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RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on June 24, 2015, 03:22:26 PM

Title: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on June 24, 2015, 03:22:26 PM
Skullywags Weapon Packs

Click the images to get the download from my github.

(http://i.imgur.com/zm48Baq.png) (https://github.com/Skullywag/LaserWeapons/releases/tag/LaserWeapons1.7)
Long range weapons that can randomly stun enemies. Includes a turret. You need to buy laser capacitors from traders to build.

(http://i.imgur.com/twC8wgj.png) (https://github.com/Skullywag/GaussWeapons/releases/tag/GaussWeapons1.7)
Weapons firing insanely fast projectiles that can randomly emp enemies, great against mechs. Includes a turret. You need to buy gauss magnets from traders to build.

Thanks to Marnador for his awesome Rimworld font (https://ludeon.com/forums/index.php?topic=11022.0)

Thanks to the guys over at Goldhawk Interactive and Rmory Studios for making Xenonauts and creating such awesome art from which the weapons are derived from.

Thanks to Rikiki for writing awesome laser projectile code, without it my lasers would be meh.

License - You may do whatever you want with the code in my mods, except for straight updating it (leave that to me please) as long as you dont use it to make money in any way shape or form. This includes taking donations. Modpack owners I require a PM to request inclusion. Art within my mods may not be used without consent, some of the art was not done by me so PM me first.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: kaptain_kavern on June 24, 2015, 03:48:25 PM
Man you're a modding machine!

Can wait to try to burn some raiders/zombies.

Thx
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Materialjam on June 26, 2015, 12:21:45 PM
Great! The only complaint I might have is with the ranges of the weapons, right now they are all almost equal...

Perhaps you could have the gauss act as a slow-firing sniper turret of sorts, the plasma as a short-to-mid fast firing weapon, and the laser somewhere in-between the two? Atm, I have ditched everything for plasma since it is a single-block turret with equal range to the others while also having good burst and damage.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on June 26, 2015, 12:40:36 PM
Wow...

where's the li.....


Ah......


Wow.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on June 26, 2015, 12:52:51 PM
Quote from: Materialjam on June 26, 2015, 12:21:45 PM
Great! The only complaint I might have is with the ranges of the weapons, right now they are all almost equal...

Perhaps you could have the gauss act as a slow-firing sniper turret of sorts, the plasma as a short-to-mid fast firing weapon, and the laser somewhere in-between the two? Atm, I have ditched everything for plasma since it is a single-block turret with equal range to the others while also having good burst and damage.

I agree. Just had a look at the xmls.
I was thinking of changing the values to something I like, but I risk making them OP :p

I'll wait for skullywag to make them a bit more distinct before adding it to my game.
Thanks once again, looking forward to using them.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 26, 2015, 03:15:41 PM
This is what i need, feedback, one thing i dont know if anyone has noticed yet is that lasers have a chance to stun, plasma a chance to set on fire and gauss a chance to emp, so they all have their uses, ill definitely be doing another revision with changes but ill wait for some more feedback.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Fallatus on June 26, 2015, 03:47:25 PM
In my opinion: Gauss should have long charge time but have the most damage, Plasma should be at the medium and Lasers should be the fastest firing but with longer cooldown.

Gauss:
Loong range (unless there's a face in the way it wont stop quickly.)
Long charge time (charging capacitors.)
Highest damage (you try taking a hyper velocity round to the face and be fine.)
Medium cooldown (Gotta bleed of that heat!)
Low fire rate (don't need more than a few shots to take both an arm and a leg.)

Plasma:
Medium range (the plasma would eventually disperse)
Medium to short charge (heating the plasma.)
Medium to high damage (Plasma is usually pretty hot, Y'know?)
Medium to long cooldown (gotta discharge the heat buildup.)
Medium fire rate (Plasma is isolated from the barrel but still bleed of some heat.)

Lasers:
Long range (it's a laser, They go pretty far.)
Low charge time (The power is already in its batteries)
Low to medium damage (a laser is rather precise.)
Short to medium cooldown (Batteries have to recharge.)
High fire rate (Lasers don't exactly have bullet limits.)

Flame:
Short range (fire is basically uncontained plasma)
Low charge time (the fuel comes ready to go)
Short to high damage (the longer you are exposed to fire the worse it gets)
Short cooldown: (no need to recharge but maybe to cool down the barrel a bit)
Medium to high "fire" rate (What you gonna do when the tanks empty and the barrel too hot?)

Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: hypnoshadow on June 26, 2015, 05:43:47 PM
Quote from: Fallatus on June 26, 2015, 03:47:25 PM
In my opinion: Gauss should have long charge time but have the most damage, Plasma should be at the medium and Lasers should be the fastest firing but with longer cooldown.

Gauss:
Loong range (unless there's a face in the way it wont stop quickly.)
Long charge time (charging capacitors.)
Highest damage (you try taking a hyper velocity round to the face and be fine.)
Medium cooldown (Gotta bleed of that heat!)
Low fire rate (don't need more than a few shots to take both an arm and a leg.)

Plasma:
Medium range (the plasma would eventually disperse)
Medium to short charge (heating the plasma.)
Medium to high damage (Plasma is usually pretty hot, Y'know?)
Medium to long cooldown (gotta discharge the heat buildup.)
Medium fire rate (Plasma is isolated from the barrel but still bleed of some heat.)

Lasers:
Long range (it's a laser, They go pretty far.)
Low charge time (The power is already in its batteries)
Low to medium damage (a laser is rather precise.)
Short to medium cooldown (Batteries have to recharge.)
High fire rate (Lasers don't exactly have bullet limits.)

Flame:
Short range (fire is basically uncontained plasma)
Low charge time (the fuel comes ready to go)
Short to high damage (the longer you are exposed to fire the worse it gets)
Short cooldown: (no need to recharge but maybe to cool down the barrel a bit)
Medium to high "fire" rate (What you gonna do when the tanks empty and the barrel too hot?)

this/\
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Dragoon on June 26, 2015, 06:06:01 PM
Quote from: skullywag on June 26, 2015, 03:15:41 PM
is that lasers have a chance to stun, plasma a chance to set on fire and gauss a chance to emp

I wonder if they all could have the same (or similar) stats but with different element chances.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on June 26, 2015, 06:47:10 PM
Quote from: skullywag on June 26, 2015, 03:15:41 PM
is that lasers have a chance to stun, plasma a chance to set on fire and gauss a chance to emp

I did notice... was quite happy and was going to use lasers to do some quick captures..
if we do change it to what fallatus suggested, then it might be more balanced as stunned enemies will be out of easy grab range.

I think his suggestions are very well presented and well thought out. I find it quite appealing :).
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: N4rF on June 26, 2015, 10:36:59 PM
My question is, how do you produce the components for these turrets? Is there a table to do so or is it all trade?
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nosureph on June 27, 2015, 12:36:17 AM
these sprites look like they were ripped straight from xenonauts
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 27, 2015, 03:32:47 AM
All trade for turret components, i did think about having it as a breakdown the weapons type dealy but it didnt really work.

Nosureph I put in the notes under the links that these are from xenonauts, i play it a lot and love the art style that rmory did for them so, i pixelated them and threw them into rimworld.

also Fellatus thats a hell of a first post, am adjusting accordingly and we'll see how people like it.

dragoon did you mean different chances per weapon so a laser pistol has less chance than the rifle of stunning?
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Materialjam on June 27, 2015, 02:30:48 PM
Glad I could get the ball rolling! Fallatus hit the nail right on the head, even better than my original idea, and something like that would definitely give each one a more distinct feeling in addition to their current properties.

As for different chances for the different weapons, that sounds like a great idea! The pistol obviously having the least chance to have an effect, up to the turret with the greatest chance.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 28, 2015, 02:04:31 PM
Rebalanced weapons based on:

https://ludeon.com/forums/index.php?topic=13992.msg145252#msg145252

Please feedback on this id like to get this nailed. Im worried that with the cooldowns raised pawns are going to be rooted to the spot a lot more and wont respond to commands until the cooldown is over.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: InfiniteRemnant on June 28, 2015, 02:24:07 PM
are you going to be adding your Charge weapon set at any point?

i realize the way these sets have been rebalanced kinda make em redundant, but that weapon set from OMNI had the coolest designs.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 28, 2015, 02:54:14 PM
Yeah ill get to that one, i just didnt like how it was all mishmash texture wise, but perhaps that was part of its charm...
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on June 28, 2015, 03:17:51 PM
Quote from: skullywag on June 28, 2015, 02:04:31 PM
Rebalanced weapons based on:

https://ludeon.com/forums/index.php?topic=13992.msg145252#msg145252

Please feedback on this id like to get this nailed. Im worried that with the cooldowns raised pawns are going to be rooted to the spot a lot more and wont respond to commands until the cooldown is over.

