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RimWorld => Mods => Releases => Topic started by: Plymouth on December 25, 2017, 08:13:57 PM

Title: [1.0] Project Armoury 1.2.0.3
Post by: Plymouth on December 25, 2017, 08:13:57 PM
(https://i.postimg.cc/DfHZDrLx/preview.png)

Project Armoury 20th century pack is here!

It adds a lot of weapons produced, used, and only prototyped from the period 1945-2000.

It fetures:
Pistols
Submachine guns
Assault Rifles
Battle Rifles
Rifles
Revolvers
Shotguns
Sniper Rifles
Anti-materiel rifles

(For the full list look at the in-game description.)

I've taken great care to vanilla-balance all the parameters for every weapon using maths and real world analogues.

MAJOR UPDATE!
INSTALLATION:
Install jecsTools for 1.0 from here:
https://github.com/jecrell/JecsTools/tree/master/
Install XeoNovaDan's Proper shotguns from here:
https://ludeon.com/forums/index.php?topic=29503.0


After that make sure that JecsTools are first in the load order and Project Armoury is the last.

The aim of this mod is to provide more flavour and variety to rimworld, without upsetting the balance and the feeling of the game too much, and I think It fulfills this venue.

Have fun!


Mediafire link:
http://www.mediafire.com/file/le2nllbaj12zbzr/ProjectArmoury_20th_10.rar/file


Steam Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=1482625799

Changelog:
1.2.0.x
Added rocket launchers, and a crafting bench to build them. Murderbone galore!

1.1.0.3
Added Revolvers
Added Shotguns
Added texture scaling(NEEDLE RIFLE B-GONE!)
Added Proper shotguns support
Added crafting benches for guns in order to reduce clutter on machining table.

1.0.0.3

Corrected some more errors

1.0.0.2

Corrected some errors
Title: Re: [B18] Project Armoury 1.0
Post by: DaemonDeathAngel on December 26, 2017, 12:31:29 AM
First!

Anyways now that that bullshittery is aside, I shall download this and envy you.
Title: Re: [B18] Project Armoury 1.0
Post by: RyanRim on December 26, 2017, 05:26:42 AM
Great mod, besides all the CP weapons and rambo pack and Rimsenal its always good to have more weapons. It doesnt have conflicts with any of those mentioned mods does it?
Title: Re: [B18] Project Armoury 1.0
Post by: Harry_Dicks on December 26, 2017, 09:01:23 AM
Quote from: DaemonDeathAngel on December 26, 2017, 12:31:29 AM
Anyways now that that bullshittery is aside, I shall download this and envy you.

What does that mean?
Title: Re: [B18] Project Armoury 1.0
Post by: Plymouth on December 26, 2017, 10:09:16 AM
Quote from: RyanRim on December 26, 2017, 05:26:42 AM
Great mod, besides all the CP weapons and rambo pack and Rimsenal its always good to have more weapons. It doesnt have conflicts with any of those mentioned mods does it?

It does not have any conflicts with those mods, but do not be mad at me if you see duplicates of weapons and weapons from those packs being "superior", since I am in no way responsible for those mods having same weapons at the same time :P
Title: Re: [B18] Project Armoury 1.0
Post by: RyanRim on December 26, 2017, 11:12:56 AM
Nah tbh you have better textures. And well-balanced weapons too.
Title: Re: [B18] Project Armoury 1.0
Post by: Chicken Plucker on December 26, 2017, 01:42:23 PM
Quote from: RyanRim on December 26, 2017, 11:12:56 AM
Nah tbh you have better textures. And well-balanced weapons too.

*gasp* B-but Ryan I thought I was your number 1  :'(

Hey Plymouth! Longtime user of 20th century, Ryan isn't wrong, I love your texture work, well done
Title: Re: [B18] Project Armoury 1.0
Post by: Canaris on December 26, 2017, 02:14:53 PM
Obligatory question : is this mod CE compatibile ?
Title: Re: [B18] Project Armoury 1.0
Post by: Plymouth on December 26, 2017, 04:01:33 PM
Quote from: Canaris on December 26, 2017, 02:14:53 PM
Obligatory question : is this mod CE compatibile ?
It is not CE-compatible, it is vanilla-balanced.

