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RimWorld => Releases => Mods => Outdated => Topic started by: skullywag on September 08, 2014, 06:47:38 PM

Title: [A9] Skullywags Weapons, Tools and Trinkets
Post by: skullywag on September 08, 2014, 06:47:38 PM
For clarity this used to be MoreWeapons, ive decided to split it up into single mod format so people can pick and choose what they want, this thread will contain all my weapons, tools and other such stuff.

So without further adieu:

Fire Extinguisher - Area effect weapon, will tackle fires and cause frostbite damage on enemies. Can reach centre of large buildings.
(http://i.imgur.com/VNqojdS.pngg)
Download FireExtinguisher (https://www.mediafire.com/?1lcwtz1st2g33z2)

Flame Thrower - Area effect weapon, will set fire to whatever it hits, doesnt hit hard but causes flame damage that sends enemies into panic.
(http://i.imgur.com/zlOly1y.png)
Download FlameThrower (https://www.mediafire.com/?bddrk2c5ibjke2o)

Flare Gun - Fires a very bright flare that lights up an area or catches target on fire if it hits, slow moving projectile. Remember you have a bonus to shooting if the enemy is lit up.
(http://i.imgur.com/J3lCLTG.png)
Download FlareGun (https://www.mediafire.com/?a0nesoglugd11vr)

Land Mine - Self arming land mine, once placed arms in 30 seconds and will explode when anything gets near it, even friendlies, use with caution.
(http://i.imgur.com/nZq4hNb.png)
Download LandMine (https://www.mediafire.com/?fagdo0w1xdxfudb)

Revolver - Large pistol able to deal massive damage if it hits, slow to fire.
(http://i.imgur.com/BebFlig.png)
Download Revolver (http://www.mediafire.com/download/ljzv321wsrbmv24/Revolver.zip)

Mp5 - Sub machine gun, fires faster bursts than an M16 but doesnt hit as hard, slightly more accurate at medium ranges.
(http://i.imgur.com/xTbTf8t.png)
Download Mp5 (https://www.mediafire.com/?nh71twen95822dw)

Rail Gun - High powered long ranged rifle that will vaporize most targets if it hits, insta kill. Costs a LOT though.
(http://i.imgur.com/9pSfyAf.png)
Download RailGun (https://www.mediafire.com/?38865s86a6n8ou9)

AK47 - Traditional AK, fires in slow bursts of 4 but hits hard due to the high caliber.
(http://i.imgur.com/1ZExTvN.png)
Download AK47 (http://www.mediafire.com/download/3bjc51szgyex5c6/AK47.zip)

TAR21 - Medium caliber bullpup assault rifle, fires in bursts of 3.
(http://i.imgur.com/DbPVFNk.png)
Download TAR21 (http://www.mediafire.com/download/bdopi2p0p60ew6n/TAR21.zip)

SA80 - Medium caliber highly accurate, fires quickly in single shots.
(http://i.imgur.com/AifiLac.png)
Download SA80 (http://www.mediafire.com/download/fg4jzxrjg8b9bzw/SA80.zip)

RPG - Rocket Propelled Grenades explode like grenades but you can fire em further, simples.
(http://i.imgur.com/FvfaROD.png)
Download RPG (https://www.mediafire.com/?ieqe55obzabe0u4)

Tomahawk - A thrown axe, does major damage if it hits, needs to be picked back up once thrown.
(http://i.imgur.com/gjgYKVI.png)
Download Tomahawk (http://www.mediafire.com/download/kgoyu1f4ax8p9ds/Tomahawk.zip)

ShapedCharge - An explosive device that removes roofs, an explosion will take mountain roof to thin and another will take thin to open sky.
(http://i.imgur.com/zzhJe8e.png)
Download ShapedCharge (https://www.mediafire.com/?xspaovtmplu4914)

Non-Lethals - These are in 1 mod

Tazer - Knocks most enemies out in a few hits, melee weapon.
(http://i.imgur.com/8mkzIR2.png)
Stun Grenades - Grenades that stun targets for a few seconds, keep multiple on target and you can stun lock enemies.
(http://i.imgur.com/27EbrQK.png)
Stun Gun - Inaccurate gun with long cool down, get close to make sure your opponent gets hit, instant knock down.
(http://i.imgur.com/DvCSd7C.png)
BeanBagShotty - A shotgun modified to fire bean bags, capable of stunning most targets.
(http://i.imgur.com/AEuPaaJ.png)
Download Non-Lethals (http://www.mediafire.com/download/c6sg7rpvzzed2b0/NonLethals.zip)

If you have any requests for stand alone stuff like this please let me know, enjoy!

Oh and if you want them all:

ALL THE THINGS! (http://www.mediafire.com/download/b3cge624kdi27qk/WeaponsTrinkets.zip)
Title: Re: [MOD] (Alpha 6) More Weapons - StunGun only so far
Post by: Ptolisgoodguy on September 08, 2014, 06:56:14 PM
sounds cool

I will keep an eye on this one
Title: Re: [MOD] (Alpha 6) More Weapons - StunGun only so far
Post by: Zeta Omega on September 08, 2014, 07:02:58 PM
Quote from: skullywag on September 08, 2014, 06:47:38 PM
Hi all,

This will be a simple mod that contains a small amount of extra weapons that I feel fit the game.

Currently only contains a small StunGun which is pretty naff at range but up close can be used to incapacitate a victim (or squirrels...soooo many squirrels).

Also contains a new injury type of "Spasm" which can turn into nerve damage if left untreated.

Sold in combat supplier traders for around 150 silver.

The plan is to to add some more non lethals like Beanbag shotties, flash grenades, tear gas etc, plus some other more simple weapons like revolvers (pistol with more damage, slower to shoot) and Grenade launcher (fires grenades further).

Feedback would be appreciated on the StunGuns stats though, ive tried to balance it in that it will Incap if it hits but does Spasm damage and also is pretty rubbish unless you are close, but open to suggestions.

Enjoy
FINALLY SOMEONE AWNSERS MY PRAYERS
Title: Re: [MOD] (Alpha 6) More Weapons - StunGun only so far
Post by: skullywag on September 08, 2014, 07:15:14 PM
Bah i foobared the zip, ive uploaded a new one and for your troubles have some stun grenades :)
Title: Re: [MOD] (Alpha 6) More Weapons - StunGun only so far
Post by: Evul on September 09, 2014, 02:19:53 AM
I gonna try it out!
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun and Stun Grenades in.
Post by: skullywag on September 09, 2014, 02:32:24 PM
Found another small bug, fixed it.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun and Stun Grenades in.
Post by: mrofa on September 09, 2014, 04:30:20 PM
Small question, do "this.dmgdef.incapChanceMultiplier = 100f;" works the same like forceIncap, as it require certian % of hp to work ?
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun and Stun Grenades in.
Post by: skullywag on September 09, 2014, 05:27:20 PM
Quote from: mrofa on September 09, 2014, 04:30:20 PM
Small question, do "this.dmgdef.incapChanceMultiplier = 100f;" works the same like forceIncap, as it require certian % of hp to work ?

Are you asking me if it does that, or are you saying i should use it instead?
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun and Stun Grenades in.
Post by: mrofa on September 09, 2014, 05:57:01 PM
Im  asking thats why "?" :D
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun and Stun Grenades in.
Post by: skullywag on September 09, 2014, 06:23:15 PM
Quote from: mrofa on September 09, 2014, 05:57:01 PM
Im  asking thats why "?" :D

Well im using forceincap in the dll for when the weapon hits so the multiplier does nothing here. Not entirely sure on its inner workings of im honest, i guess it multiplies some chance based on other stats.

Also updated...now has a flamethrower!

Edit - bah keep forgetting to add to traders...updated.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Reaper on September 13, 2014, 03:04:41 AM
I am having a issue with your mod. I am using TTM and tradertweaks. :'(

But i believe you put it in the trade thing incorrectly. :P

also may i suggest that when you move it you also let the trader sell medpacks?

also do you mind using version numbers and a changelog?
It is useful because then we know if we are out of date or not.
http://s27.postimg.org/5dhfkfjgz/IT_is_broke.png (pic to large for forum) Hope this is okay moderators.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on September 13, 2014, 09:38:58 AM
you are correct, i have spotted this error while playing myself but have no clue what ive done to break, I have a copy here with BRAND NEW trader defs (im not overwriting the core ones anymore..derrr) but it still wont allow me to buy anything, its better as I can now exit out of the screen for instance but the game goes all colourful when i try to drag to buy. Something about the Commodity is wrong and I cannot work it out.

Yes of course ill start using Version numbering, I have all my repos and stuff set up now, before I was just messing about so wasnt sure Id even be updating them after the first few days, but im really getting into this.

Ive asked over in the help forum to see if its even possible in A6.

Ill update this version once I get an answer, ill mark this as do not download for now.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Reaper on September 13, 2014, 06:25:37 PM
Maybe your just missing some variables?

one thing is that the trader has no silver amount.
and another thing is that the weapons should be in the weapons tab.

Try doing that and see if it still breaks. Also would you mind increasing the range and cooldown timer of the stungun? +5 range and +20 second cooldown Lower the warm up to .5 of a sec. The stun gun should be quick to use once and then stink after it's one use.(if you ever seen one you know there a pain to disarm and reload but quick to use on the first shot)
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Reaper on September 14, 2014, 03:11:13 AM
your missing more variables. that spasm damage type you registered doesn't know how much to bleed for. Meaning people get kicked outa medical beds.


also you may have added two version of the stun gun one worth over 1000 silver.  But my install is full of all different kinds of random mods so i may just have found something from another mod.

I now officially give up I tried to eat around the bugs and failed...