I will check with Dev mod on later today, in one of my existing colonies.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: InfiniteRemnant on June 28, 2015, 07:42:42 PM
Quote from: skullywag on June 28, 2015, 02:54:14 PM
Yeah ill get to that one, i just didnt like how it was all mishmash texture wise, but perhaps that was part of its charm...

well, first, i like the versions with orange stripes you had under spares better.

the Charge Scattergun reminded me of the RCP90 /w silencer from the N64 Goldeneye game, so nostalgia points there. the pistol and shotgun look the best out of the set and match each other the most.

the other two custom weapons looked good, but the vanilla charge rifle actually wound up looking silly compared to the others. maybe if more of them had a barrel heatshield with holes drilled in it, or the pack included an alternate sprite for the R4 it wouldn't look as out of place?

also looking through the sprites, apparently there were pulse weapons? why did i never see those? huh. they look neat. name kinda makes me think of some kind of sonic cannon...
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 29, 2015, 03:33:20 AM
I had a lot of stuff in the pipeline. Just never got around to fleshing it out, i will one day.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on June 30, 2015, 02:32:51 AM
I have to check it again. My mod has infused weapons, so it's tough to get a normal variant of the gun. (I have to spawn 25 to get 1 normal unfused gun).

I have tried out the flame thrower. Awesome graphics. A bit low damage.
As I am trying with max skill pawns, not sure how accurate it will be with a regular pawn of 5-10 shooting skill. I feel that damage 2 is too low, but I guess the main attraction is that fire spreads? I still think damage has to be increased.

For plasma, gauss and laser, I am trying out the sniper rifles - precision rifles.
Will try out the pistols/shotguns/light carbines/rifles/heavy rifles later, once I disable the infusion mod.

Plasma damage of 8 in a sniper rifle seems low, again. I play without combat realism, so I wonder if that's the reason why I want higher damage in my weapons.
laser looks awesome. How long does the stun last? my target was stunned for less than 1 sec and on the 4th shot finally went unconscious.
gauss I didn't like the sniper rifles. I tried out the regular rifles and wow, do impressions change.

I need to try
1. in a regular raid
2. during normal weather conditions
3. for pawns with 7-10-15 shooting skills
4. with normal quality weapons
5. all the different type of weapons.

Will test it and get back to you.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 30, 2015, 02:41:50 AM
Thanks for the feedback, remember some weapons fire burst (or should be) so plasma sniper rifle will fire 3 shots. Will maybe adjust the flamethrower but its there as a crowd control/panic causer, I could output more flame jets...ehh will have a play.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on June 30, 2015, 03:23:54 AM
yes, gauss does have burst fire of 3. I think plasma too?
However when my pawn with 20 shooting skill was firing, he wasn't able to hit the granite wall he was aiming at, with even 1 of those 3 shots!
I guess I was standing too close to the wall, so it was considered medium range.

Going to try out the guns in an actual combat situation.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 01, 2015, 04:17:02 AM
Yeah gauss is a rnaged weapon. I mean it woud have a flat trajectory and tear through anything reallu but it woukd be OP it has to have a limitation to give reason to using the other weapons.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Goldsmyths on July 01, 2015, 05:13:43 AM
Laser turret overlaps with Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0).
Has the same <defName>LaserTurretGun</defName> with turret collection.
Solved by renaming one of them to LaserTurretGun2 or whateverfloatsyourgoat.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 01, 2015, 12:23:04 PM
Ill chuck an update with an updated naming convention. Its on my todolist to do this to all my mods. Prefix with my name or something...
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Abrexus on July 01, 2015, 12:39:00 PM
As always Skully, quite an amazing pack you have here!
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 01, 2015, 03:19:35 PM
Feel free to grab, adapt, screw with it as always Abrexus. ;)
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: kaptain_kavern on July 01, 2015, 03:26:15 PM
Quote from: Fallatus on June 26, 2015, 03:47:25 PM
In my opinion: Gauss should have long charge time but have the most damage, Plasma should be at the medium and Lasers should be the fastest firing but with longer cooldown.

Gauss:
Loong range (unless there's a face in the way it wont stop quickly.)
Long charge time (charging capacitors.)
Highest damage (you try taking a hyper velocity round to the face and be fine.)
Medium cooldown (Gotta bleed of that heat!)
Low fire rate (don't need more than a few shots to take both an arm and a leg.)

Plasma:
Medium range (the plasma would eventually disperse)
Medium to short charge (heating the plasma.)
Medium to high damage (Plasma is usually pretty hot, Y'know?)
Medium to long cooldown (gotta discharge the heat buildup.)
Medium fire rate (Plasma is isolated from the barrel but still bleed of some heat.)

Lasers:
Long range (it's a laser, They go pretty far.)
Low charge time (The power is already in its batteries)
Low to medium damage (a laser is rather precise.)
Short to medium cooldown (Batteries have to recharge.)
High fire rate (Lasers don't exactly have bullet limits.)

Flame:
Short range (fire is basically uncontained plasma)
Low charge time (the fuel comes ready to go)
Short to high damage (the longer you are exposed to fire the worse it gets)
Short cooldown: (no need to recharge but maybe to cool down the barrel a bit)
Medium to high "fire" rate (What you gonna do when the tanks empty and the barrel too hot?)
Man your first post at all and it's damn constructive. Gratz
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: nmid on July 01, 2015, 05:22:03 PM
yup! /n1  8)
Compare that to the other 1st post on this thread...  :o :-\
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Goldsmyths on July 03, 2015, 09:53:59 AM
Skullywag,

I can convince you to add <forcedMissRadius>2</forcedMissRadius> to your plasma turret?
Since without it, your plasma turret's stray bullets won't attack anything. And if the target is dead, any additional rounds won't hit anything.
Basically the trick used by vanilla minigun & charge blaster to spray multiple colonist at once.
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 03, 2015, 10:26:08 AM
If i get consensus from other people using it then yeah sure. So users, what do you think of the above?
Title: Re: [A11] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 05, 2015, 04:21:35 AM
All updated to 11b, fixes al the duplicate key binding messages.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: N4rF on July 09, 2015, 02:15:42 PM
I am in agreement with the plasma changes. Seems like a good idea for anything that can miss.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 09, 2015, 02:46:39 PM
but it will be less accurate, as in like the minigun it wont be able to hit a single target but it will hurt multiple a group. Still ok?
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: kexici on July 11, 2015, 04:07:09 PM
to skullywag :)
if you want i make some easy mod to craft cells canystr atd.. :)
you can add it to your packs ;) ( build (on) to work with SC core)
Free to use ;) free no autor  :D

thanks for you super mods :)

[attachment deleted due to age]
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 11, 2015, 04:18:30 PM
Feel free to do as you wish, I originally had craftable cells for the turrets but found no recipe that made sense but didnt want to add a load of new resources to allow it, if it fits more with SCs way then feel free to fork my repo and add make a release for SC :)
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Mechanoid Hivemind on July 12, 2015, 06:14:31 PM
Quote from: skullywag on July 11, 2015, 04:18:30 PM
Feel free to do as you wish, I originally had craftable cells for the turrets but found no recipe that made sense but didnt want to add a load of new resources to allow it, if it fits more with SCs way then feel free to fork my repo and add make a release for SC :)
Hey skully can you make a separate thing for just the turrets? I like using stock weps but would love extra turrets for base defense if not then thats okay too. Also is it save compatible?
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 13, 2015, 02:15:03 AM
if you move the items exotic xml into the turrets folder then delete everything in the thingdefs folder and just leave turrets folder, itll do just that, ive done this for the next release(I meant to do it in the first one) it allows people to easily remove turrets or do as you want to and have just the turrets.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Mechanoid Hivemind on July 13, 2015, 05:25:26 PM
http://puu.sh/iY45A/5a01ee57f3.jpg (http://puu.sh/iY45A/5a01ee57f3.jpg)

Shouldnt they turrets have their own icon? or is that okay?
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 13, 2015, 06:34:04 PM
I can do an icon yeah, the default game just uses the turret texture which happens to always be the base texture. Ill add a custom for each.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Mechanoid Hivemind on July 13, 2015, 07:25:58 PM
Quote from: skullywag on July 13, 2015, 06:34:04 PM
I can do an icon yeah, the default game just uses the turret texture which happens to always be the base texture. Ill add a custom for each.
Oh so that was planned? I wasnt sure if it wasnt showing up for some reason i use the pictures more than i use words to know what a gun is, you should use fire for the flamethrower a plasma bolt for the plasma and so on, Just a thought (saves you some work)
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 14, 2015, 02:38:11 AM
I can use the turret top image, as I said the base game by default uses the image you assign the building and as the building is the turret base (which draws the turret top image on itself) all turrets by default will do this, its easily changed though.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Mechanoid Hivemind on July 14, 2015, 08:44:16 AM
Quote from: skullywag on July 14, 2015, 02:38:11 AM
I can use the turret top image, as I said the base game by default uses the image you assign the building and as the building is the turret base (which draws the turret top image on itself) all turrets by default will do this, its easily changed though.
Oh okay i just figured a flame or a plasma round would look cool, aesthetics and all, 95% of my bases need to look good even if it dont work at 100% efficiency  8)

Oh would a stun turret, I.E, a bean bag turret be possible?
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 14, 2015, 04:27:18 PM
non lethals are coming.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Romi on July 21, 2015, 11:06:54 AM
There is a problem! They are to OP lol

I suggest it should be more balanced.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 21, 2015, 11:55:38 AM
Whats OP? Is it that you havent got a wealth point where the enemy have them as well? If they do have them do you feel its not even?
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Romi on July 21, 2015, 12:29:35 PM
lol i haven't got to that point
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 21, 2015, 12:43:31 PM
Shall i bump the prices so they are harder to get? How were you able to get them so early?
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Romi on July 21, 2015, 01:32:48 PM
*sigh* no, the price is ok, everything is okay i haven't just got to that point where a ton of raiders are attacking, so it's cool skully all of your mods are cool! great job and keep it that way.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Saularian on July 24, 2015, 05:29:04 AM
Skully, getting an exception on the laser  :P

the beam does not dissipate and gets stuck somehow, attached a screenie...

