger Dimitri 20 Apr @ 8:20am 
Got to say, nice guns for the mod. Love Ghost in The Shell. So good on you to provide the guns from it in here. That said, the weapon sprites seem to have a bit of a visual issue with regards to the Holsters mod, namely the holstered version of them seem smaller than the actual drafted version. It's probably more for their mod to figure out on their end. But feel like sharing it here. Still, the guns are great all the same!
Petrus Aurelius 22 Jan @ 9:31pm 
A fifty cal man-portable machine gun? Stop talking, I am sold.
Rondson 10 Jan @ 3:31am 
Understandable, boss. Have a good one all the same!
themoistestwhale  [author] 10 Jan @ 3:14am 
@Rondson I avoid apparel generally as doing it requires an insane amount of graphics, though recently I did have some combat visors used in GitS as well as more generic ones inspired by the aesthetic done.

I’m currently away and also lacking motivation to work on it right now, but when I find time/energy I may complete those. Usually apparel functionality is quite simple to add but I was experimenting with some more advanced functionality I’d still need time to work out.
Rondson 10 Jan @ 2:48am 
Excellent sprites and assortment of items overall.

Any plans for armours/outfits/appearances inspired by SAT?
themoistestwhale  [author] 14 Sep, 2024 @ 9:44am 
@Гладкий Криминал Glad you fixed the issue and thanks! One day I will get to finishing the main GiTS Cybernetics mod but I have no motivation.
Гладкий Криминал 14 Sep, 2024 @ 9:07am 
@themoistestwhale didnt find reason, but solved it with autosort by rimpy manager :) Thx for ur work)
P.s. Your cyberbrains mod are awesome :steamhappy:
themoistestwhale  [author] 14 Sep, 2024 @ 12:35am 
@Гладкий Криминал Sounds like a mod conflict or something like that for sure, yeah. This mod adds ammo exactly the same way CE does so there should be no reason it specifically is breaking. I hope you find the mod breaking it!
Гладкий Криминал 14 Sep, 2024 @ 12:07am 
@themoistestwhale probably it's mod conflict , added them manualy to another bench - but they dissapear after pawn drop them on flor after crafting.
themoistestwhale  [author] 13 Sep, 2024 @ 10:05pm 
@Гладкий Криминал I have tested it now in CE 1.5 with this mod and no DLC, the recipe for all types of 5x45mm ammo is in the loading bench. Perhaps you have a mod conflict or some other issue such as missing research? I see no reason on my end it would not show, and nobody else has reported this issue yet.
Гладкий Криминал 13 Sep, 2024 @ 9:35pm 
there is no 5.45*45 ammo to craft in loading bench with CE. :(
themoistestwhale  [author] 4 Sep, 2024 @ 10:04am 
@Skyti I see, glad you managed to fix the problem! I do not recommend Character Editor to edit items, it's often easier to edit files yourself in Notepad or VSC so I would do that instead for personal changes. Editing with CharEdit leads to exactly this, and it does not announce/log changes to defs so it can lead to many things breaking. You can also not disable the feature, which is really annoying.
skyti 4 Sep, 2024 @ 9:29am 
Okay, it's my problem.I modified the data before installing CE, but the Character Editor kept the data. Unexpectedly, there was a problem hahaha:steammocking:the mod is great:steamthumbsup:
skyti 4 Sep, 2024 @ 9:05am 
It's strange that only C-30 has this situation:steamsad:He's so cool
themoistestwhale  [author] 4 Sep, 2024 @ 8:58am 
@Skyti This might be something else breaking it or a weird bug, but I have double checked the mod files just now for the current version. It contains a CombatExtended.CompProperties_AmmoUser with magazine size set to 50 rounds and in game with CE it has a magazine for me right now.
skyti 4 Sep, 2024 @ 8:50am 
Why doesn't C-30 have a magazine in the CE environment,it looks like the original version
Lord Commissar Fancypants 6 Aug, 2024 @ 7:10am 
Love it!
themoistestwhale  [author] 11 Jul, 2024 @ 11:51am 
There is now a non-Steam download for users who do not use Steam Rimworld. Steam sadly does not let me post GitHub links, so you can search for the repo 'GiTS-Seburo-Advanced-Weapon-Systems' to find it. Sorry about that.
themoistestwhale  [author] 26 Jun, 2024 @ 12:40am 
@Sgt.blank Thanks, I am still doing these on my own time slowly while I learn so while I don’t currently plan on stopping, don’t expect me to have a coherent new content schedule whatsoever.
Caz Kan 25 Jun, 2024 @ 6:42pm 
keep going making mods this is amazing hope to see more from you.
themoistestwhale  [author] 24 Jun, 2024 @ 3:00pm 
@elvis If you mean Togusa’s revolver it’s there, in the description and the workshop image scrollcase. Otherwise I’m not sure what other Mateba you would be talking about having in this mod from GiTS.
elvis 24 Jun, 2024 @ 12:08pm 
what about the Mateba?
themoistestwhale  [author] 4 Jun, 2024 @ 5:42pm 
@Velvet FN57 ammo is in CE, it is just a bit more unique to have slightly different properties of ammo while acting similar to FN57, meaning the guns are more unique. Also changing the ammo properties that I've added isn't much trouble, and it lists the canonical ammo I guess for the gun too.