[attachment deleted by admin: too old]
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on September 14, 2014, 04:57:54 PM
oh also just to say i think you can just delete the trader def and itll fix the issue, you wont be able to buy the guns but raiders will still use em.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Reaper on September 14, 2014, 07:55:57 PM
Try adding a silver amount to the trader you missed that...

And no not even with that fix is the mod usable... bleed damage..... people who are hitwith the gun sometimes get kicked outa med beds.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on September 16, 2014, 04:46:47 AM
ok ive come back to this, updated the injury defs to contain bleed (which is wrong btw, not everything causes bleed or that needs renaming..but meh) the trader def is the only thing im having issues with, no matter what i do get an error when the trader shows up, the UI is all fine but I cannot trade the guns, ive bumped my help thread in the help section on this matter. If I dont get any help soon ill put a version with no traders up so you can at least get the guns.

That other stungun aint mine, think thats the standalone stungun mod.

I also took Reapers notes on the stats onboard and changed them as follows:

<accuracyTouch>0.85</accuracyTouch>
<accuracyShort>0.70</accuracyShort>
<accuracyMedium>0.60</accuracyMedium>
<accuracyLong>0.50</accuracyLong>
<warmupTicks>600</warmupTicks>
<range>18</range>

Set it to 10secs cooldown, 20 was painful....play with it let me know...once i upload it. lol
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Reaper on September 16, 2014, 01:24:52 PM
Quote from: skullywag on September 16, 2014, 04:46:47 AM
ok ive come back to this, updated the injury defs to contain bleed (which is wrong btw, not everything causes bleed or that needs renaming..but meh) the trader def is the only thing im having issues with, no matter what i do get an error when the trader shows up, the UI is all fine but I cannot trade the guns, ive bumped my help thread in the help section on this matter. If I dont get any help soon ill put a version with no traders up so you can at least get the guns.

That other stungun aint mine, think thats the standalone stungun mod.

I also took Reapers notes on the stats onboard and changed them as follows:

<accuracyTouch>0.85</accuracyTouch>
<accuracyShort>0.70</accuracyShort>
<accuracyMedium>0.60</accuracyMedium>
<accuracyLong>0.50</accuracyLong>
<warmupTicks>600</warmupTicks>
<range>18</range>

Set it to 10secs cooldown, 20 was painful....play with it let me know...once i upload it. lol

One thing i noticed when browsing the traders xml is that you might not have given them any silver?

and 20 is supposed to be painful, The stun gun should be a one timer per fight weapon.

And i figured out what my other stunner was from, it was a unfinshed item from the turret ammo mod.

your trader is custom right?

looking beetween the core xml traderkinds  and yours the thing i noticed is that you don't have,      
                        <li>
            <itemDef>Silver</itemDef>
            <amountMin>2400</amountMin>
            <amountMax>3000</amountMax>
         </li>

now i may just be crazy or not a modder, But i think this controls how much silver a trader has and if they have silver at all.

So I added that bit in to your old copy of the mod. and the trader no longer freezes the game.

But the trader code in the base game only like commodities in that first menu.

Workarounds
1 talk to another modder and see if there is a way to limit weapon selection for traders so that your new trader only carries your weapons(the trader once i fixed them sold normal weapons)
2 add a commodity(box/case/crate) for each gun and a bill on the machining table, Then have a bill to open that box.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on September 16, 2014, 01:40:06 PM
I've fixed all that in my local copy. It makes no difference. If I have no trader and just make the weapons tradeable they will appear in the combat trader and work fine but my own traderdef wont work. I might just remove the trader until I get a response from Tynan/someone who knows if custom trading is bugged.

edit - Just had confirmation weapons cannot be sold as resources they can only be mixed in with other weapons currently and sold via traders which have trades weapons set to true. Ill upload a new version shortly with the custom trader removed, itll have to be luck based for now. But after using my mod for 3 hours I have a few stunguns and a couple of flamethrowers so its not too bad.
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on September 16, 2014, 07:02:10 PM
Added download back in, traderdef removed, you now get the guns by killing raiders or randomly in combat trader.

Stungun changed to 20 sec cooldown  ;)
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Reaper on September 16, 2014, 07:16:05 PM
Quote from: skullywag on September 16, 2014, 07:02:10 PM
Added download back in, traderdef removed, you now get the guns by killing raiders or randomly in combat trader.

Stungun changed to 20 sec cooldown  ;)
HURRAYYY!!!!
Title: Re: [MOD] (Alpha 6) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on October 08, 2014, 06:37:58 PM
Updated to Alpha 7, Haplo finally gave me the poke I needed to get the stungun injury working again.

Please test this I had issues before with the traders, I wanna make sure ive ironed them out.
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: Geokinesis on October 08, 2014, 08:29:12 PM
I would but I can't see a download link.
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on October 08, 2014, 08:30:52 PM
woopsie! link to github added.
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: thrakkemarn on October 08, 2014, 09:01:10 PM
Cool going to test. Just curious why you went with a warmup of 10 seconds? Wouldn't a stungun typically be loaded and ready to fire requiring a second or so to aim, and then have a cooldown of 10 seconds to reload?
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on October 09, 2014, 05:02:16 AM
You are correct think I switched some values round while testing. Ill tweak it shortly.

Edit - tweaked that down to half second warmup, set the COOLDOWN to 20 seconds...you gotta get close...
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: thrakkemarn on October 09, 2014, 02:40:20 PM
Perfect! I modified it myself to test it yesterday and like the way it works that way.

It's a super high risk reward weapon out in the field but perfect for keeping the peace in the base and in between raids.

Could you also add a tazer that was the same thing but melee with a high hit chance?
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades in. NEW FLAMETHROWER!
Post by: skullywag on October 09, 2014, 04:16:23 PM
Havent done any melee stuff but got to start somewhere. I just finished messing with a railgun for giggles, has particles and vaporizes targets, SOOO fun. Consider the tazer the next weapon in dev. Ill get the railgun uploaded shortly for people to play with I'm having too much fun to keep it to myself. :)
Title: Re: [MOD] (Alpha 7) More Weapons - Stun Gun/Grenades, Flamethrower, NEW RAILGUN!
Post by: skullywag on October 09, 2014, 05:04:50 PM
Railgun added..this thing is a monster..and im in love with the "mote" system, Tynan please let me add my own....PLEASE!
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: skullywag on October 10, 2014, 08:02:52 AM
Tazer is in, simple melee weapon causes spasm on hit and incaps. For some reason the impact sound of "Electric" doesnt do anything it seems, im gonna raise this in the mod help section and see if in future modders cannot add their own impact sounds.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: skullywag on October 10, 2014, 10:13:06 AM
Made a quick tweak to the railgun, it was doing the same damage (even though it vaporizes on hit) as the scythers gun which was killing sometimes in 1 hit and therefore throwing a "destroyed when already destroyed" error, lowered it to do 1 damage, so no more errors.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: Zeta Omega on October 10, 2014, 05:05:40 PM
I hate Github.......Its so.....well...
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: skullywag on October 10, 2014, 05:14:55 PM
Well what?

I could put it on another repository thats subpar and doesnt offer me the dev the benefits github does.

Is it the downloading all my mods at once? If you have an issue please enlighten me.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: thrakkemarn on October 11, 2014, 03:13:11 PM
Nice! Thanks for the update the railgun is sweeeet and thanks for taking my request to add the tazer!
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: Peal on October 12, 2014, 09:06:07 AM
This mod is very well made, the guns look very fitting to the rest of the game! Good Job!

Only the Tazer looks like crap *sorry ;)

Suggestion: Fire Grenade, Smoke Grenade, Rocket Launcher
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: skullywag on October 12, 2014, 10:07:16 AM
Awww i spent a lot of time on that tazer. :(....lol

Rpg is being done right now. Fyi.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: skullywag on October 12, 2014, 12:33:34 PM
Ill be releasing the rpg thingy tonight but im not sure what you want in terms of "fire grenade" (molotov covers this, no?) And smoke grenades (what would it do exactly?)
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: Shinzy on October 12, 2014, 12:36:37 PM
Quote from: skullywag on October 12, 2014, 12:33:34 PMAnd smoke grenades (what would it do exactly?)

Suffocate? =P There's damage type for that (Though I don't know if the global damage types would work on weapons)
Title: Re: [MOD] (Alpha 7) More Weapons - NEW RAILGUN! INTRODUCING THE TAZER!
Post by: skullywag on October 12, 2014, 12:37:24 PM
I can make one that would. Smoke grenades should be about vision. I wonder if i could reduce the sight effectiveness temporarily of anyone caught in the blast.