[attachment deleted due to age]
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 24, 2015, 12:03:25 PM
Hmmm did something die mid shot perhaps....il look into it.
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Elixiar on August 27, 2015, 05:44:31 PM
Is there any way to add illuminocity (I'm not even sure thats a word)
so that lasers light up at night?
Same for all of them actually, but maybe a blue haze to gauss weapons after they fire? :) My favourite weapon mod bundle!
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on August 27, 2015, 05:58:45 PM
I have actually made a coloured weapon flash but had trouble implementing it, the normal flash is tied in quite deeply to the shooting code and i couldnt seem to get at it, ill keep trying though, oh and updates will be soon, its all done i just have to package it all up but time is not something i have a lot of at the moment. :)
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on September 02, 2015, 05:10:32 PM
Updated to A12
Title: Re: [A11b] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Hague on October 07, 2015, 12:49:42 PM
Quote from: skullywag on August 27, 2015, 05:58:45 PM
I have actually made a coloured weapon flash but had trouble implementing it, the normal flash is tied in quite deeply to the shooting code and i couldnt seem to get at it, ill keep trying though, oh and updates will be soon, its all done i just have to package it all up but time is not something i have a lot of at the moment. :)

You might wanna look into how eatKenny did it with his spotlight (https://ludeon.com/forums/index.php?topic=6895.0)
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Ashiver on October 26, 2015, 08:13:04 PM
Do I need to have all the weapons installed for the chance effects to happen?  I tried just having Gauss weapons but I have never seen the EMP stun on mechanoids.  Is it dependent on one of the other weapon mods?
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on October 27, 2015, 04:56:10 AM
Hmm it shouldnt be....ill check just incase i derped.
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on October 27, 2015, 08:09:40 AM
ok its using the same code as the other guns and ive deffo seen them fire, because the plasma sets people on fire and it annoys me that onfire people arent shot at anymore (vanilla thing). So i know it fires, I wonder if the isse is how the damagedef is applied to mechs.....perhaps it doesnt trigger right, ill continue looking. Its 10% chance btw per shot.
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Ashiver on November 01, 2015, 09:11:27 AM
Interesting, well I will keep testing myself.  Maybe I have a conflicting mod, but none of my other mods deal with mechs or guns as far as I know.  Mostly I have been using the precision rifles, I will have to test charging them with the shotgun and pistols I have. 
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Ashiver on November 02, 2015, 06:14:46 PM
I had some mechs arrive and I shot them with a variety of Gauss weapons and didn't see any EMPs.  Here's the Youtube link.

https://youtu.be/tPQBO_AXx5I

I am going to try installing all the other gun mods and turn off all my other mods, make a new colony, see if that changes anything. 
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on November 02, 2015, 06:17:46 PM
hmm ok ill look into this
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on November 02, 2015, 06:47:32 PM
ok im an idiot.

The issue is simple, im looking at the source code and its all perfect.....if youve made the projectile def load the class and not use the core bullet one DOH! ill upload fixes for alll weapon packs effected by my idiocy. Well spotted.
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on November 02, 2015, 06:52:49 PM
fix uploaded to gauss 1.5, it was the only one effected. How did i not notice my particles not being there.....
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Tekuromoto on November 04, 2015, 03:01:18 PM
But, but, gauss weapons links to medieval shields?
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on November 04, 2015, 03:28:29 PM
Lol. Sorry it must of remembered the last thimg i typed. It was still gauss weapons just named wrong. Fixed now.
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: toric on November 07, 2015, 05:19:38 PM
how does this play with combat realism? also, could you make it so you but he turrets themselves, a la combat realism defense, instead of having to buy the parts?
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on November 09, 2015, 03:25:54 AM
CR, it will need a version with all the xml changed to support it.

I may release a patch with minified turrets.
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: Tekuromoto on November 09, 2015, 02:28:54 PM
I'd love to see minified turrets!

These things are like gold in my game because the base parts are so hard to come by - I frequently can only build a couple in the course of a whole game; being able to relocate them would be awesome.

Being able to research some tech and fabricate the parts would be even cooler.  ;)
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: toric on November 09, 2015, 04:43:08 PM
Quote from: skullywag on November 09, 2015, 03:25:54 AM
CR, it will need a version with all the xml changed to support it.

I may release a patch with minified turrets.

why even have the components anymore? they are only used for the one item they build, so why not just have the traders sell the turret directly?
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on November 10, 2015, 04:25:58 AM
Quote from: toric on November 09, 2015, 04:43:08 PM
Quote from: skullywag on November 09, 2015, 03:25:54 AM
CR, it will need a version with all the xml changed to support it.

I may release a patch with minified turrets.

that was the point...

why even have the components anymore? they are only used for the one item they build, so why not just have the traders sell the turret directly?
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: FantasySys on December 04, 2015, 10:42:13 AM
Does this include the one shot railgun?
Title: Re: [A12] Skullywags weapon packs - Plasma, Laser, Gauss, Flame
Post by: toric on December 08, 2015, 06:47:20 PM
any news on the minified version? I'm working on learning xml modding, so i may be able to give it a try soon.
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on January 01, 2016, 05:21:07 AM
I remembered why i hadnt done the minified version and did it this way in the first instance.

I would have to overwrite the core combat trader defs to make it work, the way i did it i could just add the items to a trade tag on the exotic trader and have them picked up. I could add the turrets to the exotic trader but that makes no sense to me.

The basic issue for those that care is the combat trader doesnt have a tag based stock generator i can use.

Im not sure im willing to add the possible conflicts doing this would cause, if you want to do this in your games, remove the item def and the requirement on it in the building def and then add the <minifiedDef>MinifiedFurniture</minifiedDef> tag ala furniture, then add it to a trader of your choice:

<li Class="StockGenerator_SingleDef">
        <thingDef>Television</thingDef>
        <countRange>
          <min>-5</min>
          <max>20</max>
        </countRange>
      </li>


im going to look into injecting into a traders def via c# to see if i can add to the def after the core trader is loaded though.
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: chp2001 on January 01, 2016, 02:02:36 PM
How does the laser work? I haven't seen any way to make things except for projectiles.

I'd like to know because I was trying to make an inaccurate laser chain gun like the ones from fallout 4. :P
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on January 01, 2016, 02:15:16 PM
check out Rikikis mining co mods, the lasers are from that, its all his code, its the best implementation i could find rather than making it myself and it being a lot worse. lol.

Its still projectiles but there is a load of code in the dll that controls the laser.
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Helixien on April 15, 2016, 08:50:48 AM
So, when will we get an A13 for this gem? :)
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 15, 2016, 08:56:31 AM
so.....im adding the reloading mote/gizmo thing as Ive been using it locally for a while now (ala combat realism) do you guys want this to stay vanilla and just have the guns act as they normally do, or would you want the extra ness of the reloading mote/gizmo.

I have an A13 version, just dont really want to have 2 versions of these mods. But i made these for me and I play with that stuff on. Decisions.....
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Helixien on April 15, 2016, 10:31:02 AM
Personally I like them as they are right now. But its up to you. Reloading will cost time and when you get raids of 20+ pawns, often ever right after another, this would kill my colony.

So yeah, your choice in the end!
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 15, 2016, 10:38:06 AM
enemies would have to reload also....but still, i might have to figure out a way of having a vanilla friendly and "reload for funsies" version.
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Helixien on April 15, 2016, 12:41:40 PM
idea: make a simple version you dont need to reload and then an upgraded version which does more damage for example, but needs to be reloaded
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: regenesis on April 15, 2016, 08:57:11 PM
I vote for a vanilla version skullywag
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Wild Card on April 16, 2016, 04:09:49 AM
I`d like some reloading action, makes sense, and if enemies have to do it also it should be pretty fair
Title: Re: [A12] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: DarknessLilly on April 17, 2016, 02:24:05 AM
hmmm well as long as you fire faster than normal the reload would be great. but if its still fire as slow as vanilla the reload would get you killed while you reload and the enemies use vanilla weapons and never have to.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 19, 2016, 04:12:08 PM
All updated, all now require CCL (https://ludeon.com/forums/index.php?topic=16599.0) i may upload a more vanilla version but im not really wanting to maintain 2 versions. Ill think about it some more.