I get that entirely and I want to see them myself, hence why I'm going for them. I am probably going to do the SAC series' C30 without the fabric cover normally placed on it so you can see the actual design of it, but I think everyone will agree on that choice.
Velvet 4 Jun, 2024 @ 5:32pm 
Fair enough. I just suggested changing directly to 5.7x28mm as I imagine that probably already exists in CE, and would presumably balance just fine while still making logical sense, since the M5 and especially M10 are both big enough to be able to fit a longer round.

Nice to hear the anime designs are planned eventually even if they're low priority. I've got nothing against First Assault, and the redesigns certainly aren't bad, but the anime C-26 just has that nostalgia factor going for it.
themoistestwhale  [author] 4 Jun, 2024 @ 4:24pm 
@ Velvet Fun fact, I was already planning on getting to sprites of the top loading designs of the C26 and C30 as both are taken from First Assault (which I've never touched myself), as well as the MG. I did intend to originally take from just SAC and SAC 2G, but I added the MG to fill out the armory with a heavier weapon that is entirely from SAC's designers and honestly it just looked cool. As for the C26 and C30, it was easier for me to work with those designs as I actually learned vector design just for this mod which took me a while to get to a level I was comfortable with pushing out as a mod to others. It is a lower priority right now but I do want to get to adding both the SAC series designs of the C26 and C30 and add them as variations on top of the existing ones. I'm also considering the goofy C26 with a massive suppressor from it.
themoistestwhale  [author] 4 Jun, 2024 @ 4:23pm 
@Velvet I don't disagree in retrospect on this mod with choosing to go directly with the calibers chosen in the anime and I have sided more with how it has been depicted in the anime itself; although I don't consider myself any expert on firearms either lol

I'm going to just balance the M5 and M10 as they are rather than change the caliber as I find it better to just give the pistol's caliber similar stats to 5.7x28mm's properties/how it was depicted than change the caliber itself, which I've done already.
Velvet 4 Jun, 2024 @ 3:12pm 
Naturally its your mod and you can balance it however you like, though. That's just my perspective.

Speaking of the anime C-26, this is probably a bit of a long shot since it'd just be an alternate sprite of the exact same weapon, but is there any chance you'd consider adding that as well? I'm really not the biggest fan of the First Assault redesign, even if it is a bit more logical and practical.
Velvet 4 Jun, 2024 @ 3:08pm 
Given the original anime design of the C-26A has a magazine that couldn't possibly fit full length rifle rounds but is supposedly chambered in them, I'm not sure I'd take the official chamberings too seriously as I strongly doubt the people working on the show actually knew much of anything about guns.

Personally, given its more consistent with the performance that's actually demonstrated in the show I'd probably just ignore what the official numbers are from the show and change the pistols to use 5.7x28mm, as that's relatively consistent with their performance, and there's Japanese materials that, while I can't read them, strongly imply that the show's M5 was specifically inspired by the FN Five-Seven to begin with.
Krump 3 Jun, 2024 @ 6:23am 
Fuck YES. Love this. thank you!
themoistestwhale  [author] 1 Jun, 2024 @ 11:57pm 
Pushed an update with a buff for the 5.45x18mm ammo and some texture changes.