Edit - actually taking this further smoke should stay in cells and reduce sight of pawns in it. Flash on the other hand should temp blind if caught in blast. Ill see if I can change the pawn stats temporarily in a dll, it seems possible just not sure how to make it temp and not permanent.
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED - with smoke trails :)
Post by: skullywag on October 12, 2014, 02:53:56 PM
Added an RPG complete with smoke trails, im quite happy with the result, enjoy!

edit - also just added a flash effect to the stungrenades...pointless but flashy. :)
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: skullywag on October 13, 2014, 10:19:31 AM
Added landmines, once placed they take 30 seconds to arm (texture will change to signify) once armed ANY pawn (including your colonists/visitors/animals will set them off if within 1 tile of them. These arent blast charges, they go boom on their own. YOU HAVE BEEN WARNED. lol :D
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: Peal on October 14, 2014, 04:41:55 AM
Nice! I guess it is not possible to make an beam weapon with an constant ray of energy? Because it has to be a bullet and the beam cannot adjust it's length ?!
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: Rikiki on October 14, 2014, 04:46:28 AM
WIP, I will deliver this type of laser guns within a week. 8)
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: skullywag on October 14, 2014, 08:57:16 AM
It is possible, not difficult at all. I just think beam weapons don't fit the universe. Ill let other modders add those.
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: Peal on October 14, 2014, 09:28:28 AM
I think the ~mechanoids should shoot with beam weapons rather than miniguns(Railguns).
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: skullywag on October 14, 2014, 09:30:34 AM
Rayguns have been modded in before, think there's an alpha 7 mod somewhere already. I wont be adding them here.
Title: Re: [MOD] (Alpha 7) More Weapons - RPG ADDED, LAAAANDMINES!
Post by: skullywag on October 14, 2014, 03:04:05 PM
Revolver added, simple handgun, does a little more damage but fires slightly slower, has a tweaked sound effect for firing to differentiate it from the pistol.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, revolver, MP5!
Post by: skullywag on October 14, 2014, 03:53:39 PM
Added an MP5, submachine gun shoots volleys of 5 bullets, not quite as good a range as the m16 and not quite the damage, slightly cheaper.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, revolver, MP5!
Post by: Kolljak on October 14, 2014, 05:15:53 PM
mod needs an offical name. getting so long now. :D
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, revolver, MP5!
Post by: old_sinh on October 15, 2014, 02:00:06 AM
i have a problem with l landmines - so many numbers in left part of display, https://www.dropbox.com/s/memti9a5zsnr658/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-10-15%2016.03.35.png?dl=0 , and i can place mine without research
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, revolver, MP5!
Post by: skullywag on October 15, 2014, 03:27:39 AM
huh thought id removed the debug....you didn't manage to grab a copy before I updated did you? Ill check it shortly to be sure though.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 16, 2014, 06:53:18 AM
Just added a flaregun, im quite happy with this one, if it hits something itll set fire to it, if it hits the floor it creates a light source complete with particles. Great for lighting up attackers as they approach. Slow to fire though, but you should only need one for its intended purpose.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: old_sinh on October 16, 2014, 10:01:03 AM
ty 4 repair mine's maan. Great mod
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: Felime on October 19, 2014, 01:18:17 PM
Starting to do some csharp work, and while you've suggested looking at your code for inspiration, I wanted to formally ask if it's ok before I put anything based off your code in project Armory. (With credit, of course)
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 19, 2014, 01:29:51 PM
Knock yourself out, and if theres anything in there you dont get just holler or grab me on steam (same name) and ill do my best to explain it.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: Felime on October 19, 2014, 01:43:35 PM
Thanks! Hope I added the right one! (without numbers)
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: rdz1122 on October 19, 2014, 04:35:45 PM
Any chance to separate out the weapons?  I.E. keep the rail-gun, but not add the rest?
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 19, 2014, 04:48:23 PM
Have you tried removing the other guns from the weapon_guns.xml. think that might work....let me know if it doesn't.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 19, 2014, 06:22:26 PM
Updated to make flamer, rpg and flare gun able to target ground.

Also fixed issue with flareguns flare not glowing.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: eatKenny on October 21, 2014, 02:35:40 PM
i would like to ask for permission to use your sick "smoke trail" in my mod "turret collection"(https://ludeon.com/forums/index.php?topic=6895.0 (https://ludeon.com/forums/index.php?topic=6895.0), for the newly added rocket laucher ;)), you will be of cause credited :)

i'd like to write the code myself but since i'm not a programmer it's just too hard to learn :-[
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 21, 2014, 03:11:51 PM
No permission required. The mote system is Tynans, further more feel free to use whatever you see in any of my mods. :) that goes for all.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: DracoGriffin on October 27, 2014, 02:20:41 AM
Hey skullywag,

I think the tazer is borked. I gave it to a Brawler (maybe a bad idea?) and basically, one-hit kills anything. The damage in the dead targets show the spasms/bruise but no one ever survives.

Maybe I should try with a non-Brawler trait colonist. Anyway, it's pretty great weapon (unintentionally) with a offset of having to be in melee range but I was really hoping for better incap chance than StunGun.

Also, maybe offset cooldown of StunGun (10s I think?) to a longer warm up instead? Basically after a colonist fires a shot from the StunGun, he's basically "stuck" even if told to move or undrafted or anything. I think it'd be nice to switch to longer warm-up, so I don't have to wait for the colonist to "unfreeze" himself from the mighty power of the StunGun's recoil?

(2s warm-up + 10s cooldown = 12s to 7s warm-up + 5s cooldown = 12s, or something?)
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 27, 2014, 02:53:50 AM
Ill play with the stungun values and sort that out. As for the tazer you sure they are dead and not concussed. The wiggle doesnt seem to work when "force downed". They will take some fall damage but usually nothing major. Also as with anything in RW randomness can cause them to die from 1 hit.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: DracoGriffin on October 27, 2014, 10:08:34 PM
Pretty sure since I like to capture tribals, raiders, and whatnot for organ farming.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on October 28, 2014, 03:35:49 AM
Huh i think ive only killed 1 in about 50 with the tazer...ill look into it.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: DracoGriffin on October 28, 2014, 06:03:29 PM
Yeah, sorry; I need to test with a colonist without Brawler trait to try to isolate results.

I'll see if I can get a save or something to share for replication/duplication purposes.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: Weyrling on November 01, 2014, 01:32:55 AM
Downloaded all of your "More X" mods from github earlier and they're pretty good in general, however there's a bit of an oddity in this one.

Specifically, I'm wondering why the Railgun is exorbitantly expensive but ridiculously terrible at the same time, it takes several seconds to warmup (even more to cooldown), has terrible accuracy at range, does ONE damage, and costs ~5000, you might want to change it a bit, I assume this might be a bug.
As is, it's less useful than throwing rocks at people.

Edit: Nevermind, I unloaded/reloaded/restarted all my mods and Rimworld, and it works now, no idea how that happened.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on November 01, 2014, 04:13:12 AM
How strange ill keep an eye out for any weirdness in this area.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: old_sinh on November 01, 2014, 07:54:01 AM
skullywag, need fixed tazer and any stun weapons - it's imba. 1-2 shot = kill
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on November 01, 2014, 07:59:05 AM
Are you sure they are dead. Check the health tab, does it say concussion on whole body? A screengrab of a dead pawn with spasm damage would be helpful as I cannot replicate this issue.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: old_sinh on November 01, 2014, 08:24:09 AM
Sorry my mistake, but tazer hit 10 damage with big chance to stun(and 4 hit in torso make spasm death if not stun), some unbalance  https://www.dropbox.com/s/7bn2uas5peuz8al/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-11-01%2022.20.40.png?dl=0  https://www.dropbox.com/s/w2ixf8exf5md3oc/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-11-01%2022.21.45.png?dl=0
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on November 01, 2014, 09:15:20 AM
Wow ok. that's not how it used to work. Ill do some testing my end. Do you have any other mods installed?
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: old_sinh on November 01, 2014, 09:29:37 AM
Yep, http://nyazo.jp/tuixkOSx.png
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on November 01, 2014, 11:49:07 AM
Ok ive toned down the damage on the tazer to 1 (as damage amount isnt even needed really), can you try that adn let me know if it helps.

Im not sure what the issue with the stungun is apart from the fact that it should knock people out not kill them, I may tweak this to not "forcedown" and use the way the tazer does as "forcedown" doesnt seem to work right.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: old_sinh on November 01, 2014, 01:36:48 PM
hmm tazer now can't  stun enemy fast ( near 8-9 hit to stun. Pain grow so slow) Stun gun work good.
I think  that need make tazer cd~7-10.
(It's only my opinion no more)
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on November 01, 2014, 01:40:01 PM
Hmm it was 10 ill drop it to 7. Expect update tonight. Ill post when I do it. For now if you feel like it edit the weapons_melee.xml damage amount and see what works best for you.
Title: Re: [MOD] (Alpha 7) More Weapons - Railgun, Landmines, RPG, Flamer, Flaregun, MP5!
Post by: skullywag on November 01, 2014, 04:19:01 PM
Updated as per the above.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 16, 2014, 06:54:54 PM
Update time!

Added a fire extinguisher, not sure its gonna live here forever but its technically a weapon.

Will put out fires in large areas, good for larger buildings with the untouchable middle spot.

Also removed pest zapper as it shuldnt have been in here...yet. I think I can get it working now based on my learnings working on the PurpleIvy mod.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: MaxtheINFINITE on November 17, 2014, 01:39:50 PM
Nice mod skully wag!
I have this more events mod which includes riots.
I saw 'stun gun' in this,so i checked it out!
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Igabod on November 17, 2014, 02:43:38 PM
Quote from: MaxtheINFINITE on November 17, 2014, 01:39:50 PM
Nice mod skully wag!
I have this more events mod which includes riots.
I saw 'stun gun' in this,so i checked it out!

I love the stun gun too. It's a bit OP if you equip all of your colonists with it plus put it on the weapons turrets from another mod that allow  you to mount any weapon. But it's just the right kind of OP if you just want to play a psychopathic organ farm colony. I'm going to have to check out the new release on my next actual game (one where I'm not testing out my current project).
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 17, 2014, 04:04:41 PM
Which bits OP? the accuracy? should i lower it? The cooldown should make it a 1 maybe 2 shot per major firefight gun. Is this not the case? how are people using it? bacon?
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Igabod on November 17, 2014, 04:24:26 PM
Quote from: skullywag on November 17, 2014, 04:04:41 PM
Which bits OP? the accuracy? should i lower it? The cooldown should make it a 1 maybe 2 shot per major firefight gun. Is this not the case? how are people using it? bacon?