All mechanical weapons have a chance to jam based on quality, pawns will fix the jam themselves.

A vanilla weapon pack with all this added is available here (https://github.com/Skullywag/VanillaReloadableGuns/releases/tag/VanillaReloadableGuns1.0)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skyicon on April 20, 2016, 02:50:32 AM
do anyone already tried laser and plasma? doesnt seems work i got an error
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 20, 2016, 03:07:52 AM
When did you download them last? I put a small update fix out late last night? If its still erroring can you chuck me the logs. Thanks.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skyicon on April 20, 2016, 03:42:44 AM
i just download it... flametower and gauss works fine the problem just with laser and plasma turret
(http://i.imgur.com/tVMxp51.png?1)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 20, 2016, 05:23:13 AM
ah the turret, ill look into it.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Ghizmo on April 20, 2016, 07:27:06 AM
Hey Skully,

It wouldn't happen to be so that the regular weapons from: https://ludeon.com/forums/index.php?topic=6034.msg58569#msg58569
(Like the TAR21 for example)

Are a part of this pack?

Because I only see the flame, plasma, gauss and laser in the OP.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 20, 2016, 07:31:44 AM
Those arent in these packs no, lots of other gun mods/packs out there have these weapons so ive kind of let them die, I can revive them as a misc weapons pack if theres want of it.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: chaotix14 on April 20, 2016, 07:40:00 AM
Have I ever mentioned that it feels really silly to have gauss weaponry cause EMP effects? Because it really feels silly.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 20, 2016, 07:49:35 AM
gauss, magnets, electrical, emp...ehh it was a stretch but im not bothered this is scifi i can make it shoot pigs if i want.

without adding a tonne of stuff to the game what would you rather it did.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Pewpew on April 20, 2016, 08:16:45 AM
Don't suppose you could have the gauss stuff have a chance to go through pawns instead of EMP?
Basically you fire one at Tribesman Joe and it'll rip through his torso and out the other end and continue flying off to hit Tribeslady Joanne further back.
Would make a bit more sense than EMPs maybe plus it seems like it would be pretty cool.
Possible or not though these guns are pretty neat so thanks for making them!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 20, 2016, 08:21:07 AM
possible, tonne of work though. Ill look into it, Currently for clarity its very easy for me to add a second damagedef type as a chance reaction, so i set EMP here, I need something that simple, im not above adding a new damagedef (and therefore a new hediff if needed) to add something a little better. Thats the kind of thing i want. For example the damagedef could be poison, the hediff would be poisoned and would cause puking for a few days.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: chaotix14 on April 20, 2016, 08:22:45 AM
Quote from: skullywag on April 20, 2016, 07:49:35 AM
gauss, magnets, electrical, emp...ehh it was a stretch but im not bothered this is scifi i can make it shoot pigs if i want.

without adding a tonne of stuff to the game what would you rather it did.

Not saying you should change it, I think they are just fine as they are, it's just is one of those things that once you start to think about it they become quite silly. Besides making them more true to life would make them a lot less useful, basically you'd have to think along the lines of armor penetration(turns out high speed high density projectiles have a tendency to not stop for anything smaller than a mountain) and/or explosions.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 20, 2016, 01:59:57 PM
Anyone having issues with the turrets i just popped down the laser turret and it seems fine to me?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Dspendragon on April 20, 2016, 06:57:33 PM
Um, do raiders spawn with these weapons?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skyicon on April 21, 2016, 06:01:19 PM
Quote from: skullywag on April 20, 2016, 01:59:57 PM
Anyone having issues with the turrets i just popped down the laser turret and it seems fine to me?

just got it work.. i forgot to restart the game after installing CCL my bad.. i'm really sorry for being stupid  :'( :'(..
thanks man..
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 21, 2016, 06:04:21 PM
Quote from: Dspendragon on April 20, 2016, 06:57:33 PM
Um, do raiders spawn with these weapons?

Yup.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Dspendragon on April 21, 2016, 07:19:11 PM
Quote from: skullywag on April 21, 2016, 06:04:21 PM
Quote from: Dspendragon on April 20, 2016, 06:57:33 PM
Um, do raiders spawn with these weapons?

Yup.


Thanks!!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: sproutprinceps on April 22, 2016, 11:47:01 AM
I have installed the mod and it say something like this. When the pawn trying to make a gauss weapon it turns out to be nothing at all, I don't know why.

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 22, 2016, 12:10:07 PM
that looks like you dont have the assembly file in the assemblies folder....can you try redownloading?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: sproutprinceps on April 22, 2016, 12:41:25 PM
Quote from: skullywag on April 22, 2016, 12:10:07 PM
that looks like you dont have the assembly file in the assemblies folder....can you try redownloading?

Will try and report shortly. Thanks, Skullywag : )
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 22, 2016, 12:42:50 PM
that message will be appearing on loading the mod not when making a gun btw. If it doesnt appear on you loading the game let me know.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 25, 2016, 03:24:43 PM
Updated LessLethals, this mod might be OP as hell, have fun!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Ghizmo on April 26, 2016, 01:36:48 AM
You were right skully, the regular weapons were available in other a13 mods :)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on April 26, 2016, 07:43:31 AM
Odyssey weapon pack released. Bit more futuristic than normal but hey, varieties cool!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Nerve on May 01, 2016, 10:01:48 AM
Using lasers and odyssey together crashes the mod menu.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 01, 2016, 11:10:44 AM
Quote from: Nerve on May 01, 2016, 10:01:48 AM
Using lasers and odyssey together crashes the mod menu.

Oh I thought i fixed that issue, 2 secs....

I had, wrapped up a new release that actually contains it. Go grab 1.1 of odyssey weapons.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Goldenpotatoes on May 01, 2016, 11:22:19 AM
I know you said you aren't too keen on keeping multiple variants of the same mod up to date, but is there any hope of seeing a CR patch for the weapons once a stable version of CR is out? Reload mechanic helps them fit in better than other weapon packs but their stopping power is kinda outshun about mid-game once you get ahold of rifles and ammo.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 01, 2016, 11:35:03 AM
I will be working on a CR patch once CR is fully released. Guaranteed. Im currently doing art for the ammo and such so its technically already under way.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Nerve on May 03, 2016, 02:09:22 PM
Sieges sometimes spawn with laser artillery that can't fire without power. 
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 03, 2016, 02:22:45 PM
Known issue, im working on it.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: LittleMikey on May 07, 2016, 06:07:54 AM
Hey Skullywag, not sure if this has been mentioned already, but it seems that hunters who kill animals with Plasma weapons don't tag the corpse as a not forbidden.

If I had to guess I'm assuming that method of death isn't the weapon projectile itself but some sort of DoT effect attached to it? Which is why they aren't unforbidding the corpse like a normal hunting job.

*Edit*
Just to clarify, this seems to be happening most frequently with the Plasma Precision Rifle, though sometimes it does seem to work properly. Just not very frequently.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: duduluu on May 08, 2016, 03:14:12 PM
is it a trouble? the laser guided mortar is an automatic mortar
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 08, 2016, 04:04:06 PM
Quote from: LittleMikey on May 07, 2016, 06:07:54 AM
Hey Skullywag, not sure if this has been mentioned already, but it seems that hunters who kill animals with Plasma weapons don't tag the corpse as a not forbidden.

If I had to guess I'm assuming that method of death isn't the weapon projectile itself but some sort of DoT effect attached to it? Which is why they aren't unforbidding the corpse like a normal hunting job.

*Edit*
Just to clarify, this seems to be happening most frequently with the Plasma Precision Rifle, though sometimes it does seem to work properly. Just not very frequently.

Maybe the "fire" secondary damage is kicking in and killing them, do the corpses have burn damage?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Kaballah on May 08, 2016, 08:43:48 PM
I wish you would do some tech melee type weapons, like stuff out of Warhammer 40k.  Chainsword, vibroblade, stun gauntlets or goofy things like that.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Nanao-kun on May 08, 2016, 09:49:09 PM
What's special about the Odyssey weapons? I'm using CR, so I can't really check.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: LittleMikey on May 09, 2016, 02:29:47 AM
Quote from: skullywag on May 08, 2016, 04:04:06 PM
Quote from: LittleMikey on May 07, 2016, 06:07:54 AM
Hey Skullywag, not sure if this has been mentioned already, but it seems that hunters who kill animals with Plasma weapons don't tag the corpse as a not forbidden.

If I had to guess I'm assuming that method of death isn't the weapon projectile itself but some sort of DoT effect attached to it? Which is why they aren't unforbidding the corpse like a normal hunting job.