To make it CE compatible I would have to do complete re-balance and re-structure of stuff and it would take time.

Quote from: Chicken Plucker on December 26, 2017, 01:42:23 PM
Quote from: RyanRim on December 26, 2017, 11:12:56 AM
Nah tbh you have better textures. And well-balanced weapons too.

*gasp* B-but Ryan I thought I was your number 1  :'(

Hey Plymouth! Longtime user of 20th century, Ryan isn't wrong, I love your texture work, well done

I'm quite flattered, thanks!  :)
Title: Re: [B18] Project Armoury 1.0
Post by: mrofa on December 27, 2017, 11:58:22 AM
Poly mate got some errors why loading the mod, did try both media fire and nexus links
Apart from last 2 errors rest is PA specific

(https://s17.postimg.org/53al6u7un/paerror.png)
Title: Re: [B18] Project Armoury 1.0
Post by: Plymouth on December 27, 2017, 05:06:33 PM
Quote from: mrofa on December 27, 2017, 11:58:22 AM
Poly mate got some errors why loading the mod, did try both media fire and nexus links
Apart from last 2 errors rest is PA specific

(https://s17.postimg.org/53al6u7un/paerror.png)

Okay, I can fix the <hasstandardCommand> error easily but to be honest I have absolutely no idea how to fix the unnamed build def errors and that weird looking one.

Also, weirdly enough, Barret M82 should be DEACTIVATED and should not ask for a texture, but apparently just changing it's resolution to something non-xml is not enough to deactivate, oh well.

It seems all very weird since some of these errors I've never got.

UPD:
Fixed Barret missing the texture, fixed string error, both fixed in 1.0.0.1

The only things left to fix are unnamed buildable defs and that weird --!&gt; error.
Title: Re: [B18] Project Armoury 1.0
Post by: mrofa on December 28, 2017, 01:07:57 PM
--! error is in 6 files
    <!--<equippedStatOffsets>
<MoveSpeed>-0.13</MoveSpeed>
                </equippedStatOffsets>-->--!>

Just delete "--!>" at the end

And i found buildable def its in Ar_ak5
<ThingDef ParentName="BaseGunThing">
<thingCategories>
<li>WeaponsRanged</li>
</thingC

Is missing Abstract ="True"

Title: Re: [B18] Project Armoury 1.0
Post by: Plymouth on December 28, 2017, 01:28:31 PM
Quote from: mrofa on December 28, 2017, 01:07:57 PM
--! error is in 6 files
    <!--<equippedStatOffsets>
<MoveSpeed>-0.13</MoveSpeed>
                </equippedStatOffsets>-->--!>

Just delete "--!>" at the end

And i found buildable def its in Ar_ak5
<ThingDef ParentName="BaseGunThing">
<thingCategories>
<li>WeaponsRanged</li>
</thingC

Is missing Abstract ="True"

thanks a lot!

Updated the files, now all of you shall no longer be annoyed by those pesky console errors.  :)
Title: Re: [B18] Project Armoury 1.0.0.2
Post by: Plymouth on February 02, 2018, 03:41:03 PM
Project Armoury 1.0.0.2 is finally on workshop.                                                                                                                                         http://steamcommunity.com/sharedfiles/filedetails/?id=1245964483
Title: Re: [B18] Project Armoury 1.0.0.2
Post by: sumghai on May 25, 2018, 08:43:00 PM
Hi Plymouth, I understand you are now the maintainer for the Project Armory mod.

