RimWorld

RimWorld

Coilguns - Low Power Mode
35 Comments
TrollofReason 3 Sep @ 3:37pm 
Just tested this mod with the character editor to cheat in a gauss weapon during my tribal-to-space run, & can confirm that THE MOD WORKS, FOR NOW.

Thank gosh.
Kimo' 13 Aug @ 9:37am 
o7
Marty in the multyvers 15 Jul @ 1:32am 
will this mod be updated to 1.6?
SalmonToastie 28 Mar @ 5:21pm 
@[RTB] Sarianos Yes if you edit it locally enemies will turn up using this far superior low power mode.
SalmonToastie 27 Mar @ 7:36pm 
This actually makes me like using the coilguns, the trails and the weird penetration just put me off as cool as they are. Thank you.
[RTB] Sarianos 22 Feb @ 8:15am 
@LTS does changing the <startEnabled>true</startEnabled> setting apply to NPC's and is it a fixed setting for them?
Moxie 27 Oct, 2024 @ 9:41am 
Ah, so, I looked into the code, and it seems like the double damage mechanic for the revolver and repeater didn't carry over into your low-power mode projectiles? Was that intentional in that it couldn't be worked in, or was that an oversight?
LTS  [author] 17 Sep, 2024 @ 7:52am 
Odd. It works for me.
Do you get any errors on startup?
And would you mind posting what mods you've got active?
Also, it might be worth un- and re-downloading this mod to force a manual update, and checking if that fixes it, as steam sometimes just doesn't automatically download updates.
Sari-n 17 Sep, 2024 @ 6:07am 
Still cant get it to show up on the sniper... I feel like we've done something wrong (all the others work though?)
LTS  [author] 27 Aug, 2024 @ 3:10am 
Not really. The base gauss weapons have a blank one. It just means the path of the patch needed to be slightly different.
Sari-n 27 Aug, 2024 @ 2:54am 
Blessed (do I NEED a comps section?)
LTS  [author] 27 Aug, 2024 @ 2:22am 
Just noticed my patch incorrectly assumed the Gauss Sniper had a comps section. That's now been fixed and is working as intended.
LTS  [author] 21 Jul, 2024 @ 10:10am 
Nice
Sari-n 21 Jul, 2024 @ 9:27am 
Sorry it took so long to get updated but gauss sniper mod finally hit 1.5
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2804744504&searchtext=gauss
Gerewoatle 25 Jun, 2024 @ 8:31am 
Thank you, I think I'll do that and give it a try.
LTS  [author] 25 Jun, 2024 @ 8:25am 
@Gerewoatle
The original fire mode is still the default, though if you want to change that in your copy of this mod, you'd just need to go to the patch file and move the line:

<startEnabled>true</startEnabled>

From the 'Full power' section to the 'Low power' section
Gerewoatle 25 Jun, 2024 @ 8:21am 
Before downloading this, is the low power mode the new default for gauss guns, or do you have to switch to low power manually?

Honestly more interested in something that allows enemies to use gauss weapons without killing half of their own raiding force, which is funny the first two or three times but quickly loses its charm when you actually want to have an interesting fight instead of a clown show.
TrollofReason 24 Jun, 2024 @ 10:56pm 
@rafcamora
That happens to Gauss weapons that are made before the mod is introduced. Basically, they have two firing modes that are, thankfully, at least labeled correctly. UNFORTUNATELY, they default to the high-power penetration mode so you need to keep the automatic firing feature OFF for those weapons.

Any Gauss weapons you make after the mod is put in place *should* work with the toggle as intended.

A workaround is basically any character editor mod that lets you spawn in items. Just pay attention to quality & make sure to destroy the old weapons, if you care about things like fairness. Then, draft the pawn with the new weapon equipped, switch to the mode you want as default, then undraft & go as normal.

Friggin' love this mod. Setting up a front line of high-power backed up by regular firing mode? It's beautiful when fighting tribals or insectoids.
rafcamora 24 Jun, 2024 @ 4:14pm 
I´ve got three gauss repeaters and two of them work fine, low power icon is the gauss repeater, same as the regular icon but on the third gun its a big or small bullet and on low power mode it alternates between high and low?
LTS  [author] 24 Jun, 2024 @ 2:49pm 
@rafcamora
What do you mean? Once you set a pawn's weapon to low power mode, it should stay that way, as long as they don't switch weapon.
rafcamora 24 Jun, 2024 @ 2:21pm 
How does one force pawns to always use low power mode?
LTS  [author] 17 Jun, 2024 @ 1:02pm 
@McClain
That's intentional
McClain 17 Jun, 2024 @ 12:59pm 
I notice that putting the weapon into low-power mode doesn't change the damage value or the armor penetration percentage. Is this a bug, or intentional?
TrollofReason 17 Jun, 2024 @ 8:19am 
Oh, finally! I can, like, use Run & Gun without shooting my pawns in the back like a bunch of dipsticks. Gauss weapons are great for offensive raids & swarms, but not much else so I've been, like, blowing out my colony wealth for the sake of situational preparedness by making TWICE THE GUNS depending on my needs.

This should fix that on my current run. Good on you!
Reprogrammed Automaton 16 Jun, 2024 @ 1:54pm 
That fixed it, thanks.... never will get how steam can be like that some times.

Uhhh a sugestion though if its posible, since you cant change firemode while not drafted, can the firemode button be hidden while not drafted?
LTS  [author] 16 Jun, 2024 @ 3:56am 
@イムカ
That was a bug in the initial release that should've since been fixed. I'd recommend redownloading the mod to force a manual update. Let me know if you still have issues after that.

@swampy
Odd. I'll look into it. Thanks for the report.

@Boreal Dancer
I have a general policy for compatibility with mods I don't use that users are free to use and adapt my code to add compatibility for said mods, either for personal use, to upload as their own compatibility mod or to give to me to add compatibility for it within my mod.
Reprogrammed Automaton 16 Jun, 2024 @ 1:59am 
I have installed the mod and activated it but I don't seem to be able to find the button to toggle the firemode on my colonists with normal gauss weapons....

but the ones from VEW frontiers are working just fine, I am very confused...
swampy 16 Jun, 2024 @ 1:16am 
Cool mod.
I think there might be a bug where the accuracy for the weapon is being set to 100%?

Unless I have another mod that's not compatible
Boreal Dancer 15 Jun, 2024 @ 6:36pm 
Thanks a ton for this! If you don't mind me asking, could you do the same for the Munifex from Alpha Mechs?
LTS  [author] 15 Jun, 2024 @ 6:53am 
@Sari-n
That’d be great. I’ll start working on adding that when I get home.
Sari-n 15 Jun, 2024 @ 5:48am 
Additionally, this mod would probably make me -actually- use my own mod again, the friendly fire and environment damage made it more of a "its funny when the empire uses it, but i'd never use it myself."
Sari-n 15 Jun, 2024 @ 5:47am 
@LTS, want me to update it? Its just a number change everything else is reliant on The framework of the base mod.
LTS  [author] 14 Jun, 2024 @ 11:47am 
@Latex Santa
I was planning to add that with the initial release, but it doesn't seem to be updated to 1.5 yet.
Latex Santa 14 Jun, 2024 @ 11:38am 
Requesting support for the Gauss Sniper mod, also dependent on Vanilla Weapons Expanded - Coilguns. Whenever you have the time. Please and thank you.
RathfulConcepts 14 Jun, 2024 @ 8:53am 
You know, after seeing this mod, I thought it was a neat concept but I probably wouldnt use it.


Then my coilgun shooter gave his wife a minor lobotomy while hunting.