*Edit*
Just to clarify, this seems to be happening most frequently with the Plasma Precision Rifle, though sometimes it does seem to work properly. Just not very frequently.

Maybe the "fire" secondary damage is kicking in and killing them, do the corpses have burn damage?

No, they don't indicate any burning on the health card.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 09, 2016, 02:32:53 AM
Quote from: Nanao-kun on May 08, 2016, 09:49:09 PM
What's special about the Odyssey weapons? I'm using CR, so I can't really check.

Nothing special really. All have custom sounds and are just there for variety. I need to do another pass and add some secondary damage types as they all emp currently, but tother than they are just more futuristic weapons.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 09, 2016, 02:33:52 AM
Quote from: Kaballah on May 08, 2016, 08:43:48 PM
I wish you would do some tech melee type weapons, like stuff out of Warhammer 40k.  Chainsword, vibroblade, stun gauntlets or goofy things like that.
Hasnt someone done a w40k mod?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Kaballah on May 09, 2016, 03:53:53 AM
If there is one I hadn't seen it.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 09, 2016, 03:57:31 AM
https://ludeon.com/forums/index.php?topic=11953.0
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Kaballah on May 09, 2016, 11:34:39 AM
Ah thanks, I'll check that out  :)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: LittleMikey on May 10, 2016, 09:05:48 AM
Quote from: skullywag on May 08, 2016, 04:04:06 PM
Quote from: LittleMikey on May 07, 2016, 06:07:54 AM
Hey Skullywag, not sure if this has been mentioned already, but it seems that hunters who kill animals with Plasma weapons don't tag the corpse as a not forbidden.

If I had to guess I'm assuming that method of death isn't the weapon projectile itself but some sort of DoT effect attached to it? Which is why they aren't unforbidding the corpse like a normal hunting job.

*Edit*
Just to clarify, this seems to be happening most frequently with the Plasma Precision Rifle, though sometimes it does seem to work properly. Just not very frequently.

Maybe the "fire" secondary damage is kicking in and killing them, do the corpses have burn damage?

Here's an example:
http://images.akamai.steamusercontent.com/ugc/262709962042105447/E6C78B4656C3A8AE14950C5B45F966A70F5566D9/ (http://images.akamai.steamusercontent.com/ugc/262709962042105447/E6C78B4656C3A8AE14950C5B45F966A70F5566D9/)

Maybe because a vital organ was destroyed the animal was considered killed by natural causes instead of by a hunter?

Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 10, 2016, 09:08:34 AM
probably bled out and its outside the homezone so will be unforbidden.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Dragoon on May 10, 2016, 02:49:29 PM
The Odyssey bows are way overpriced and underpowered for their price. The Apollo bow does 22 damage wheat as the great bow does 18 however, they share the same range and firing speed, and the Apollo bow is only 4% more accurate. How does that translate into that massive cost? I can make a great bow and it's almost as good the Apollo bow. And the Artemis bow cost the same amount despite it's stats being closer to the shortbow?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 10, 2016, 02:52:59 PM
cuz it makes the pew pew noises.

But in all seriousness its due to them being part of a larger unfinished mod where they are rare unique weapons and only spawn 1 a game, however that mod has stalled due to unforseen problems with what i was trying to do. Use em, mod em, your choice.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Dragoon on May 10, 2016, 02:54:15 PM
Quote from: skullywag on May 10, 2016, 02:52:59 PM
-snip-

I am only gonna say this once (for now). I love your mods keep up the fantastic work man.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: LittleMikey on May 12, 2016, 09:44:09 AM
Quote from: skullywag on May 10, 2016, 09:08:34 AM
probably bled out and its outside the homezone so will be unforbidden.

The thing is that it was pretty obvious that the Precision Plasma Rifle killed it, it was dead the instant the bolt hit, but forbidden.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 12, 2016, 11:30:16 AM
ill do some testing and see if i cant replicate the problem.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: DFC on May 18, 2016, 11:09:03 AM
I can't seem to be able to craft the stun guns and beanbag shotgun on the machining table but I can see the tazer on the smithy, am I doing something wrong or is this intended? I looked into the files and see that the stungun/shotgun both has material costs and I might be missing on something
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on May 18, 2016, 12:40:34 PM
Its probably not got the makeable base set which gives it the recipe. Ill take a look tonight.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Techgenius on May 18, 2016, 01:15:37 PM
Laser and Gauss weapons are bugged, everytime I try to load a game, it breaks, and points towards Gauss and Lasers, something to do with "reload" Non-lethal weaponry is working as expected.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: DFC on May 18, 2016, 02:29:43 PM
Is the taser/stun gun supposed to be killing so often? It seems like I am killing more people than I am incapacitating.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: caekdaemon on May 22, 2016, 04:15:58 PM
Finally sorted out my mod list and have no errors at long last, but I've switched over to using CR, which means I can't use these mods anymore  :'(

Looking forward for the time when you release a CR patch!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: blub01 on May 23, 2016, 08:21:14 AM
two things: one, the olympus minigun says it has unrivaled ammo capacity, but it's burst shot count is the same as the normal minigun, which doesn't have the whole magazine mechanic at all. the only thing you get is a slightly better accuracy.

secondly, I've found that it is impossible to craft any of your weapons. the "unfinished whatever" item will be created, the work counter will tick go down, but when it reaches 0, you don't get the weapon, but the log gets spammed with a bunch of messages, which I haven't looked at too closely yet. might be a vanilla issue, too, though, considering it happened with power armor, too.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Nonmomentus Brain on June 12, 2016, 08:22:52 AM
For the CR patch (which I presume is still planned to be released, considering that it has been stated that work has been done on it), will there be multiple ammunition types for a weapon type? Will , for example, be different types of ammunition be used for a laser precision rifle and a laser pistol? And will there be different ammunition options, similar to how CR has AP, FMJ and HP rounds?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 21, 2016, 01:51:12 AM
Quote from: DFC on May 18, 2016, 02:29:43 PM
Is the taser/stun gun supposed to be killing so often? It seems like I am killing more people than I am incapacitating.

Is this true? I was gonna use the taser to stop social fights. :(
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: InfiniteRemnant on June 21, 2016, 05:23:45 AM
It's a bit counterintuitive, but the tazer is actually best suited for someone who's TERIBLE with melee weapons (lvl 4 Melee or less).

otherwise, the damage buffs from their skill turns it lethal.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 21, 2016, 07:37:35 AM
Are people being hit by the stungun getting the "electrocuted" hediff, this is literally setting their max consciousness to 0.2 and it does 1 damage, how this is killing I dont know....

Same with the tazer it does the same thing with a damage of 1.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 21, 2016, 07:47:55 AM
Actually, I was gonna have a third colonist taze the two who are socially fighting.. Heh!

Edit: Welp I got time now so I'll try it and tell you how it goes.

Edit 2: Tried the stungun and taser on 4 victims and THEY DIEDED!!

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 21, 2016, 09:40:29 AM
Can you do me a favor can you test this by removing some body parts in dev mode from a pawn maybe an arm and eye stuff that you would expect to make him worse at this, equip him with a tazer and have him attack a few pawns, then get a healthy pawn and try again. Im expecting the pawn with parts removed to not kill (or at least not in 1 blow), this would prove a theory I have just by looking at the core code.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 21, 2016, 10:36:10 AM
Done! Colonist with 5 melee missing an arm and an eye tazed 2 berserking prisoners without killing them. When I did the initial test, said colonist was 4 melee with no injuries and she killed them.

[attachment deleted by admin - too old]
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: OmG_PotatoeZ on June 21, 2016, 10:59:00 AM
Didn't notice that all the weapons required ammo... Well, that save was lost. Oh well still a great modpack!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 21, 2016, 12:34:01 PM
Quote from: AN7AG0NIS7 on June 21, 2016, 10:36:10 AM
Done! Colonist with 5 melee missing an arm and an eye tazed 2 berserking prisoners without killing them. When I did the initial test, said colonist was 4 melee with no injuries and she killed them.

Thanks i know what the issue is now. Now need to find a way of fixing it. This might even be detour territory if base damage cant be below 1 (which im sure it cant) ugh
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 21, 2016, 12:35:58 PM
Quote from: OmG_PotatoeZ on June 21, 2016, 10:59:00 AM
Didn't notice that all the weapons required ammo... Well, that save was lost. Oh well still a great modpack!

They dont technically require ammo its a pseudo system, theres no physical ammo, they just reload every few shots. Im still in 2 minds about this, on one hand i like the little extra detail it adds but its a step away from vanilla and 1 step closer to CR but i dont want to maintain 2 versions...ugh

I imagine you are referring to the vanilla weapons pack which broke your save. Im not sure but when i did this in the past it didnt break my save but i had to respawn the weapons to pick up the new comps or i got errors when it came time to reload. Tedious but fixable via dev mode.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 21, 2016, 09:21:53 PM
Quote from: skullywag on June 21, 2016, 12:34:01 PM
Quote from: AN7AG0NIS7 on June 21, 2016, 10:36:10 AM
Done! Colonist with 5 melee missing an arm and an eye tazed 2 berserking prisoners without killing them. When I did the initial test, said colonist was 4 melee with no injuries and she killed them.