It's not overly accurate when you use 1 or 2. But when you have 15 colonists all armed with it and 10 or so turrets with it, the enemies just fall down in a big pile at the entrance to the base and then another pile a short distance later and then a few lucky guys get almost all the way into the heart of my current base before they too fall prey to the stun guns. This isn't really an issue with the code as it is. Just an exercise in moderation.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Kulverstukass on November 18, 2014, 02:08:47 AM
F.extinguisher has a price of 999...999, no way to obtain it except of dev-mode. Easily self-fixable, but still.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 18, 2014, 03:07:44 AM
Lol i forgot i did that. Ill fix it tonight. I played a game after making it but it wasnt complete so i set it to that so it wouldnt show up.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 18, 2014, 04:42:14 PM
Updated to fix the above.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Igabod on November 22, 2014, 07:53:17 AM
I'm just curious as to the uses other people have found for the flare gun. I haven't figured out any use for it just yet, but that doesn't mean there isn't one that someone else has found.

The only thing I could think of to use it for is if there was a mod that added oil slicks which could be ignited when the enemies are on the squares and it sets everybody on fire. But I don't know of any mods which add such a thing. Might be a fun addition to this mod, it would be considered a weapon in my book.

Or maybe a mod with creatures that attack only in the dark and the flare guns are used to kill them. That would probably need to be a separate mod though.

Well Skullywag, if you ever run out of ideas for stuff to do maybe you'll find inspiration in those two that just popped into my head as I was writing the first part of this comment.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 22, 2014, 08:09:45 AM
If you are in darkness and the enemy is in light you get a bonus to shootimg they get a defecit. Exactly one of the reasons flares exist in real life.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Igabod on November 22, 2014, 08:17:24 AM
Quote from: skullywag on November 22, 2014, 08:09:45 AM
If you are in darkness and the enemy is in light you get a bonus to shootimg they get a defecit. Exactly one of the reasons flares exist in real life.

well in that case, I don't think the flares light up enough area for long enough time. Either that or the area they do light up isn't made very noticeable. Though I am still using the version previous to the current one, not sure if flares have been changed at all since then. I forgot to upgrade before I started my current colony, so I still haven't gotten to try out the fire extinguishers yet.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: HBKRKO619 on November 22, 2014, 08:21:14 AM
Hi :)
I think I found a bug.
When I start my game with the "edb prepare carefully" mod, I can't select the fire extinguisher as starting weapon. The problem is that when you first add the fire extinguisher in your mod, it was selectable but disapear at your first upadte after the add.

P.S. : I hope you understand me well, not english native speaker :(
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 22, 2014, 08:37:24 AM
Ill look into it later today.

Igabod i havent looked into core but i imagine the bonus to be pretty small. It hasnt changed since i relewsed i dont think, i can widen the lit area if you feel its too small.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 22, 2014, 10:23:46 AM
Ah HBK i removed the "gun" tag from it so raiders wouldnt spawn with them, youll need to buy them from traders.
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: HBKRKO619 on November 22, 2014, 10:58:08 AM
Ok, I updated the mod and still can't select the fire extinguisher with "edb prepare carefully" mod at the creation of the game.
Anyway, it's not really important, it was just the fact that before the last update, I could begun the game with the extinguisher with "prepare carefully" mod, so I thought it was a bug ^^
Make the fire extinguisher not a weapon is a really good thing, it never happened to me but seing a raider coming with it would have been hilarious xD
Thx skullywag :)

EDIT :  Oh, I just understood the situation, sorry my bad -_- It was normal that I can't select the extinguisher in prepare carefully mod because it's not a weapon anymore -_- And I thought I was quite good in english xD
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on November 22, 2014, 11:02:32 AM
Thing is it still makes blood pools when it hits a pawn, doesnt hurt them just makes them bleed everywhere lol, this will be addressed for Alpha8, ill be adding a cold based damage to it, it wont do much but if youre cornered it could save you!
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Clibanarius on December 14, 2014, 06:38:09 AM
Skully! You seem to have dropped off the earth, our friend! How, if I may ask, is the updating for Alpha 8 progressing? :)
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: skullywag on December 14, 2014, 09:20:21 AM
Its all done, real life works been a bit manic recently expect updates tonight/tomorrow night. Just need to sort my repo out as ive restructured everything into single mods (from this mod especially).
Title: Re: [MOD] (Alpha 7) More Weapons - NEW FIRE EXTINGUISHER!
Post by: Clibanarius on December 14, 2014, 09:54:38 AM
Oooh, most excellent. I can't wait to have hidden power conduits available again!
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on December 17, 2014, 05:33:59 PM
ok peoples ive found a few mins ot get a couple of updates out, first up MoreWeapons has been splitup into individual mods as per the new OP (and title), go nuts!

Ive been faffing with these quite a bit, so if anythings broke in the uploads let me know, splitting it up is nice but gets harder to manage so I may have wrong versions and stuff.

Enjoy!
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: john pretzel on December 18, 2014, 12:25:48 PM
Excellent mod  ;D
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: rizay on December 18, 2014, 12:55:21 PM
I love this mod!
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: T-Wrecks on December 19, 2014, 01:54:13 AM
Bug detected!
When I try and install just the RPG all the other weapons and gadgets attempt to come as well. Though not very well. Throws up errors and gives weird looking red boxes with crosses for all the other weapons which I havn't installed and hence do not have the files for. How is this possible?
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on December 19, 2014, 07:21:12 AM
Bah think the wrong version of that one was uploaded. Will sort tonight.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on December 20, 2014, 08:33:09 AM
sorry took longer than expected, RPG updated.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Kilderon on December 20, 2014, 09:29:02 PM
Was wondering why the MP5 came so cheaply:

<defName>Gun_Mp5Gun</defName>
      <label>MP5</label>
      <description>A 9mm submachine gun.</description>
      <graphicPath>Things/Weapons/Mp5</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
      <soundInteract>InteractAssaultRifle</soundInteract>
      <tradersCarry>True</tradersCarry>
      <baseMarketValue>300</baseMarketValue>


Pretty sure that last tag has been changed to use <MarketValue> inside <statBases>
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Ded1 on December 21, 2014, 03:37:37 AM
I cant wait to get your thermite bomb back,  I used that thing so much to make bases that were entirely inside mountains (including solar panels and trade beacons)
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on December 21, 2014, 07:57:47 AM
thermite bomb wasnt in this mod, but i will be putting it here soon.

Thanks Kilderon, must have missed that one.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: wileama on December 27, 2014, 05:26:56 PM
Hey tip of my hat to you. This is some really nice work. That being said I've found a few issues with the Taser. First of all it only ever costs fifty cents, and combat traders have about 2000 of the things. Second the Taser has killed more people then it's stunned. I don't know what the deal is, but it's pretty OP at the moment.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Ded1 on December 27, 2014, 05:46:48 PM
I know the thermite wasnt in this pack, however i figured since this pack is about weapons, tool, and trinkets, it would end up here.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: 42BelowVodka on January 05, 2015, 10:25:32 AM
downloaded the FireExtinguisher but cant find it in game, its added at the stockpile but cant find where to get it, cant build it anywhere and cant buy it from traders
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 05, 2015, 11:48:38 AM
Should be carried by weapon traders. Its gonna be pot luck if they appear. Anyone confirm if theyve bought one from a trader?
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: rrooster on January 05, 2015, 02:53:44 PM
Quote from: 42BelowVodka on January 05, 2015, 10:25:32 AM
downloaded the FireExtinguisher but cant find it in game, its added at the stockpile but cant find where to get it, cant build it anywhere and cant buy it from traders
Quote from: skullywag on January 05, 2015, 11:48:38 AM
Should be carried by weapon traders. Its gonna be pot luck if they appear. Anyone confirm if theyve bought one from a trader?

I could swear I've seen one on a trader, but I didn't buy it because priorities.

Also, I once bought 32 tazers because they cost only 0.5 per unit. Their resale value was a big fat 0. Kinda felt the prices were bugged, but not sure as never got to use one and have no idea of their effectiveness.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Igabod on January 05, 2015, 03:04:58 PM
Quote from: rrooster on January 05, 2015, 02:53:44 PM
Quote from: 42BelowVodka on January 05, 2015, 10:25:32 AM
downloaded the FireExtinguisher but cant find it in game, its added at the stockpile but cant find where to get it, cant build it anywhere and cant buy it from traders
Quote from: skullywag on January 05, 2015, 11:48:38 AM
Should be carried by weapon traders. Its gonna be pot luck if they appear. Anyone confirm if theyve bought one from a trader?

I could swear I've seen one on a trader, but I didn't buy it because priorities.

Also, I once bought 32 tazers because they cost only 0.5 per unit. Their resale value was a big fat 0. Kinda felt the prices were bugged, but not sure as never got to use one and have no idea of their effectiveness.

I haven't seen any fire extinguishers in the game yet, but I played my first game with it installed last night and only got 2 weapons dealers in the whole 6 hours (that was supposed to be only one hour) of play time. I'm planning on doing another run tonight and I'll spawn in a couple traders just to try and see if I can find it in there.

As for tazers, they are VERY effective. Usually one hit from a tazer wielder takes an enemy down. You just have to strategically place your tazer guys so they don't get shot in the face before they get in close enough to taze the crap out of some dude.

The Stun Gun however seems to have been nerfed by a lot though. The aim time between shots takes FOREVER. And the accuracy seems to be way down too but that could have been due to the fact that the guy I used them on last night kept moving around to find cover any time I moved my guys into better positions to shoot him. I would have ended up just taking a pistol guy out there but the only pistol wielder was in the hospital with the plague at that time. In the end it took well over 5 minutes and probably closer to 10 for 2 stun gunners to finally stun one guy with a pistol. In alpha 7 (the last time I actually used the stun guns) they seemed to be a lot more effective than they did last night.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 05, 2015, 03:07:21 PM
I need to revisit this....too busy playing with PODs....*grin*  (no im not telling...)  :p
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: rrooster on January 05, 2015, 03:18:40 PM
Quote from: Igabod on January 05, 2015, 03:04:58 PM
Quote from: rrooster on January 05, 2015, 02:53:44 PM
Quote from: 42BelowVodka on January 05, 2015, 10:25:32 AM
downloaded the FireExtinguisher but cant find it in game, its added at the stockpile but cant find where to get it, cant build it anywhere and cant buy it from traders
Quote from: skullywag on January 05, 2015, 11:48:38 AM
Should be carried by weapon traders. Its gonna be pot luck if they appear. Anyone confirm if theyve bought one from a trader?