According to the following screenshot, it seems that the A10 release came with tables and racks that could hold more than two weapons at a time:

(https://media.moddb.com/cache/images/mods/1/25/24707/thumb_620x2000/Project_Armory3.png)

Do you know where I could find a B18 version of the rack? Or if not, are there plans to bring it back?

EDIT - Nevermind, just spoke to you via Discord and found it that was a Photoshop'd image made in Paint.NET >.<
Title: Re: [B18] Project Armoury 1.0.0.2
Post by: Canute on May 26, 2018, 03:37:01 AM
Hi sumghai,
someone is working on a new storage mod, i think at the end he will have shelfes with multiple weapon/item too.
[B18][WiP]Advanced Stocking - Overstack/Overlay items on shelves
https://ludeon.com/forums/index.php?topic=40933.0

Alternative you can use Extended storage, the clothing rack can store 11 weapon/appareal (need to be same kind) at 2x1 tile.
https://github.com/DoctorVanGogh/ExtendedStorage
Title: Re: [B18] Project Armoury 1.0.0.2
Post by: sumghai on May 30, 2018, 08:55:05 PM
Thanks for the suggestions, Canute.

I've played around with Advanced Stocking, and for the most part it seems promising, although at the moment it mixes weapon types on the same cell (i.e. I cannot have one cell dedicated to knives, and another dedicated to pistols).

As for ExtendedStorage, you link you gave me isn't the most recent B18 repo (this one is (https://github.com/Skullywag/ExtendedStorage/releases)) and causes the debug log to spam errors to do with undefined/missing classes. Besides, the clothing rack in the latest working version of the mod can only store apparel, and there are no options available for multistacking weapons. I may have to hack up some XML files to make a custom weapons rack for ExtendedStorage.
Title: Re: [B18] Project Armoury 1.0.0.2
Post by: Canute on May 31, 2018, 04:15:17 AM
No sumghai,
use the version from DoctorVanGogh, he was the one who did the B18 updates. And that version don't give errors.
I use that version.
And btw. the clothing rack internal limit the storage to the first item which get drop on the rack.
So you can allow all weapons, and just keep one kind of weapon each rack like you wanted.
Title: Re: ["B19"] Project Armoury 1.1.0.3
Post by: Plymouth on August 17, 2018, 12:23:00 AM
Updated to "B19" unstable version, adding a whole bunch of stuff and improving everything else :P
Title: Re: ["B19"] Project Armoury 1.1.0.3
Post by: Plymouth on August 21, 2018, 03:55:11 PM
I've fixed the workGiver so that you can actually make stuff at a workbench
Title: Re: [1.0] Project Armoury 1.2.0.3
Post by: Plymouth on October 20, 2018, 02:32:55 PM
Update!
Title: Re: [1.0] Project Armoury 1.2.0.3
Post by: 00Nowhereman on October 25, 2018, 10:31:19 PM
G11 is here woooo
love this mod <3

@plymouth, i hope you dont forget to update the Mediafire Link tho.
Title: Re: [1.0] Project Armoury 1.2.0.3
Post by: Plymouth on October 28, 2018, 07:57:15 AM
@00Nowhereman

as you might've already checked, I did update the link.
Title: Re: [1.0] Project Armoury 1.2.0.3
Post by: koviack on November 27, 2018, 02:59:05 AM
i get this error from this mod
and a whole spam of yellow numbers such as :
Parsed 16.2 as int.
Parsed 32.5 as int.
Parsed 21.7 as int.
Parsed 34.8 as int.
Parsed 11.2 as int.

[attachment deleted due to age]
Title: Re: [1.0] Project Armoury 1.2.0.3
Post by: wolfsilver00 on December 30, 2018, 12:24:08 AM
I just researched the Gas operated weapons (Ak-47 for example)  but can't find anywhere to craft it? Its not in machining table nor in the frame milling machine... What am I doing wrong?
1.0 btw
Title: Re: [1.0] Project Armoury 1.2.0.3
Post by: Plymouth on January 15, 2019, 09:41:56 PM
it's in the rifling table