Thanks i know what the issue is now. Now need to find a way of fixing it. This might even be detour territory if base damage cant be below 1 (which im sure it cant) ugh

No biggie. It seems that colonists involved in a social fight can't be targeted for attack by a third colonist anyway, so I guess the tazer/stungun can't be used to stop social fights. Maybe I'll try the stun grenade thrown at their feet instead when I get home from work today.

Edit: This thread might shed some insight on the taser-related deaths. We could be really off the mark with my tests lol. https://ludeon.com/forums/index.php?topic=18874.msg206849#msg206849
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 22, 2016, 03:26:29 AM
Theres a bit of math involved here involving how effective the pawn is at melee (hence removing an arm effects the outcome) this does its thing and returns its number. This is then multiplied by the base damage of the weapon or something. So even though i set 1 as the damage its probably getting 10 or something when a hit lands. Ill do some debugging but at the worst case I can detour that method and handle the tazer how i see fit. The ranged verb may do something similar. Ill look into the random death point as well though just for my own clarity.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 22, 2016, 07:07:25 AM
Awwh, stun grenades don't incap pawns so they just continue social fighting after they recover from the stun effect. If only there was a grenade that causes the "electrocuted" hediff. *wink wink nudge nudge* Although it'd be VERY OP for people who use it on outsiders instead of as a "rowdy colonist pacifying tool". :D
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 22, 2016, 07:13:46 AM
what if you stun lock them for a few seconds will they snap out of it?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 22, 2016, 07:44:33 AM
Nope.. They just get back to fighting after the stuns wear off. My third guy stood there chucking stun grenades at them for about 2 minutes or so on game speed 2. It was pretty amusing to watch though. :D
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 22, 2016, 08:09:07 AM
hmm well social fighting as 420 ticks before it can be recovered from, mental state ticks every 150 ticks, so it would take the 3rd long tick before the recovery was triggered. So thats about 7 seconds, perhaps stunning locks the mentalstate tick...interesting. Anyway ill have a look at this at somepoint and see if i cant finally make less lethals the mod its supposed to be.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: AN7AG0NIS7 on June 22, 2016, 08:32:12 AM
Oh hey! You're right! I just tested it for a second time and after a few stuns, i get the message that they're no longer social fighting.. Dunno why it didn't work the first time around, i probably borked something somewhere.. YAY! No more replacing eyeballs!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: DepOpt on June 23, 2016, 10:50:41 AM
I'm curious. Have you made these compatible with your medieval shield mod already, or am I gonna have to do some editing? Not the end of the world if I do, and I'll share the .xml files afterwards.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 23, 2016, 11:17:21 AM
Quote from: DepOpt on June 23, 2016, 10:50:41 AM
I'm curious. Have you made these compatible with your medieval shield mod already, or am I gonna have to do some editing? Not the end of the world if I do, and I'll share the .xml files afterwards.

They should have the valid sidearm category on the one where it matters. If they dont poke me.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Lupin III on June 25, 2016, 01:57:02 PM
Is there an interaction between a tazer and personal shields? The last tribal raid of 30 or so people I could easily defend with guns and left me with 10+ injured tribal people. The raid after that was a pirate drop of around 10 pirates, which I didn't want to shoot at because of friendly fire. So I tazed them. But every one of the pirates died when being tazed. I think all of them had a personal shield up.
I've read that other people have seen tazers kill too often, but I think I only ever tazed one or two prisoners to death when they tried to prison break. And I even use the tazers to break up social fights. I killed quite a few animals with a tazer though that attacked after a failed tame attempt.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: DepOpt on June 26, 2016, 07:23:37 PM
Took forever to get round to checking because new game on a borrowed computer, but the pistols definitely work with shields, if anyone was wondering
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Sh4d0w225 on June 28, 2016, 03:19:20 PM
Is there a combat realism patch for skullywags amazing mod? :3
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on June 29, 2016, 09:16:16 AM
I havent made one due to not really using CR lately (even though im now maintaining it) and I dont have time to support 3 versions of all these mods. I may do it one day.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: NeonOverIon on July 03, 2016, 01:56:36 PM
Weapons look awesome, but I've only been able to get one so far, A Plasma rifle, and that was off a pirate. Every time I try to craft a weapon from the mod, it comes up as nothing :(

Also, I can't spawn the weapons in using EdB - Prepare Carefully or my Colonists won't land and I'll just have a standard defeat message, any suggestions? Thanks :D
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 03, 2016, 03:24:36 PM
You have CCL? its required. Other than that load order? try loading them last.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: NeonOverIon on July 03, 2016, 03:28:51 PM
I've got CCL, but I'll give changing the load order a shot

Edit: Nope, nothing, they still fail to spawn, as well as leaving the bill left for the weapon's production. Also EdB - PC still fails to spawn in the colonists with the weapons.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 04, 2016, 03:16:03 AM
Anything erroring in the log? Can anyone else confirm this? Im not able to play right now.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 04, 2016, 11:22:03 AM
Well, somethings up there, Can you check in the mods and make sure there is an assembly file in the "assemblies" folder? if there is your game is refusing to load them for whatever reason. If not thats the issue.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: NeonOverIon on July 04, 2016, 11:54:30 AM
There is a dll file in the Assemblies folder but that's it (Unless said folder is the assemblies file?), I've even checked the Zip file and it's the same there, unless I'm missing something.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 04, 2016, 12:43:37 PM
Whats the first error in your log. Upload the whole thing here so i can get a full picture.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Topper on July 18, 2016, 11:48:10 PM
Any alpha14 update for this one ?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 19, 2016, 03:48:09 AM
Yep all on the way just sorting all the steam stuff out, wont be long.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: 123nick on July 19, 2016, 05:19:29 AM
Quote from: skullywag on July 19, 2016, 03:48:09 AM
Yep all on the way just sorting all the steam stuff out, wont be long.
awesome, i cannot wait for these awesome mods :D
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Grynnreaper on July 19, 2016, 04:08:37 PM
Woo, beanbag shotgun! Its like a gun that shoots punches!
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Fallatus on July 20, 2016, 10:06:48 AM
So quite some time ago i came with a balance suggestion for the four different elemental types, Now i'm back with some suggestions for the weapon types.
[N.B. i have no idea what i'm doing. Please exercise caution, and remain at a safe distance from Local Spacetime Distortions at all times.]

Low to High Chart:
-Low
--Low to Medium
---Medium to Low
----Medium
-----Medium to High
------High to Medium
-------High


Pistol: Better than nothing.
--Low to Medium range
-Low charge time
-Low damage
--Low to Medium cooldown time
----Medium fire rate
--Low to Medium Spread
---Medium to Low accuracy

Carbine: Lightweight and quick.
----Medium range
--Low to medium charge time
---Medium to Low damage
---Medium to low cooldown time
-----Medium to High fire rate
---Medium to Low spread
-----Medium to High accuracy

Rifle: Balanced, But reliable.
-----Medium to High range
---medium to Low charge time
----Medium damage
----Medium cooldown time
----Medium fire rate
----Medium spread
-----Medium to High accuracy

Scatter: Spray and pray.
---Medium to Low range
---Medium to Low charge time
---Medium to Low damage
----Medium cooldown time
----Medium fire rate
------High to Medium spread
----Medium accuracy

Heavy: Did someone catch the number of that train?
----Medium range
-----Medium to High charge time
------High to Medium damage
---Medium to Low cooldown time
--Low to Medium fire rate
---Medium to Low spread
---Medium accuracy

Shotgun: Stealth is optional.
---Medium to Low range
----Medium charge time
----Medium damage
--Low to Medium cooldown time
--Low to Medium fire rate
-------High spread
--Low to Medium accuracy

Precision: All good things take time.
-------High range
----Medium charge time
-------High damage
-------High cooldown time
-Low fire rate
-Low spread
-------High accuracy


In addition i have some effect suggestions for the different weapon types:

Gauss: Explosion chance if hitting mechanical, Bone break chance increased for biological.
Plasma: Scars, Incapacitate limb, Causes low blood loss(instant cauterization).
Laser: Burn creation chance, Blind chance(if hitting head)
Flame: Disfigurement(give ugly status debuff), Destruction chance of nose/ears/fingers/etc