I could swear I've seen one on a trader, but I didn't buy it because priorities.

Also, I once bought 32 tazers because they cost only 0.5 per unit. Their resale value was a big fat 0. Kinda felt the prices were bugged, but not sure as never got to use one and have no idea of their effectiveness.

I haven't seen any fire extinguishers in the game yet, but I played my first game with it installed last night and only got 2 weapons dealers in the whole 6 hours (that was supposed to be only one hour) of play time. I'm planning on doing another run tonight and I'll spawn in a couple traders just to try and see if I can find it in there.

As for tazers, they are VERY effective. Usually one hit from a tazer wielder takes an enemy down. You just have to strategically place your tazer guys so they don't get shot in the face before they get in close enough to taze the crap out of some dude.

The Stun Gun however seems to have been nerfed by a lot though. The aim time between shots takes FOREVER. And the accuracy seems to be way down too but that could have been due to the fact that the guy I used them on last night kept moving around to find cover any time I moved my guys into better positions to shoot him. I would have ended up just taking a pistol guy out there but the only pistol wielder was in the hospital with the plague at that time. In the end it took well over 5 minutes and probably closer to 10 for 2 stun gunners to finally stun one guy with a pistol. In alpha 7 (the last time I actually used the stun guns) they seemed to be a lot more effective than they did last night.

A stun gun, together with a freaking flamethrower, featured prominently (against me) when some space soldiers woken from deep sleep overran my latest colony (there is a written account about it in the stories section of the forum).
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: shenzya on January 05, 2015, 06:12:37 PM
from combat supplier  : http://imgur.com/tdPwhE9

pssssshhhhhhhh  : http://imgur.com/5gcBwOR
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 05, 2015, 07:23:17 PM
Quote from: shenzya on January 05, 2015, 06:12:37 PM
from combat supplier  : http://imgur.com/tdPwhE9

pssssshhhhhhhh  : http://imgur.com/5gcBwOR

Does he get frostbite damage?
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: shenzya on January 05, 2015, 10:35:24 PM
yep , something like 15-20 hits for 1 damage each (frosbite damage)
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 06, 2015, 02:58:38 AM
Ok so that ones working as intended. Well if it puts out large fires that is....
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Grizzlyadamz on January 06, 2015, 03:36:16 AM
Hm, does the railgun destroy gear? How would I go about preventing that?

Poking around in the mod files (before even trying it out..) and I'm getting the feeling it uses some of that fancy DLL stuff. And I can't into DLL stuff...
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 06, 2015, 04:04:23 AM
Yep it vaporizes. If it hits, the pawn and everything they own go poof.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Shinzy on January 06, 2015, 05:53:25 AM
Quote from: skullywag on January 06, 2015, 04:04:23 AM
Yep it vaporizes. If it hits, the pawn and everything they own go poof.
Is best used against centipede mechanoids =P
(and it felt veeery cheaty as I found out)

Edit: Oh and the picture of spraying fire extinguisher foam on the tribal makes me so happy.. ohh
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: ZozZ on January 06, 2015, 06:32:19 AM
help skullywag i tried to change the file BaseDamageTypes in the railgun mod to make not vaporize targets and now the bullets just go through everything

Quote<?xml version="1.0" encoding="utf-8" ?>
<DamageTypes>

  <DamageTypeDef Name="LocalInjuryBase" Abstract="True">
    <workerClass>DamageType_AddLocalInjury</workerClass>
  </DamageTypeDef>
 
  <DamageTypeDef ParentName="LocalInjuryBase">
    <defName>Bullet</defName>
    <label>bullet</label>
    <harmsHealth>true</harmsHealth>
    <incapChanceMultiplier>100</incapChanceMultiplier>
    <hasForcefulImpact>True</hasForcefulImpact>
    <interruptJobs>true</interruptJobs>
    <makesBlood>true</makesBlood>
    <externalViolence>true</externalViolence>
    <deathMessage>{0} has been shot to death.</deathMessage>
     <healthDiff>Gunshot</healthDiff>
    <healthDiffSkin>Gunshot</healthDiffSkin>
    <healthDiffSolid>Shredded</healthDiffSolid>
    <harmAllLayersUntilOutside>false</harmAllLayersUntilOutside>
    <impactSoundType>Bullet</impactSoundType>
    <armorCategory>Sharp</armorCategory>
  </DamageTypeDef>

</DamageTypes>
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 06, 2015, 11:47:20 AM
Just change the projectile on the weapon to not use the railgun projectile and use charge lance projectile or something. If youre still having issues ill take a look when im home later.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Grizzlyadamz on January 06, 2015, 04:09:14 PM
Ah ok, so it's just tied to the projectile. Ty skully!
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: ZozZ on January 06, 2015, 05:48:42 PM
Quote from: skullywag on January 06, 2015, 11:47:20 AM
Just change the projectile on the weapon to not use the railgun projectile and use charge lance projectile or something. If youre still having issues ill take a look when im home later.

i want to keep the projectile and just make it not vaporize targets, i tried to edit the Projectile_RailGunBullet.cs file and made the projectiles hit it targets but it doesn't damage them
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 06, 2015, 07:04:23 PM
Just change this line in the weapons def:

<projectileDef>Bullet_RailGun</projectileDef>

to a different bullet (the one from the charge lance is pretty close) to remove the vaporize would need a dll change and youd need to set up a damage def and apply to the hit target.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Grizzlyadamz on January 07, 2015, 01:56:35 AM
I imagine you could also make a duplicate of the charge-lance to adjust it.
From mods/core/defs/thingdefs/weapons_guns:
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_ChargeLance</defName>
    <label>charge lance shot</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>

I'd hazard you could copy-paste this into Railgun's weapons_guns xml file, and replace the name with what you'd like before adjusting the damage & accuracy.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: ZozZ on January 07, 2015, 02:06:36 AM
Quote from: Grizzlyadamz on January 07, 2015, 01:56:35 AM
I imagine you could also make a duplicate of the charge-lance to adjust it.
From mods/core/defs/thingdefs/weapons_guns:
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_ChargeLance</defName>
    <label>charge lance shot</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>

I'd hazard you could copy-paste this into Railgun's weapons_guns xml file, and replace the name with what you'd like before adjusting the damage & accuracy.
I've already tried that, it just change the bullet texture to match the charge lance one, what i want to do is disable the insta kill vaporize bullet and make it a normal bullet
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Grizzlyadamz on January 07, 2015, 05:44:27 AM
Worked for me- pasted both that & the BaseBullet template into the mod's XML, then changed the projectile the railgun uses as Skully suggested.

So
The BaseBullet template goes just below the RailgunBullet 'template'
 
  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>


The actual Bullet the railgun will be firing, 'Bullet_RG' being a renamed Bullet_ChargeLance, goes just below the bullet it normally fires, Bullet_RailGun
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_RG</defName>
    <label>Railgun slug</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>


You need the 'parent' BaseBullet in the XML file as the Bullet_ChargeLance we've renamed to Bullet_RG needs it- it's what the vaporize effect is attached to, (or rather, not attached to).


And then you change
<projectileDef>Bullet_RailGun</projectileDef>
to
<projectileDef>Bullet_RG</projectileDef>


Voila!
Don't forget to tweak the damage, range & accuracy values to your liking. Perhaps up the projectile speed to make it more 'railgun-y'.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: BinaryBlackhole on January 07, 2015, 04:57:06 PM
Are mechanoids stun proof.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: ZozZ on January 07, 2015, 07:21:49 PM
Quote from: Grizzlyadamz on January 07, 2015, 05:44:27 AM
Worked for me- pasted both that & the BaseBullet template into the mod's XML, then changed the projectile the railgun uses as Skully suggested.

So
The BaseBullet template goes just below the RailgunBullet 'template'
 
  <ThingDef Name="BaseBullet" Abstract="True">
    <category>Projectile</category>
    <tickerType>Normal</tickerType>
    <altitudeLayer>Projectile</altitudeLayer>
    <thingClass>Bullet</thingClass>
    <label>bullet</label>
    <useStandardHealth>False</useStandardHealth>
    <neverMultiSelect>True</neverMultiSelect>
    <shaderType>Transparent</shaderType>
  </ThingDef>


The actual Bullet the railgun will be firing, 'Bullet_RG' being a renamed Bullet_ChargeLance, goes just below the bullet it normally fires, Bullet_RailGun
  <ThingDef ParentName="BaseBullet">
    <defName>Bullet_RG</defName>
    <label>Railgun slug</label>
    <graphicPath>Things/Projectile/ChargeLanceShot</graphicPath>
    <graphicClass>Graphic_Single</graphicClass>
    <shaderType>MotePostLight</shaderType>
    <graphicOverdraw>true</graphicOverdraw>
    <projectile>
      <damageDef>Bullet</damageDef>
      <damageAmountBase>27</damageAmountBase>
      <speed>120</speed>
    </projectile>
  </ThingDef>


You need the 'parent' BaseBullet in the XML file as the Bullet_ChargeLance we've renamed to Bullet_RG needs it- it's what the vaporize effect is attached to, (or rather, not attached to).


