Distant Misfires

by DataCpt

Dynamically replaces boring auto-aim bullets with skilfully inaccurate projectiles. Extends the max range of misfires alongside a magazine size increase. Let the biters experience true bullet hell. All configurable.

Content
a month ago
1.1 - 2.0
3.36K
Combat Enemies

b [2.0 - Space Age] Possible bug when used with Bullet Trails mod

4 months ago

Hullo! Seems like this might break Earendel's Bullet Trails, likely due to the dynamic replacement of the projectile. I'm noticing the trails spawning after the bullet impacts, and quickly "catching up" to where the projectile hit. it looks like I'm shooting tiny lasers out of my gun, which is kinda cute and funny but I don't think intended.

4 months ago

Got curious, swapped from Earendel's Bullet Trails to kittah_kahn's Bullet Tracers to see how it worked with this. This also essentially confuses Bullet Tracers, causing random "tracer" projectiles to spawn around the player, impacting seemingly random points.

4 months ago

+1 Was a bit confused thinking the apparently poor (?) aim was intentional flair to accentuate the "spray and pray" aesthetic, glad to know someone figured out where it came from.

3 months ago

So just to confirm, this mod is (still) incompatible with Bullet Trails (https://mods.factorio.com/mod/bullet-trails)?

2 months ago

I wanted to look into this properly because I felt like I must be missing something. I do not understand why you would want to combine a mod that turns bullets into actual projectiles with a mod that shows you where guns are firing, you can see where they're going by looking at them, no?

The tracers are cosmetic beam explosions between source and destination. They're implemented in such a way that they start the 5 frame long beam explosion animation when the shot hits something.

I could change that but to what? To trigger the explosion earlier? It would still look weird to have a random beam that simulates a projectile be almost instantaneous before, after or during the flight of the actual bullet projectile.

It seems to work exactly as it should! Maybe you could tell me what you're hoping for? The only part I can see that might be worth changing from my end is the offset of 0.3 that's built into Bullet Trails, making the beam not line up, especially at short ranges. I'm open to suggestions!

2 months ago

The bullet trails from Bullet Trails look cool I guess 🤷I just wanted to understand the interaction between the two mods

2 months ago

Honestly, same as Scringus. I was curious as to where the issue was, and if it's a misunderstanding of the mod (as in the projectile replacement is already making them be visible, actual projectiles) then that's okay. I just like how things like Bullet Tracers (or Bullet Trails) look sometimes when you've got a whole wall of turrets dakka-dakka-ing away, but tbh I've not really found myself missing them. I like Distant Misfires for what it is far more than extra lines or effects might add, I suppose, and the actual projectiles kinda serve the purpose of Tracers or Trails anyway.

Your explanation makes a ton of sense as to why they don't work together, thank you much! Anyone else wondering will wonder no longer~

2 months ago

I'm still happy to make it work better if I can! How would you like them to work together?

2 months ago

Maybe a "tracer rounds" option to include a bonus extra-flare-y round at the top of every burst? With Bullet Trails or Bullet Tracers, it was mostly that it made firefights look more interesting than just a bunch of hitscan lines going everywhere. Bullet Trails basically just does what it says on the tin, so adding that and this together would just to be I guess... add trails to the bullets that optionally get lit with Fire Lights maybe? That's the best I can think of.

Distant Misfires already does something about that though, especially with Fire Lights which I use, but it might be nice to have some kind of extra effects for folk who like them. Playing on a long-night world with all the Fire Lights effects is sooooo nice.

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