I have now become tired of thinking and will retreat to my primordial sludge pool to recuperate, See you in about 4.5 million years. ; P
Feel free to modify as wanted.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on July 20, 2016, 10:27:29 AM
I will take the above into consideration. Nothing there seems to be crazy, it all seems rather sensible.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Reviire on July 31, 2016, 05:03:42 AM
You know, a version of this for Combat Realism would be pretty sick.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: SpaceDorf on August 04, 2016, 05:11:05 AM
poat to follow here too
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: DepOpt on August 04, 2016, 10:06:27 AM
This is the one mod I am waiting for to update to A14. Good luck and godspeed on your current endeavours Skully, so that you may move on to this one as soon as possible.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on August 04, 2016, 10:40:57 AM
Its coming, just ironing out bugs in storage and reclaim fabric (these 2 have been a huge time sink the last few weeks for me) hopefully have these up very soon.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Topper on August 10, 2016, 02:38:56 PM
hows this one coming along?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: skullywag on August 10, 2016, 03:03:19 PM
slowly, extended storage is still eating my time, A14 rek'ed it and i need to fix it, its proving difficult. This will come, just a little later than i planned.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Sarelth on August 10, 2016, 06:24:09 PM
You're doing an awesome job Skully. Can't wait to see what you work on next.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: ApenasLink on August 19, 2016, 02:23:32 PM
Love this mod, hope it come for A14 soon. You have done a fine work man, congrats.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Deimos Rast on August 25, 2016, 01:50:54 AM
I know you're occupied with your other mods at the moment, but is there a reason the stun gun is not so less than lethal? 3D Grunge's Electroshock mod has the same issue, where about half the shots kill a muffalo straight out in one shot. Bean bag shotgun works fine, stun grenades work fine. Things that stun an enemy work peachy...things that down an enemy...less so.
I don't know how damage is calculated in this game (is it a product of projectile damage and speed?), but I suppose I could try dropping down DamageAmountBase a bit, or Speed, but I'm skeptical of that being the root cause. Is it possible to bump up the setMax on Consciousness to above 0.2 and still have them drop (what's the cutoff for unconscious?)? I know 3DG uses 0.1 - my thinking was that's too close to zero or something.
I really have no idea, just thinking outloud.
Cheers.
(p.s. I know it's not technically updated to A14, but I poked at it and it seems to work)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: 123nick on August 25, 2016, 03:47:49 AM
Quote from: Deimos Rast on August 25, 2016, 01:50:54 AM
I know you're occupied with your other mods at the moment, but is there a reason the stun gun is not so less than lethal? 3D Grunge's Electroshock mod has the same issue, where about half the shots kill a muffalo straight out in one shot. Bean bag shotgun works fine, stun grenades work fine. Things that stun an enemy work peachy...things that down an enemy...less so.
I don't know how damage is calculated in this game (is it a product of projectile damage and speed?), but I suppose I could try dropping down DamageAmountBase a bit, or Speed, but I'm skeptical of that being the root cause. Is it possible to bump up the setMax on Consciousness to above 0.2 and still have them drop (what's the cutoff for unconscious?)? I know 3DG uses 0.1 - my thinking was that's too close to zero or something.
I really have no idea, just thinking outloud.
Cheers.
(p.s. I know it's not technically updated to A14, but I poked at it and it seems to work)

really? you sorta made it worked? or does it work out of the box? if you fixed it, then i wouldnt mind if you put it up for download :)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: popster99 on August 25, 2016, 04:26:55 AM
somebody plays Xenonauts judging by the look of the weapons I mean I noticed that back when this was first released but couldn't be bothered to say it
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Deimos Rast on August 26, 2016, 05:40:42 PM
Quote from: 123nick on August 25, 2016, 03:47:49 AM
really? you sorta made it worked? or does it work out of the box? if you fixed it, then i wouldnt mind if you put it up for download :)
Alright, I just finished testing it on a clean install (and caught a new error as a result) and boxed it up.
This should be considered a temporary stand in until skullywag has the time to revisit it. Obviously, at which time there will be no need for this and I'll kill the download (or sooner if asked, naturally).
I say this should be considered a temporary stand in because I did something some might consider controversial: I converted the stun grenades to use stock stun mechanics and excised the custom assemblies entirely (my assumption was they would have needed to be updated and I lack the technical know-how to do so, so out came the knife).
The assemblies only governed the behavior of the stun grenades, and since there is already a stun explosion mechanic in the stock game, I just....moved things over to using that instead. The grenades work exactly like you'd think, stunning everything in the blast radius, but obviously any custom mechanics from the assemblies have been lost. To be clear: it wasn't my intention to release this initially, but after testing it, it works flawlessly, doesn't throw any errors, and you asked nicely  :D.

Note: I'm rather new to this game and community, so if I misstepped in this rehost, let me know. Rereading the license... and it looks like I can't redistribute the textures from the mod. That changes things.

Changes:
- Converted Stun Grenades to stock stun mechanics.
- Removed Assemblies and Source folders (as no longer needed).
- Techlevel changed from Midworld to Industrial (Midworld no longer exists apparently).
- Components (with an S) cost changed to Component. This one threw me.
- Updated About and folder names to reflect that this is the "Stock Version" and that the changes were made by Deimos Rast. It's not so that I can steal credit - it's so people know who to blame if things go pear shaped ;D. Author is still listed as skullywag.

Issues:
- Stun Gun will still occasionally straight-out kill a target. I've tried a number of non-lethal mods, and they all do this.
- Bean Bag Shotgun is still op op (allows for infinite stunlock).

Download:
Note: Textures are not included as per the license requirements. Grab them from the OP and add them in - won't work without them.
https://www.dropbox.com/s/3v9zxittnkd8neb/LessLethals_Stock_NOTEX.zip?dl=0 (https://www.dropbox.com/s/3v9zxittnkd8neb/LessLethals_Stock_NOTEX.zip?dl=0)
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Topper on August 27, 2016, 03:54:07 AM
If you are looking for stun weapons "'3DG's Electroshock Pack" by EgnurgD3 has a stun gun and a stun baton. I'm really hoping the other guns in this collect get updated...lasers and plasma are more colorful than bullets.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Topper on September 09, 2016, 02:13:38 AM
Is there an A15 of this?
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: Deimos Rast on September 09, 2016, 02:57:22 AM
Quote from: Topper on September 09, 2016, 02:13:38 AM
Is there an A15 of this?
I'm hosting an A15 version of the LessLethal mod (see two posts up). As per the license though, I can't redistribute the textures, so you have to download the old version, and copy over the Texture folder.

As for the other mods: no. Each weapons pack is themed around a secondary weapon effect that has a chance to "proc" on hitting an enemy, such as stuns, flames, and the like. This is the work of the custom assemblies (dll's) of each mod, and it's beyond my know how. Converting them over to stock means wouldn't work as well in those cases - you would likely either get no chance for the secondary special effects, or 100% chance for secondary effects.
At least, that's my understanding (and how I would go about things).
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: mew_the_pinkmin on September 19, 2016, 07:35:12 PM
Quote from: Deimos Rast on August 26, 2016, 05:40:42 PM
Issues:
- Stun Gun will still occasionally straight-out kill a target. I've tried a number of non-lethal mods, and they all do this.
- Bean Bag Shotgun is still op op (allows for infinite stunlock

The game straight up randomly kills downed pawns(not colonists) cuz other wize people would almost always get downed instead of dead. There is no known way around this.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: mazacik on October 27, 2016, 04:22:03 PM
Quote from: mew_the_pinkmin on September 19, 2016, 07:35:12 PM
The game straight up randomly kills downed pawns(not colonists) cuz other wize people would almost always get downed instead of dead. There is no known way around this.

Are you serious? Wow. Since I've started playing rimworld, I've always wondered why do people die so fast and for no apparent reason. No body parts destroyed and only trivial blood loss, doesn't matter, still died. Please please please, can someone make a mod that turns this stupid function off? I want people downed before dead unless a vital organ gets destroyed. Please.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: kaptain_kavern on October 27, 2016, 07:38:09 PM
Here is a full explanations of the "Down/Dead lottery" game mechanism.

https://www.reddit.com/r/RimWorld/comments/529ocf/posting_these_is_all_that_keeps_me_going_anymore/d7jfhde/?context=3
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: mazacik on October 27, 2016, 08:08:23 PM
This is just ridiculous. I can't even think of how many times I got frustrated about why the perfect-stat raider died for absolutely no reason. Any idea where the "coinflip" part of code is? If I have to, I'll learn dll modding just to fix this.
Title: Re: [A13] Skullywags Weapon Packs - Plasma, Laser, Gauss, Flame
Post by: kaptain_kavern on October 27, 2016, 08:15:38 PM
Quote from: mazacik on October 27, 2016, 08:08:23 PM
If I have to, I'll learn dll modding just to fix this.

Something like this I'm afraid ;-)

I only know XML modding and never saw a tag/code for that in the XML files. So I can't be of any more help
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on June 19, 2017, 03:58:38 PM
Meep Meep, Updates by Xen for 2 of the packs, ive removed the others they are so old, if anyone wants to have a crack at the others i welcome pull requests.