And then you change
<projectileDef>Bullet_RailGun</projectileDef>
to
<projectileDef>Bullet_RG</projectileDef>


Voila!
Don't forget to tweak the damage, range & accuracy values to your liking. Perhaps up the projectile speed to make it more 'railgun-y'.

this did work thanks grizzly
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Arcadium on January 10, 2015, 08:26:40 PM
Umm, my tazer killed someone. Like straight up killed not spasm killed. Is that supposed to happen?
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: dareddevil7 on January 10, 2015, 09:19:21 PM
Quote from: Arcadium on January 10, 2015, 08:26:40 PM
Umm, my tazer killed someone. Like straight up killed not spasm killed. Is that supposed to happen?


Must have hit them in the brain, anything to the brain brings it down to 5, the next hit kills, you can only survive being shot in the head once
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 11, 2015, 03:32:17 AM
i need to go over the non lethals, im doing some playtesting of my own currently to find the right balance.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Skay24 on January 11, 2015, 12:51:55 PM
Quote from: skullywag on January 11, 2015, 03:32:17 AM
i need to go over the non lethals, im doing some playtesting of my own currently to find the right balance.

Hi, got question, great mods, but i can't haul  the stun grenades (no empty place configured to store it)
I can only equip but that's all i can do with them. Can you help...
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 11, 2015, 03:18:28 PM
lol i just fixed this from my playtesting, they are missing a weapon category, cant update currently. if you want to fix it now though, check the core frag grenade and copy the missing category over, should be easy to spot the diff. ill get an update up soon.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Skay24 on January 12, 2015, 04:54:40 AM
Quote from: skullywag on January 11, 2015, 03:18:28 PM
lol i just fixed this from my playtesting, they are missing a weapon category, cant update currently. if you want to fix it now though, check the core frag grenade and copy the missing category over, should be easy to spot the diff. ill get an update up soon.

Can you write what im missing, just can't find it
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 17, 2015, 05:04:23 AM
Added a Tomahawk, a thrown weapon that needs to be picked back up once thrown, does massive cut damage if it hits. Thanks to mrofa for the texture. Let me know if it has any issues, havent play tested it much.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: Facepunch on January 20, 2015, 06:53:39 PM
Outstanding, great work. Nothings really OP, just incredibly useful.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: SilverDragon on January 21, 2015, 02:44:35 AM
Very useful indeed! I've been secretly poking at the fire extinguisher though, I'm curious to see if it could be made into an actual firefighting tool. :D There's the workgivers on fires, jobs for firefighting and beating out fire. Maybe the Fire Extinguisher could be incorporated into having the colonists use it to attack flames automatically when equipped instead of having to draft and force-shoot the flames...
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on January 21, 2015, 02:52:01 AM
Well im actually looking into job drivers and workgivers at the moment on my auto/self healing mod. Hopefully if i can wrap my head round that magic i can attempt the above.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: SilverDragon on January 21, 2015, 11:15:47 AM
Cool! I hope you figure it out :) Lots of fun things to be done with that!
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 11, 2015, 03:06:35 PM
Finally added my shaped charge mod from my MoreDeco mod. This allows roof removal.
Title: Re: [MOD] (Alpha 8) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 16, 2015, 12:24:42 PM
Will be adding my blasting charges mod (my first ever mod) back here tonight.

Original here:
https://ludeon.com/forums/index.php?topic=6011.0
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 18, 2015, 06:29:38 PM
All bar the landmine updated to Alpha9, Landmines will follow once I work out a quirk from the update.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: HBKRKO619 on February 18, 2015, 07:13:02 PM
Thanks Skullywag :)
But it's me or the "Non-Lethals" part as not been updated to ?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Mithradates on February 18, 2015, 10:51:34 PM
Just an FYI, you have Stun Gun and Tazer backwards. Paradoxically, a 'Tazer' is the brand-named version that looks like a gun. The 'Stun Gun' is the little box looking thing that requires you to actually make contact with the target.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 21, 2015, 03:44:36 PM
update for EdB prepare carfefully, please redownload if youre using that mod.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 22, 2015, 12:34:22 PM
small tweak to the mp5 texture to bring it more inline with cores new textures, its nowhere near perfect butmi feel its an improvement, it also looks better ingame. The old one still there if you want it.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: shade88 on February 22, 2015, 03:53:23 PM
Getting an error, something about failing to cross-reference the Spasm Damage type for projectile properties?

Edit: Just noticed the download link for Nonlethals hasn't been updated since December. :P
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 22, 2015, 04:04:18 PM
hmm lemme check.

edit - try it now.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: shade88 on February 22, 2015, 04:12:22 PM
...? It's still the December version. Tried it out anyway, got the same errors. ???

Edit: Tried getting a screenshot.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: majesty on February 22, 2015, 04:14:39 PM
this doesnt work with edb prepare carefully. when i load the mod and start a new colony, instead of showing the screen where it lets me prepare it crashes back to main menu.if i try again, edb does not show up. this is using the non lethal weapons mod. please fix!
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 22, 2015, 04:15:47 PM
im on it.

edit - got it i think, mediafires being weird. Try again.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: shade88 on February 22, 2015, 04:24:12 PM
Yay! It worked! ;D

...Well, kinda. The Spasm error's gone, but now it has an issue with the gun category?  ???

I'd say this might have been caused by another mod, except it only appeared after trying the fixed Nonlethals.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 22, 2015, 04:25:13 PM
good lord i really cocked this up....2 secs..

edit - try now, it was missing a stuff category im using for my omniturrets mod so you can use the gun on a turret.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: shade88 on February 22, 2015, 04:31:38 PM
First time since Alpha 9 I've loaded it up without a debug error! ;D

Thank you!
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: InfinityKage on February 25, 2015, 12:49:43 AM
Found a hilarious glitch mate. When I throw the Tomahawk the pawn will then throw another Tomahawk before relized it does not have any. Resulting in two Tomahawks on the ground. On a whim I installed the Tomahawk into an automatic weapons base during an enemy attack. Long story short... I have like 2000 Tomahawks now...
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Etherdreamer on February 25, 2015, 05:07:11 AM
First, I really like your non-lethals mod, The simple Tazers are powerfull weapons if you manage to get close to your target, I mostly use them for give my workers a defense if the enemies manage to broke my doors.

I like to test other stuff but I will really like pack all the mod in just one file (my game have a lot of mod right now I the list is starting to get too long).

Can I pack all of the separated stuff inside one and just one folder? I don�t know nothing about coding so I need to ask first if I just can dump the folders inside others without the risk of damage something?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on February 25, 2015, 02:13:10 PM
yep if you combine all the folders it should work (if a filename conflicts just rename one, the names arent important). If it doesnt let me know and ill put together a pack for you.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: MsMeiriona on February 28, 2015, 11:05:13 PM
Ok, so, the taser is craftable on the smithing bench, but there's no way to craft a stun gun. So getting a high quality one is left up to chance with traders. *sadface*
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 01, 2015, 02:53:51 AM
Same as core with ranged vs melee, all guns are chance based.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: MsMeiriona on March 01, 2015, 10:19:26 AM
yeah. Kinda sad since taser vs stun gun feel like the same thing. Any way it could be added to the machining bench or something?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 01, 2015, 10:23:24 AM
ill have a think about it.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 06, 2015, 02:37:11 PM
Just realised I hadnt uploaded the new landmines DERP!!! all updated now. Sorry!
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Timber on March 06, 2015, 06:49:24 PM
How about an all in one archive?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 06, 2015, 07:00:56 PM
Check the OP again I PROMISE i didnt just add a link and its been there the WHOLE time ;)
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Kilroy232 on March 07, 2015, 04:27:47 AM
I am a little late to the party but shaped charges that remove roof are an awesome little toy, I look forward to using them.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 09, 2015, 04:33:23 PM
bean bag shotgun added to non lethals. Uses the stun damagedef. My point for this was to allow you to hold a pawn in place while your tazer/stungun squad go get close. Basically a more accurate less area effect sun grenade. Ive also tweaked the stungun and tazer, expect them to be much more consistant (slightly less OP) in terms of incapping, about 3 hits will take down most stuff. Im still not sure on the stungun needing a few hits as it has a long warmup...ill probaby redo this at some point.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: PKGameOnly on March 12, 2015, 01:57:12 PM
Quote from: skullywag on March 09, 2015, 04:33:23 PM
bean bag shotgun added to non lethals. Uses the stun damagedef. My point for this was to allow you to hold a pawn in place while your tazer/stungun squad go get close. Basically a more accurate less area effect sun grenade. Ive also tweaked the stungun and tazer, expect them to be much more consistant (slightly less OP) in terms of incapping, about 3 hits will take down most stuff. Im still not sure on the stungun needing a few hits as it has a long warmup...ill probaby redo this at some point.

I love the fact that I am able to get non lethal weapons into my game, but I would rather prefer the Stun Gun to work the first time.  I have never heard of a stun gun not working unless the (human) was on drugs or very very large body type that would take more than 1 stunning to get him down.  Stun guns should not be considered OP at least not if you want to capture a person, some enemies are not work capturing if when you get them back home you find out that they are 99% diff to recruit.

My Question to you Skully is "is there a way I for my own personal game get those numbers up so the stun works 100% all the time"?   Bean bags I am ok in not working all the time, but I would like to see the stun always be accurate IMO.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 12, 2015, 01:59:23 PM
Yep in the hediff for spasm up the pain to 100. Thatll put em on their arse instantly...if it hits.