@uriel2 After doing more testing I did decided to keep the ammo damage under 9mm Para as it is a smaller round by far, but I did push it up significantly. Penetration is above 9mm Para however, as is velocity. While the general theme is on what you mentioned before (fighting cyberised opponents), the pistols seem to focus primarily on concealability and firepower seems to be only secondary, so I do not want to push its overall power over 9mm Para for now.

If you're curious why it was originally balanced the way it was, in real life the round (although clearly not how it is at all depicted in SAC) is less powerful than .22 LR (.22 LR is 40 grain with higher velo and 5.45x18mm is 38 grain), so I balanced it around that. The gameplay side matters more to me personally, though, so it has been changed.
themoistestwhale  [author] 1 Jun, 2024 @ 9:04pm 
@uriel2 Having tested 1.4 and 1.5 Dev CE, the underbarrel reload issue seems to be due to changes with their underbarrel comp in the 1.5 Dev version. I am not sure what they changed and I will look later, but after a peek on Github they do not seem to be done working on CompProperties_UnderBarrel (pinned Issue 3024) so I will await that to occur first. Sorry about that.
themoistestwhale  [author] 1 Jun, 2024 @ 5:00pm 
@uriel2 First and foremost thanks for catching both the under barrel grenade launchers are missing a zero in their reload times in CE lol, I’ll patch that soon

The 5.45x18mm ammo is supposed to have worse damage or similar to 9mm Para, but I’ll definitely look at raising pen stats and review damage again. When I did test it I didn’t have the same results but this is why I need feedback, so thank you so much.

I did actually play and write a few methods for stuff like you mentioned in the first comment. It would take a long time for me to work on though and time is something I am still sorting out in my life, but it is possible and I’m not against it. Talking about time though, I’ll patch this tomorrow morning as well for the stuff you mentioned as any other fixes I had already sorted. Thanks!
uriel2 1 Jun, 2024 @ 3:28pm 
Back with some feedback on a few things I noticed. Tested on CE 1.5 build from Github:

- You might want to increase the damage and penetration on the 5.45x18mm 7N7 ammo. FMJ 9x19mm in CE deals 11 damage and penetrates 4mm RHA. Seburo M5/M10 pistol ammo deals way less damage and offers worse penetration (even AP ammo). Since Seburo lineup is geared toward fighting cyborgs and armored targets, it should probably offer noticeably better performance than ordinary 9x19mm. In SAC we see Major down people with a few shots. Here, it takes almost half a magazine to down an unarmored pawn.

- For some reason, Seburo C-27A and C-30 load all the grenade rounds from your inventory at the same time. And their grenade launchers can fire in full auto. This led to a funny situation where my guy shot 70 40x46mm HE rounds in a few seconds. I'm guessing these grenade launchers should be single-shot only, right?
uriel2 1 Jun, 2024 @ 4:12am 
Oh boy, this is soooo good. I can't wait forr Muzzle Flash compatibility to make this even more perfect. Amazing work!

Have you thought about making a lore-accurate GITS SAC cyberbrain mod? With various stages of cyberisation and progressing benefits/drawbacks for each version?

Imagine being able to just download skills like the Major does in her battle with Saito <3
themoistestwhale  [author] 31 May, 2024 @ 10:29pm 
@Tyrone - Yeah I took the calibres used in the SAC series for that and I find it interesting as well but in CE the rounds are interesting and I enjoyed playing around with them. In the manga I believe many of the guns are instead chambered in 6x25mm, but I went with the other option instead. The gun I am currently working on audio for to add into this mod is apparently chambered in a 12.5x130mm calibre lol

I don’t have a large understanding of firearms so sorting out the stats and whatnot for CE was kinda hard, still feels worth it for interest factor alone though. I know you can just enter stat numbers on your own technically, but if you’re using the calculator you need to fill in a ton of stats I lacked for the fictional calibres and I had to do some research into how the hell bullets can differ. I probably still messed something technical up that I didn’t see because I am getting thumbs down votes that are tanking this mod’s score slowly lmao