[SK] Simple Minigun Rework
A simple and (IMHO) much more fun version of the minigun. The Minigun is a largely useless weapon in Rimworld, it's rare, only reliably showing up in the hands of mechanoids and ultra late game raiders. The Minigun has a dedicated research just to craft it even. Very bizarre for a gun that is maybe *the* overrall worst weapon in game all things considered. The accuracy is terrible and range or damage does not make up for it. Worst of all, it does not have a funny BRRRT even to at least make it enjoyable to use.
What's so wrong with the minigun?
The minigun has, in my opinion, three main flaws.
1. It's weak and ineffective.
2. It's unsatisfying to use.
3. It lacks any unique or special mechanic.
This mod fixes those things by:
1. Increasing the range, accuracy, stopping power and armour penetration of the minigun. The damage has been dramatically reduced to 5 from the original 10 to compensate for this.
2. Replaces the sound effect with a more impactful and satisfying brrt.
3. Implements the Vanilla Expanded Framework feature of 'weapon warmup' to give the minigun a vunerable spin-up time before letting your pawn spray an endless hail of full auto fire. Goal being to recreate that classic 80's action feeling in Rimworld form! The weapon has a 6 second warmup but once firing is full auto.
[img]https://i.imgur.com/4MhToCc.gif[/img]
With these changes the minigun now has a very long initial aiming period that once past makes it into a terrifying full auto beast... until you move or stop firing.
These changes are meant to buff the minigun and introduce it as a more viable vanilla weapon, or at the very least a more interesting one.
The rework might still need some balance adjustments though, feel free to suggest any in the comments.
Additional Changes/Notes
Due to how the warm-up feature is implemented in Vanilla Expanded Framework the warmup is disabled for non-player pawns. So to not make Centipede gunners or any other high level pawn that uses this weapon useless, a vanilla identical 'chaingun' replaces it in the spawn pool. This weapon is a copy of the vanilla minigun except it cannot be crafted, bought or looted. It will be destroyed upon drop to ensure it never enters gameplay as anything other than a stopgap solution.
If there is a way to switch on the warm-up for NPCs this will be removed in an update.
Requirements
- Vanilla Expanded Framework
[hr]
Simple Series
Hello fellow patron of the Hague! SK Simple Series is my list of personal mods that I've developed in an attempt to ease my ADHD fuelled desire to 'fix' every pet peeve I have with this lovely game I mod and error fix more than actually play. Every addition in these are made to suit my preferences and playstyle of Rimworld, I'm open to input and suggestions but these mods are meant to be, as the name implies, 'Simple™'.
To maintain this simplicity the series follow three very basic design rules:
- [b]Never Replace.[/b] (No vanilla Item or system is meant to replace or be rendered useless by these mods.)
- [b]No Bloat.[/b] (No Item will be identical or near-identical to a vanilla item, everything has some sort of niche)
- [b]Always Reuse.[/b] (Every addition should favour using existing production benches, research, resources etc.)