Edit - meant spasm not stun. It will effect the tazer also. The grenades and shotty use stun so not effected.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 15, 2015, 05:54:35 AM
Redid the mp5 texture again, im FINALLY happy with it, i use it in my games a lot, it seems to end up being my go to weapon for the majority of my colonists.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 15, 2015, 01:53:29 PM
added a few more guns ive had lying around.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: daft73 on March 15, 2015, 02:52:44 PM
Thanks for your time and effort skullywag, going to try some of these out.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Kastuk on March 16, 2015, 12:04:15 PM
I love tasers! For peaceful hunting and stuff... Sadly, I can't drag&butcher shocked cattle alive, like in real. Hmm, but humans can be, on medbed...
But spasms is so powerful. What about discharging?
Maybe, beans can make some damage, like bruises.
Extinquisher mod doesn't work. Concerned, can it be useful for cooling interiors...
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Iwillbenicetou on March 16, 2015, 12:32:29 PM
Aaaah! Can you please condense the folders when you download all the stuff? It's really annoying. :P
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: RatedM4everyone on March 16, 2015, 01:42:54 PM
Quote from: skullywag on March 09, 2015, 04:33:23 PM
Im still not sure on the stungun needing a few hits as it has a long warmup...ill probaby redo this at some point.

What if instead of the 10s warmup it had a 10s cooldown? Starts fully charged, but long recharge time if you miss. Having the colonist or raider wait outside of cover while he "aims" for ten seconds will invariably get them killed. I have faced waves of pirates with nothing but stun guns, and still managed to kill them all without a single colonist incapacitated.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 16, 2015, 01:49:53 PM
If i do it on cooldown the pawn wont move even if forced until the cooldown is over. This is to stop you moving your pawn after firing and resetting the cooldown instantly. I will however have a play with the numbers now that it takes 3 shots or so to incap.

Ill condense the all link soon.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Saularian on March 16, 2015, 04:50:49 PM
Hi Skullywag, love your mods :)

I was trying out the stun-gun and noticed it did not incap, just stun. So went sniffing around the coding and found the damagedef was set to stun. So I changed that to spasm so it does the same damage type as the tazer. Now, it does incap around 2/3 out of 10 but the other times it usually instakills (less then lethal, just not non... :D)
The way the code looks now :

- <ThingDef ParentName="StunGunBullet">
  <defName>Bullet_StunGun</defName>
  <label>StunGun bullet</label>
  <graphicPath>Things/Projectile/Spark</graphicPath>
  <graphicClass>Graphic_Single</graphicClass>
- <projectile>
  <flyOverhead>false</flyOverhead>
  <damageDef>Spasm</damageDef>
  <DamageAmountBase>20</DamageAmountBase>
  <Speed>20</Speed>
  </projectile>
  </ThingDef>


As I'm currently looking to build a beam-weapon with a stun variant, this could help me get into the right direction on that one. I remember it working like a charm in A8 but dpn't have those files anymore.

BTW: Love the railgun, it's a very "clean" weapon  8)...
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 16, 2015, 05:18:57 PM
hmm thought id changed that....spasm is set to pain 30 or something once you hit 100 pain you go down, hence the incap, it shouldnt kill...i could go back to doing this in dll but id assumed that this worked...ill re-look into this. Thanks for letting me know.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Saularian on March 16, 2015, 07:12:52 PM
I'm tinkering with it a bit at the moment, trying to get it overpowered but non-lethal. Strange thing is, it is 100% non-lethal to animals, for as far as i tried it... Currently firing at 1 speed 1 damage and 101 pain, It works 10/10 on own colonists, but with a 3% of blood loss, and hostiles are still insta killed... blood loss 100% so I'll be tinkering with the hedidef and damagedef a bit now.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 16, 2015, 07:33:56 PM
Can you set the damage to 0?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Saularian on March 17, 2015, 08:10:33 AM
Tried that, 0 does what it says, zero ;) No effect. Tried different values, to no availl, it even seems that at 1 pain per damage there seems to be a high chance of instant death due to 100% bloodloss. I've been sifting through the core files looking for something that could cause such a catastrophic event. It looks like somehow the painthreshhold of 100 seems to be a hard line in the sense that if it goes beyond that it turns into 100% bloodloss. Somehow using pain as the incap method seems legit, although somehow pain can kill. I don't know if there is way to make a weapon affect consciousness instead of pain (like in using the anesthetic coding, a tranq-gun for range, a sedative for melee) or if the incap point for pain be set to 50% or 75% as the system seems to calculate that if a pawn is hurting that much (100%), it most probably is fatally wounded and should be dead. But, I'm barely scratching the surface of even the simplest coding, and am probably far from implementing something like this, if it is even possible without rewriting/editing the core codes.

BTW: I did implement the "vaporise" damagedef to a beamweapon... It's like a magic wand that makes pawns go *poof*, now just looking how to add an after effect (like some kind of smoke) and how to get it to work as standalone :)
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 17, 2015, 12:55:16 PM
Im think perhaps the stungun and tazer should go back to being C# coded instead of using hediffs....might be easier to control....ill have a think. I would wait until A10 before trying anything complex with motes (like adding your own) Tynans done some work in this area for us modders. I did have a pink mist texture (might even still be there) i was going to use but adding your own motes is funky currently.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 21, 2015, 04:17:20 PM
bit of a texture update while im making new weapons, not 100% happy with them but ill adjust as i go.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Dragoon on March 22, 2015, 01:43:39 AM
Why are the weapons in resources?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 22, 2015, 06:34:22 AM
resources? all my weapons get made into stuff to allow them to be construction ingredients in my omniturret, it should have no impact on the game or the categories if you dont use omniturrets. I see all my weapons under weapons ranged in the category list, where are you seeing them, or am i misunderstanding the issue.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: HBKRKO619 on March 22, 2015, 07:25:20 AM
They appear in the ressource part in the EDB prepare carefully mod ^^
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 22, 2015, 08:49:39 AM
ah yes, this is due to the way EdB looks for items and splits them into categorys, he looks for weapontags only after hes sorted everything else, due to guns being stuff in my weapons it categorises them as resources even though the main game doesnt. Not really my issue and not really anything I can do about it. I am doing something slightly edge case so I dont expect EdB to fix this as no one else will be doing this. You can ask him though if it bugs you that much. :)
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Dragoon on March 22, 2015, 01:31:48 PM
Nah it's all good just wanted to know if anyone else had that problem it doesn't bug me 8)
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Tequilas on March 22, 2015, 05:40:39 PM
Wonder if ShapedCharge will take the place (if big enough) of any big props, such as: roof on a building, mountain?

This question may have already been answered.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 22, 2015, 05:42:00 PM
sorry not sure i understand, the charge will remove ALL roofs, you may just need multiple.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Tequilas on March 22, 2015, 05:46:14 PM
Okay, thanks for the reply!

I'll keep my ears open for future updates!
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: dareddevil7 on March 22, 2015, 06:46:39 PM
when i look at the file for the RPG and the commonness is 1, i feel worried
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 22, 2015, 07:16:04 PM
Quote from: dareddevil7 on March 22, 2015, 06:46:39 PM
when i look at the file for the RPG and the commonness is 1, i feel worried

The what?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: dareddevil7 on March 22, 2015, 08:45:07 PM
Quote from: skullywag on March 22, 2015, 07:16:04 PM
Quote from: dareddevil7 on March 22, 2015, 06:46:39 PM
when i look at the file for the RPG and the commonness is 1, i feel worried

The what?
commonality, its set to 1, does that mean it shows up alot?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 22, 2015, 08:49:19 PM
where are you seeing this? there is no such flag, its based on value of weapon and tech level of raiders spawned.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: dareddevil7 on March 22, 2015, 08:51:08 PM
Quote from: skullywag on March 22, 2015, 08:49:19 PM
where are you seeing this? there is no such flag, its based on value of weapon and tech level of raiders spawned.
i guess im delusional, also, congrats on your 2000th post!  ;D
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Latta on March 23, 2015, 08:18:10 AM
I must say I really like gun textures! They are fantastic. I'm now trying SA80 and TAR21, maybe MP5 someday.


(http://i797.photobucket.com/albums/yy260/urty5656/_1.png)

One suggestion though: Make them stronger.
Following calculated balance table, both SA80 and TAR21 seems to be way too weak compared to their price.
TAR has similar price, range and accuracy with AR but it is weak at all, even at touch range survival rifle can do 4.28 DPS but TAR only 4.38 DPS. (AR 6.14)
SA80's DPS is worse, it has nothing better than SR, it can only inflicts 2.08 DPS at medium range which it should be the strongest.

(http://i797.photobucket.com/albums/yy260/urty5656/2.png)
So here is detailed suggestion: TAR's damage to 8 from 6, warm-up to 80 from 100 makes it stroger than AR at short range but weaker at long range.
SA80's damage to 20(It costs nearly twice than SR!) solve all, I think. It's still weaker than AR, but it has more accuracy so...


EDIT: A xml bug here. TAR is using AK bullet definition so I keep getting errors of not founding AK bullet.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 23, 2015, 08:32:03 AM
Thanks for the feedback, not sure why the TAR is on 6 it should be 7, I was matching the calibre of the AR at 7 damage and trying to get a better close range weapon over the AR, the SA80 was supposed to be a more accurate AR without the bursts, I can see from the above that this hasnt been acheived, ill take what youve said and make some changes, jumping to 20 damage though im not sure about, if I drop the warmups and cooldowns could I get similar results?
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Latta on March 23, 2015, 09:58:37 AM
(http://i797.photobucket.com/albums/yy260/urty5656/_2.png)

As you said about matching caliber I assumed there will no damage adjustment. So far you need to make it fire really faster to achieve similar damage to AR. SA80 is well, besides its jam problem it's fully automatic right? Thus I think it won't be a problem but it need more range too in my opinion.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 23, 2015, 02:55:55 PM
yeah the sa80 is supposed to be the marksmen rifle, ill boost the range and fire rate (shooting 3 single shot bursts a second is no different to a burst of 3), id like to keep it single shot to keep it bracketed as a mid range marksmen rifle (the gun IRL is extrememly accurate) im trying to figure out alternate firing modes (I can do it but getting the UI to work is tricky). Once I figure that detail out im hoping all my guns will mirror real life in terms of single, semi and full auto.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: curi0 on March 23, 2015, 09:26:21 PM
Thanx a bunch for this, skullywag, I'll make good use of those Charge & Extinguisher!

