Whew, sorry for taking so long but I believe I squashed the reported bugs.
Next up is getting it to work with B18.
Next up is getting it to work with B18.
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Show posts MenuQuote from: Spleenling on October 08, 2017, 01:31:28 AMI plan to fix some bugs this weekend and will try and review Rimsenal.
Has anyone tested this with Rimsenal? I have been watching this Mod with interest but do not wish to install this if it is likely to break existing mods. If not how much XML work would be needed to adapt it?
Quote from: geojak on October 02, 2017, 04:49:55 PM
was playing around a bit with your mod (i like it xD ) i got a red error poping into my console when raided by some guys with molotov cooktails.
I must notify you, your mod breaks frag grneades, molotov cooktails and emp grenades both on enemy raiders and on colonist.
if anyone tries to throw then, then instead it will pop the red error. error wont stop until you drop the grenades on the ground.
ah and by the way. bows and pilas being jammes makes not much sense to me. is it possible to exclude these weapons from jamming? maybe the same way of excluding stuff could be used to fix the grenades bug.
anyway. i hope you see this
edit: i added a little bit of dirty code into your source to exclude grenades and bows from jamming. the way i coded it it doesnt support non vanilla weapons and is quite cpu unoptimised.
this code comes after your turret fix
var X = __instance.verbProps.projectileDef.defName.ToString();
if (X == "Proj_GrenadeFrag" || X == "Proj_GrenadeMolotov" || X == "Proj_GrenadeEMP" || X == "Arrow_Short" || X == "Pilum_Thrown" || X == "Arrow_Great")
{
//Weapon is not a suppost to be jammable.;
return true;
}
if anyone can do it better, please contact me
Quote from: GlitchKs on September 07, 2017, 12:43:27 PMI am terrible at the game so I'm not entirely sure. The base balance is still largely not play-tested but will be tweaked as I get more play time with the mod and any community suggestions.
Looks cool! I just fond this and obviously haven't' played with it yet...
Does this make combat easier as raiders tend to have terrible weapons where as, I tend to have 100% Good (or better)?
Quote from: dburgdorf on September 06, 2017, 10:36:00 AMWhat a nice compliment. Thanks!
This seems brilliant. Some day, when I finally find time to actually *play* RimWorld instead of just working on mods, I'll definitely be adding this to my mod list.
Quote from: XeoNovaDan on September 06, 2017, 10:43:15 AM
I know the feeling burg. Bogged down by mod authoring... and spreadsheet making.
Quote from: faltonico on September 05, 2017, 11:39:31 PMI can't tell if you hate my mod idea or what. But! I've provided settings for nearly every calculation so YOU can tailor the experience to your liking. You can even disable some features by making the percentage chance 0.
I definitely see Tynan including this to the base game in the near future.
The more drama the better /s.
Quote from: Warforyou on September 01, 2017, 12:35:34 PM
Somehow my military grade turrets are out of condition and do nothing with this mod on.
Quote from: Warforyou on September 01, 2017, 12:35:34 PM
Somehow my military grade turrets are out of condition and do nothing with this mod on.
Quote from: XeoNovaDan on August 20, 2017, 05:42:35 PMXeoNovaDan, I liked the idea so much I stayed up late and released v0.2.
Welcome to the community! I'll be sure to check this one out. Makes zero sense that some crappily-made, horrible condition gun can fire perfectly 100% of the time. Speaking of, is a weapon's jamming likelihood also based on condition, or solely quality?
Quote from: XeoNovaDan on August 20, 2017, 05:42:35 PMQuality only at the moment, it does seem to be a good idea to include condition as well though, I'll add that to the road map.
Welcome to the community! I'll be sure to check this one out. Makes zero sense that some crappily-made, horrible condition gun can fire perfectly 100% of the time. Speaking of, is a weapon's jamming likelihood also based on condition, or solely quality?
Quote from: dezuman on August 20, 2017, 05:30:39 PMI've not tried that mod, but I heard it isn't the most compatible mod out there. I will try to take a look at some point.
If you make it work with Combat Extended I'll be sending tons of virtual cookies your way!