Well, basically am intending to create a little something like it in the future thus I have no ETA :/
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#2
Releases / Re: [1.0] Ammunition (2019-11-26)
March 03, 2020, 11:46:05 AM
A new 1.1 version is up on git, but it seems to be not that popular.
#3
Releases / Re: [1.0] Degradation (2019-11-26)
February 02, 2020, 05:53:39 AM
Many thanks for doing this!
I will get to updating my mod with more features as I find time. Have been cooperating a lot with OskarPotocki and have not had much time to work on my own mods lately. *sighs* But I will get to it. In the meanwhile, use Geojak's version as it seems to be a stable version!
I will get to updating my mod with more features as I find time. Have been cooperating a lot with OskarPotocki and have not had much time to work on my own mods lately. *sighs* But I will get to it. In the meanwhile, use Geojak's version as it seems to be a stable version!
#4
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
December 27, 2019, 07:07:33 PM
Ah, remove the settings file or have you built a mailbox?
It's not quite clear yet and next patch will improve the implementation.
You can access all version on my git.
It's not quite clear yet and next patch will improve the implementation.
You can access all version on my git.
#5
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
December 25, 2019, 03:38:37 PM
Ah that sucks, yeah the I still have no idea why this happens. Am trying to find the issue and been working on an update lately.
Sadly, there are a few things to do, remove the mod settings file, remove the mailbox. That tends to solve the issue.
Sadly, there are a few things to do, remove the mod settings file, remove the mailbox. That tends to solve the issue.
#6
Releases / Re: [1.0] Ammunition (2019-11-26)
November 26, 2019, 10:02:01 AM
2019-11-26
- Removed option for fetching ammo in mod settings.
- Added Gizmo for pawns to allow fetching ammo automagically or not.
- Redressed pawns should now get some of that juicy ammo if applicable.
- Pawns should be less likely to randomly fetch ammo when hunting.
- Hotfix - Weapons without bullets assigned wont turn UI off.
- Removed option for fetching ammo in mod settings.
- Added Gizmo for pawns to allow fetching ammo automagically or not.
- Redressed pawns should now get some of that juicy ammo if applicable.
- Pawns should be less likely to randomly fetch ammo when hunting.
- Hotfix - Weapons without bullets assigned wont turn UI off.
#7
Releases / Re: [1.0] Degradation (2019-11-26)
November 26, 2019, 10:01:30 AM
2019-11-26
- The used weapon should be damaged correctly in case of multiple possible sources.
- Bullet Matters formula revised to actually do what it is supposed to. . .
- Jamming works again.
- Remade old firing code and fast exits.
- Much sturdier weapon, undamaged weapons won't take any damage even at 100%.
- The used weapon should be damaged correctly in case of multiple possible sources.
- Bullet Matters formula revised to actually do what it is supposed to. . .
- Jamming works again.
- Remade old firing code and fast exits.
- Much sturdier weapon, undamaged weapons won't take any damage even at 100%.
#8
Releases / [1.0] Ammunition (2019-11-26)
November 14, 2019, 04:55:38 AM-Ammunition-
-Description-
I felt there was a need for ammunition as well to make ranged combat and attrition more enticing. I have tried to emit compatibility issues from the get go to let you quickly get into the action.. Mods should automagically get assigned an ammunition type and should it not fir. Use the mod settings to alter things to your liking.
-Features-
- Mod settings where you can tweak many values.
- Ability to tweak what ammo if any should be used per weapon.
- Gizmo to show current ammo count.
- Raiders use ammo and have ammo depending on their primary weapon.
- How much ammo pawns should spawn with.
- Least amount of ammo pawns should always try to carry around.
- Crafting ammo locked behind research.
- A pawn without ammunition will put their weapon in their inventory unless they find a source nearby.
-FAQ & Compatibility-
- Should cause no error upon loading mid-game. Not sure if removing it would cause errors apart from having tons of ammunition disappear.
-Load Order-
It seems that this mod is best loaded before robotic and medical mods although below traits at the lowest.
-Known Issues-
- Visitors might decide to take your ammo cause they are getting low.