Everything as always is here:

https://github.com/Skullywag?tab=repositories

go nuts.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: voncruxz on June 25, 2017, 07:12:39 AM
So, I just found these mods. Laser doesn't seem to have issues when activating the mod, but the gauss mod gives me some issues. Below I've included a pastebin with the errors. It appears to be issues with the sounds, not finding files that are present in the locations stated. Not sure how I should go about fixing this. Ooh and this is with just activating the mod with core, nothing else.

https://pastebin.com/KseFJZ7k

Thanks in advance for any help ^^
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: voncruxz on June 25, 2017, 07:26:53 AM
Quote from: voncruxz on June 25, 2017, 07:12:39 AM
So, I just found these mods. Laser doesn't seem to have issues when activating the mod, but the gauss mod gives me some issues. Below I've included a pastebin with the errors. It appears to be issues with the sounds, not finding files that are present in the locations stated. Not sure how I should go about fixing this. Ooh and this is with just activating the mod with core, nothing else.

https://pastebin.com/KseFJZ7k

Thanks in advance for any help ^^

Never mind. After some thinking I figured it out. Based on the name of the files, I'm guessing they are for Xen's Ronon Dex Gun. Sound files kinda match that as well. And they are not used in the Gauss mod is my guess. All of the gauss guns worked and made sounds so yeah ^^ Shouldn't be an issue.

EDIT: Okay, so the mod is messing with me. Loads of complaints with my other mods now. I guess I'll have to live without the gauss weaponry for this playthrough and then later on figure out what the issue is.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: BTAxis on June 26, 2017, 07:38:11 AM
The LAPD 2019 Blaster and the Particle Magnum seem terribly unbalanced. The former especially has a range on par with a sniper rifle and is accurate at all ranges. It's even superior to most of the Gauss weapons, but can be made without any special ingredients.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on June 26, 2017, 09:45:07 AM
The what and the what? did Xen stuff some of his own weapons in or something with his pull request (i didnt check one of them as I assumed theyd be the same as they share most of the code) cuz i have no idea what those are....checking....
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on June 26, 2017, 09:47:34 AM
DOH! yep he snuck a file in my mistake with the gauss update, those are Xens weapons they shouldnt be here....lol. Ill remove them and release, for now delete weapons_iconic.xml from defs in Gauss.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: XenGrimm on June 27, 2017, 01:01:39 AM
That was an oversight on my part - in my haste to get all the stuff I'd updated back onto Git for PR's, I apparently missed an XML file.

those weapons are kinda experimental and need a bit more refinement, but they are intended to be a sort of 'next tier' weapon. The versions that got left in were probably my ridiculous test versions.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: BTAxis on June 28, 2017, 06:22:27 AM
Another thing - the fusion grenades included in the laser weapons pack are useless, because they don't explode.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on June 28, 2017, 10:28:30 AM
Spotted the same thing in my current playtest, will address when i find time.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: LittleMikey on June 28, 2017, 11:02:05 PM
Why does the Gauss turret take so long to fire? Or am I doing something wrong?
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: LittleMikey on July 01, 2017, 03:45:50 AM
Quote from: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.
Well this is the current cooldown on my Gauss turrets:
(http://i.imgur.com/pngLO2f.png)
Laser turrets are also really long in cooling down.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Plasmatic on August 01, 2017, 01:39:04 AM
Quote from: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.

I suspect it's this line  <turretBurstCooldownTime>600</turretBurstCooldownTime> in the TurretBase.xml

and are the capacitors supposed to show up on traders or are they craftable somehow? Cause so far I've only been able to scavenge weapons from raiders.. and they usually suck (my crafters can craft legendary and I'm stuck with poor-normal) and I haven't seen any capacitors on exotic traders..
Would it be possible to have a option to make them craftable? like a small extra mod that you can supplement gauss/lasers weapons with that would allow a bench to craft capacitors?
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: SpaceDorf on August 01, 2017, 04:33:28 AM
Quote from: Plasmatic on August 01, 2017, 01:39:04 AM
Quote from: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.

I suspect it's this line  <turretBurstCooldownTime>600</turretBurstCooldownTime> in the TurretBase.xml

and are the capacitors supposed to show up on traders or are they craftable somehow? Cause so far I've only been able to scavenge weapons from raiders.. and they usually suck (my crafters can craft legendary and I'm stuck with poor-normal) and I haven't seen any capacitors on exotic traders..
Would it be possible to have a option to make them craftable? like a small extra mod that you can supplement gauss/lasers weapons with that would allow a bench to craft capacitors?

That is something I would like to .. or can I get capacitators by deconstructing old lasers ?
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Plasmatic on August 01, 2017, 05:08:49 AM
Quote from: SpaceDorf on August 01, 2017, 04:33:28 AM
Quote from: Plasmatic on August 01, 2017, 01:39:04 AM
Quote from: skullywag on June 29, 2017, 12:51:11 PM
Could be the conversion from float value to time in seconds value hasnt been done on the def??? I havent actually checked.

I suspect it's this line  <turretBurstCooldownTime>600</turretBurstCooldownTime> in the TurretBase.xml

and are the capacitors supposed to show up on traders or are they craftable somehow? Cause so far I've only been able to scavenge weapons from raiders.. and they usually suck (my crafters can craft legendary and I'm stuck with poor-normal) and I haven't seen any capacitors on exotic traders..
Would it be possible to have a option to make them craftable? like a small extra mod that you can supplement gauss/lasers weapons with that would allow a bench to craft capacitors?

That is something I would like to .. or can I get capacitors by deconstructing old lasers ?

The few that I have gotten have been from deconstructing scavenged ones, so yes.. however I would love to be able to have a stockpile of x capacitors, especially if you are lucky/unlucky enough not to get a raid that has any laser/gauss weapons.

Quote from: skullywag on June 19, 2017, 03:58:38 PM
Meep Meep, Updates by Xen for 2 of the packs, ive removed the others they are so old, if anyone wants to have a crack at the others i welcome pull requests.

Everything as always is here:

https://github.com/Skullywag?tab=repositories

go nuts.

Are all these up to date? I see some dating back to A13?
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on August 01, 2017, 06:07:02 AM
Not all of my repos are up to date no, I have local copies of some that are that ill be releasing soon, so if anyone is wanting to work on anything give me a nudge first, dont want you wasting your time on stuff ive already done but just not pushed yet.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Canute on August 25, 2017, 05:14:41 AM
I just test out these weapons with my last A17 colony.
And i am curious who did inject these LAPD blaster/particle magnum.
All the other Laser/gauss weapons are well balanced and very rare to craft because of the limited buyonly resources.
But the blaster/magnum don't need these resources and special the high stun ability of the blaster made them very imbalanced for these weapon pack.
Maybe add 2 recipe to dismantle Gauss/laser weapons to extract the rare resource, or increase the building cost to 2 rare resource so you get 1 resource from smelting back.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on August 25, 2017, 05:19:11 AM
Not sure im following you saying the pistols are OP? there is no "particle magnum" in any of my packs.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: SpaceDorf on August 25, 2017, 05:25:49 AM
I think a "helpful" updater left them there  by accident.

The originals are from the "iconic movie weapons" and are indeed OP Like hell.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Canute on August 25, 2017, 05:45:46 AM
Yep, under gauss weapons are
Weapons_Iconic.xml
In these are the LAPD blaster and particle magnum.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Tal Raziid on August 26, 2017, 08:53:15 PM
I dunno if anyone's pointed this out yet (haven't read every page of comments), but the weapons graphics are taken from the game Xenonauts, C.E. edition, i believe. Perhaps base the stats from there?
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Positronium on September 11, 2017, 10:09:23 AM
The laser guided mortar apparently takes 3000 seconds before it could fire? Wot? I modified it a bit to be more meaningful (45 seconds) is the extremely long delay an actual feature?
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: skullywag on September 11, 2017, 12:04:55 PM
Nope ticks got changed to seconds. Probably a missed value change in the last pull requests i recieved.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: zenfiero on September 23, 2017, 03:50:22 PM
If anyone knows how to change the fusion grenades to function, I would appreciate the help! I don't know enough about modding to tweak it, I've had a look and can't figure it out. I rather like this mod, and I want the invading sappers to be a danger!
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Positronium on September 24, 2017, 07:13:04 AM
Quote from: zenfiero on September 23, 2017, 03:50:22 PM
If anyone knows how to change the fusion grenades to function, I would appreciate the help! I don't know enough about modding to tweak it, I've had a look and can't figure it out. I rather like this mod, and I want the invading sappers to be a danger!

What is the fusion grenades? I don't think i saw 'em :P
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: fatm3l on October 28, 2017, 09:27:56 PM
What about ce patc. This is a very good mod. Awesome but i'm currently using combat extended. I dont want to uninstall it cause i liked it. There are no laser weapons on 20th cwm.
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Topper on November 21, 2017, 03:24:52 AM
would love a 18B update for this one
Title: Re: [A17] Skullywags Weapon Packs - Laser and Gauss updated!
Post by: Silas_ on January 22, 2018, 09:27:11 AM
I don't suppose these will function as-is?  These are some of the best-made weapons around.