Vanilla Weapons Expanded – Coilguns

We are not responsible for CE patch, nor are we responsible for CE balancing or in fact anything regarding CE. If you encounter an issue related to shooting or balance of the weapon, and you’re using CE, report it to CE and not to us.

See change notes

The Vanilla Weapons Expanded 2 – Coilguns mod remakes and updates the original submodule, introducing high-tier Spacer-tech mass driver weapons including the Gauss Rifle, Gauss Revolver, and Gauss Lance, each boasting 200% Armor Penetration.
These weapons are unlocked via the "Portable Mass Drivers" research project and feature a signature High-power mode that enables projectiles to penetrate multiple targets at the cost of doubled warm-up time and a 20% damage reduction per target hit. Additionally, the mod expands customization with six unique weapon traits: Inertial core, Bypass relay, Overdrawn Coils, Ionized sabots, Hypercapacitors, and Inverted rail tuning. These can appear on unique gauss weapons among several pre-selected, adequate base game traits.
In low-power mode, the projectiles behave normally, and don’t penetrate several targets. In high-power mode, they behave like you remember, with shots penetrating several people and stopping on different walls. We have improved the behavior to prevent friendly fire – and disabling friendly fire in storyteller settings will outright prevent these weapons from hurting your colonists.
The weapons now also feature brand new visual effects to make their shots appear even more impactful. You can expect a cool charging animation (in high-power mode only), as well as debris flying away from the point where the shot hit the ground. There will also be hard to clean bullet holes from the high-velocity sabots, so make sure you aim the weapons somewhere where beauty isn’t a concern!

Vanilla Weapons Expanded – Coilguns adds following content to the game:


I don’t envision a lot of bugs, but if anything feels like a bug, report it using our bug reporting form. Reports in the comments section are ignored and removed.

Q: Do these weapons spawn on enemies?
A: Yes, weapons have necessary tags to spawn on all the appropriate pawns in the game.
Q: Is this mod save game compatible?
A: Yes, you can add it and remove it whenever you like. Bear in mind that if you add it to an existing save, you need to update all the stockpile settings to include these items.
Q: Will you keep updating this mod?
A: Not often, but it is possible. This mod has already received a substantial update that you’re looking at right now.
Q: How well is the mod balanced?
A: We have spent a huge amount of time balancing all the content in this mod to be in-line with other base game weapons. We have categorized the weapons based on their purpose and role, and ensured the guns we add are adequately useful and fill different niches.
Q: Are these weapons still prone to dealing friendly fire?
A: In their default mode, they behave just like any normal gun! In high-power mode, they penetrate several targets – but your allies in close proximity will be immune from being hit by your own shots.
Q: Can I disable friendly fire completely?
A: Yeah! Simply disable friendly fire in storyteller settings and our weapons will respect that.
Q: Can I apply these weapon traits as upgrades?
A: No, these are quest rewards exclusive. This mod doesn’t have a system to allow weapon customization.

Authors:
– Oskar Potocki, an artist and a designer
– Sokyran, a programmer.
– Erdelf, for help with visual effects.
– Avery, for original idea for the coilguns!
– Storyteller artwork by Vitalii.
– Rimworld is owned by Ludeon Studios.
(CC BY-NC-ND 4.0)[creativecommons.org]