-Links-
Ludeon
GitHub
Steam Workshop
Discord
Patreon account
-Special Thanks to-
- Pardeike: cause of his work on Harmony.
- OskarPotocki: For all awesome images.
- Madman666: The his timely aid.
- Trunken: For all that support.
- Chicken Plucket: For the animation and supporting me always.
- Abraxas: For suggesting of the load order!
- Kikohi: For his timely aid!
-Updates-
2019-11-26
- Removed option for fetching ammo in mod settings.
- Added Gizmo for pawns to allow fetching ammo automagically or not.
- Redressed pawns should now get some of that juicy ammo if applicable.
- Pawns should be less likely to randomly fetch ammo when hunting.
- Hotfix - Weapons without bullets assigned wont turn UI off.
-License-
You may use this code as however you want. However, do let me know and give credits due if you do as I'd love to hear about what you've created with it!
#9
Unfinished / Re: [1.0] (WIP) Tenants (2019-11-10)
November 10, 2019, 11:09:37 AM
2019-11-10
- Broadcast is not initially set to true.
- Mod settings updated.
- Wanted pawns are no longer wanted by your faction.
- Courier system where money is delivered through couriers instead of spawning randomly.
- A mailbox to recieve tenancy payments.
- Lowered chance for bounty hunters.
- Asynchronous relations should be fixed.
- Broadcast is not initially set to true.
- Mod settings updated.
- Wanted pawns are no longer wanted by your faction.
- Courier system where money is delivered through couriers instead of spawning randomly.
- A mailbox to recieve tenancy payments.
- Lowered chance for bounty hunters.
- Asynchronous relations should be fixed.
#10
Unfinished / Re: [1.0] (WIP) Tenants (2019-10-16)
November 07, 2019, 02:51:50 AM
Shit, must fix that asap thanks for alerting me!
#11
Unfinished / Re: [1.0] (WIP) Tenants (2019-10-16)
November 06, 2019, 03:34:03 PM
@Kori, that is a really difficult question as you've done pretty much everything right. :O Tried re-downloading and replace the files from git?
I have not done save editing for tenants as I've not had any issue yet but you could try to see if you can find a check for a variable called 'broadcast' where it possibly is set to be true. False means no broadcast is sent thus you should be able to resend it that way by making it false and trying again in game.
If you can go into the dev mode, you check -> Do incident, then find the request for tenancy option and that way forcefully spawn that event. if that does not work, then it's something wrong with the files is my belief.
There has otherwise been no changes yet to broadcasting. However, drop into my discord when you find the time and I will try to find a solution together with you if you need it. ^^
I have not done save editing for tenants as I've not had any issue yet but you could try to see if you can find a check for a variable called 'broadcast' where it possibly is set to be true. False means no broadcast is sent thus you should be able to resend it that way by making it false and trying again in game.
If you can go into the dev mode, you check -> Do incident, then find the request for tenancy option and that way forcefully spawn that event. if that does not work, then it's something wrong with the files is my belief.
There has otherwise been no changes yet to broadcasting. However, drop into my discord when you find the time and I will try to find a solution together with you if you need it. ^^
#12
Unfinished / Re: [1.0] (WIP) Ammunition (2019-10-21)
October 21, 2019, 12:01:17 PM
I'd say no, CE does so much more than adding ammo.
#13
Unfinished / Re: [1.0] (WIP) Ammunition (2019-10-21)
October 21, 2019, 08:13:30 AM
2019-10-21
- Added compatibility mode in mod settings. Any weapon not covered default by this mod uses industrial ammo.
- Updated graphic UI for Category Def.
- Fixed issue with pawns trying to find stacks of ammo but returns a stack that contains an amount lower than least wanted.
- Single Use weapons does not require ammo.
- Added exclusion list for weapons to use ammo.
2019-10-19
-Added check for named laser weapons to not use industrial ammo.
-Instead of dropping weapons, they are added to the inventory. Dunno why I thought dropping weapons was the best way...
-New art by OskarPotocki
-Pawns return to their original position when fetching ammo if in combat or drafted.
-Pawns should not try to fetch new ammo when hunting or whenever their weapon is brought forth.