@Latta: sorry for a bit OOT, but what app did you use for that weapon stats balancing? Thanks!


edit:
Ah, so that's just a spreadsheet.. ok, Imma use those formulas and take another peek at weapons wiki to make one; thanx for the help!
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Latta on March 23, 2015, 09:41:01 PM
Quote from: curi0 on March 23, 2015, 09:26:21 PM
@Latta: sorry for a bit OOT, but what app did you use for that weapon stats balancing? Thanks!

It's MS Excel, but you can make it with free softwares like Google Spreadsheet. It only uses simple fuctions and easy to make, e.g. DPS is Raw DPS * Accuracy while Raw DPS is Damage * Burst shot count / (Cooldown + Warm up * 60 + Burst shot delay * (Burst shot count - 1))

And you can check this inside the game's log menu, though you can't tinker with values.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Latta on March 29, 2015, 07:26:57 AM
Oh, I think you should rotate your gun_top textures by 90 degrees, because...

(http://i797.photobucket.com/albums/yy260/urty5656/screenshot4_1.png)

Your gun(TAR) attached to weapon base is firing from side! Not sure if it's the case for your OmniTurrets, but as all gun textures in game are facing right side, I guess it will be same.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 29, 2015, 07:41:31 AM
hmm either ive randomly fixed this in my local version or something wonky is happening in your version, check the texture if its muzzle is pointing up its correct and what you are seeing ingame shouldnt happen, if the texture is sideways then yeah it shouldnt be, I addressed this issue when i first made the mod so not sure how youre seeing it now.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Latta on March 29, 2015, 09:36:33 PM
I just redownloaded TAR and checked its direction. It is still facing top!
Can't check SA80 because I'm on mobile.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: rditto48801 on March 29, 2015, 11:37:37 PM
Quote from: Latta on March 29, 2015, 09:36:33 PM
I just redownloaded TAR and checked its direction. It is still facing top!
Can't check SA80 because I'm on mobile.

I decided to test this out myself since I was able to get both from merchants.
I am also having both the TAR21 and SA80 are shooting out of their side.
I used dev mode and spawned a number of the turret bases (auto and a manned one) and some weapons from the OP, and mounted weapons like the MP5, RPG, Revolver and RailGun, and all of those also aimed/fired out of the side.
I mount something like a minigun and it points the right direction, using the 'large gun' texture, which also points up.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 30, 2015, 03:51:08 AM
How random. Check in the textures folder is their a dedicated top down graphic?  If there is make sure its pointing north south if its not rotate it in whatever program you have available. Ill upload a fix tonight when im home.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: rditto48801 on March 30, 2015, 09:25:19 AM
Quote from: skullywag on March 30, 2015, 03:51:08 AM
How random. Check in the textures folder is their a dedicated top down graphic?  If there is make sure its pointing north south if its not rotate it in whatever program you have available. Ill upload a fix tonight when im home.

I checked the weapons I tested with, they all have the (weapon name)_top image with the barrel end pointing up.
On a side note, I noticed the RPG_top image looks a little blurry to me for some reason. (using Windows Photo Viewer)

Since the weapons are shooting out of the right side, as is using a default right facing image, despite using the top image, I wonder if it is the weapon base itself or the mod it is from that is the cause of the issue.

Edit
The thing that has me curious are weapons that use the 'generic' images from the turret base itself if they lack their own top texture. Those images point up, and weapons using them have the barrel pointed at the target.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 30, 2015, 10:36:29 AM
So are you guys using my omniturrets mod. That is the only turret mod ive purposefully made them compatible with.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: rditto48801 on March 30, 2015, 10:43:04 AM
I am using the automatic/manned turret bases that came with the Miscellaneous mod.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 30, 2015, 11:19:10 AM
Thatll be why then im guessing it has its textures left to right not up and down but by default if you put a vanilla weapon on a turret itll fire from the side hence i rotated mine for my turret, ill see how haplos done it, he may be looking for top graphic of the same name and doing somethimg funky. Ill check this out tonight and either fix mine or advise haplo how he can fix his.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 30, 2015, 12:51:03 PM
Ok confirmed. Haplo rotates the image in code whereas i just rotate the image. So he rotates my already rotated image. Seeing as my guns are stuff so i can build them all from 1 button and only my guns (and the core ones when using my turret mod) can be used on my turret ill update my end to be more compatible. Thisll probably be for A10 now though so for now rotate all the images sideways and itll work fine if you are using Haplos turret.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: UMK on March 31, 2015, 02:08:28 AM
Due to damned storyteller taser is the most fearsome weapon.Killed a raider like in 5 hits.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on March 31, 2015, 02:17:50 AM
yeah the tazer is being adjusted.....its awesome but just reks everything.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Saularian on April 01, 2015, 09:51:58 AM
Almost forgot, I sniffed around in the source code a couple of days ago and my first guess was in the right direction: the chance for incap is set at 35% and as extreme pain has a 50/50 chance to incap/death or survive the calculation would come down to a 8.75% chance of incapping through extreme pain...  So this would need some C# coding to accomplish the incap effect through pain to work as intended.

I'm currently looking at the coding from the zombie apoc. mod as this implements a high chance of contracting the zombie infection through attacks. If I can find out what makes it tick that way, it could be used, tweaked and edited to be able and use an attack that implements the anesthetic disease-base. I tried it out by altering the woundinfection hediff and added the line for max consciousness to 0.1 to the first stage (minor) and it worked, although it takes a little time before a wound does get infected (even at 100% infectionchance)...

I'll let you know if I find anything, and I'll probably ask on the help forum if anyone has any ideas on this one.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on April 01, 2015, 12:12:09 PM
I already know how to do this in dll infact it was originally done this way but was moved to xml defs for ease. Ive already got it working but im holding all releases/updates for a10.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: dj bnw on April 23, 2015, 07:01:51 AM
For some reason , your alpha 9 shaped charge mod isn't work for me. I am on Alpha 9e and I took a look at your xmls and some tags are outdated??  like <useHitpoints> and <maxHealth>

However the main problem is that the detonate button doesn't work. I have another "shaped charge" mod but I use that for making IEDs and those work fine.

Do you think there is a reason why the detonate button doesn't do anything? I did actually put the files the same folder for compilation sake but I don't think that's the problem.

Thanks!
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: Saularian on April 23, 2015, 07:31:45 AM
Quote from: dj bnw on April 23, 2015, 07:01:51 AM
For some reason , your alpha 9 shaped charge mod isn't work for me. I am on Alpha 9e and I took a look at your xmls and some tags are outdated??  like <useHitpoints> and <maxHealth>

However the main problem is that the detonate button doesn't work. I have another "shaped charge" mod but I use that for making IEDs and those work fine.

Do you think there is a reason why the detonate button doesn't do anything? I did actually put the files the same folder for compilation sake but I don't think that's the problem.

Thanks!

You are not using the the A9 version of skullywags shaped charge. <useHitpoints> and <MaxHitpoints> are introduced into A10, so the .dll and defs are tailored to the alpha 10 source, which is different from the A9 source (some things would work, but a lot won't) but you could have seen that in the debug loggger (yellow and red texts would appear like that it could not find a thingdef in .verse or something like that). Alpha 9 and Alpha 10 don't mix  ;)

Edit: btw, you can find skullywags mods over here: [MODPACK] (Alpha10) Skullywags Pack (https://ludeon.com/forums/index.php?topic=12203.60)
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on April 23, 2015, 12:11:39 PM
Yeah sorry my threads are all messy at the moment. I really have NO time at the moment so i dumped it all in that other thread. I will tidy up when i find time. All my mods for A9 will soon not work I do not hang around on old alphas and do not keep old versions of mods lying about.
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: StephenV25 on July 28, 2015, 09:46:57 PM
hoping this gets updated to a11b
Title: Re: [MOD] (Alpha 9) Skullywags Weapons, Tools and Trinkets
Post by: skullywag on July 29, 2015, 03:16:10 AM
If theres anything (bar the already released stuff and non lethals which ill upload tonight) that people want let me know.
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: Zahlea on August 13, 2016, 01:03:55 PM
Any chance this will be updated to Alpha 14? :)
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: skullywag on August 13, 2016, 07:50:43 PM
no, none, see my other threads.
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: Zahlea on August 14, 2016, 06:16:48 AM
Thank you for replying so quickly although it's an old thread. Was looking for the Fire Extinguisher and did search your other post but failed to find it. Am I just crap at finding stuff or doesn't it exist?
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: skullywag on August 14, 2016, 10:33:51 AM
ah no the fire extinguisher hasnt been updated, ive found i dont use it at all, it might come back, but i need to get all my other mods in order first.
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: bigmac419 on September 01, 2016, 11:41:11 PM
Any way you can update this? Maybe submit it to the steam workshop? Would be awesome!
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: FoxXeL on November 24, 2016, 11:30:44 AM
Are the NonLethals safe to use in A15? Are they save-compatible?
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: Leixous on February 10, 2017, 09:33:20 PM
Can someone update this to A16?
Title: Re: [A9] Skullywags Weapons, Tools and Trinkets
Post by: Soupy Delicious on July 15, 2017, 06:01:04 AM
This mod looks pretty good actually.  There's definitely a place for it among all the rimfires and ce guns expansions.  Some people, like myself, feel that big fat mods like them come wobbling into a salloon, barely fitting through the swinging doors, knocking everything over as they walk.