-Proper Shotguns Patch
- Added compatibility mode in mod settings. Any weapon not covered default by this mod uses industrial ammo.
- Updated graphic UI for Category Def.
- Fixed issue with pawns trying to find stacks of ammo but returns a stack that contains an amount lower than least wanted.
- Single Use weapons does not require ammo.
- Added exclusion list for weapons to use ammo.
2019-10-19
-Added check for named laser weapons to not use industrial ammo.
-Instead of dropping weapons, they are added to the inventory. Dunno why I thought dropping weapons was the best way...
-New art by OskarPotocki
-Pawns return to their original position when fetching ammo if in combat or drafted.
-Pawns should not try to fetch new ammo when hunting or whenever their weapon is brought forth.
-Proper Shotguns Patch
#14
Unfinished / [1.0] (WIP) Ammunition (2019-10-22)
October 18, 2019, 12:31:47 PM-Ammunition-
This mod is a work in progress! Bug reports, feedback, and comments are appreciated!
-Description-
My other mod 'Degradation' cause weapons to jam and degrade with time and use. But I needed something short term as well and that is ammunition. I do enjoy Combat Extended like many but I used it mainly for that ammo. I did not enjoy the fact that I had to find a huge list of mods to make things compatible. I have tried to emit that issue from this mod by making it compatible on the go by simplifying a lot of things regarding real ammuntion. It is to keep things rather lightweight, compatible at the cost of immersion for playability.
-Features-
- Five ammo types (Primitive Ammunition: Industrial Ammunition: Chemical Ammunition: Nitrogen Ammunition: Battery Ammunition)
-Do note that most weapons fall under the primitive/industrial ammunition whereas mods oft delve into other damage types like fire, plasma, nitrogen, shock, stun and electricity. - Mod settings where you can tweak many values.
- Raiders use ammo and have ammo depending on their primary weapon.
- How much ammo pawns should spawn with.
- Least amount of ammo pawns should always try to carry around.
- Crafting ammo locked behind research.
- A pawn without ammunition will drop their weapon unless they find a source nearby. Commence the fist-fight.
-FAQ-
- Should cause no error upon loading mid-game. Not sure if removing it would cause errors apart from having tons of ammunition disappear.
-Compatibility-
- Should be compatible with everything possibly even CE although... why. If there is a weapon that uses a strange damage type not handled by this mod then that weapon won't use ammo. Really simple but I can rather easily patch it if you notify me.
-Known Issues-
- Outsiders might decide to take your ammo.
-Links-
Ludeon
GitHub
Steam Workshop
Discord
-Patreon-
I created a Patreon account since some people have asked for a way to support me!
-Special Thanks to-
- Pardeike: cause of his work on Harmony.
- Madman666: The awesome images
- Trunken: For all that support and images!
-Updates-
2019-10-22
- Fixed freeze after hunting with no ammo.
- Decreased weight from 0.1 to 0.05
- Trial nullcheck for mod settings. Possibly will end the issue of mod setting null exception for a lot of people.
- Removed IsTechHediff
2019-10-19
-Added check for named laser weapons to not use industrial ammo.
-Instead of dropping weapons, they are added to the inventory. Dunno why I thought dropping weapons was the best way...
-New art by OskarPotocki
-Pawns return to their original position when fetching ammo if in combat or drafted.
-Pawns should not try to fetch new ammo when hunting or whenever their weapon is brought forth.
-Proper Shotguns Patch
-License-
You may use this code as however you want. However, do notify me as I'd love to hear if people find use of my code!
#15
Unfinished / Re: [1.0] (WIP) Tenants (2019-10-16)
October 18, 2019, 06:40:34 AM
Thanks for checking out things, I've received multiple reports so there must be something faulty with this update although I have literary no idea what it is. Reason is that it works splendidly for me with mods and without hence my confusion.
What I presume the error is related to is the mod settings as I've done some changes to it due to the new update. So if people could try to remove the Tenant mod settings from the %appdata% folder AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config and test things out then report to me, that'd be great!
What I presume the error is related to is the mod settings as I've done some changes to it due to the new update. So if people could try to remove the Tenant mod settings from the %appdata% folder AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config and test things out then report to me, that'd be great!