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Messages - Alistaire

#31
Bugs / [0.18.1722] Modding: Tool config error checking
January 01, 2018, 11:54:07 AM

  • HediffDef.ConfigErrors doesn't check tools, while ThingDef.ConfigErrors does so. A HediffDef with tools is for example PowerClaw
  • ToolCapacityDef aren't checked for having a corresponding ManeuverDef
  • Because of the last, VerbTracker won't recognize a capacity or maneuver (say on a modded item), rendering the HediffDef/ThingDef without a verb. Because there's no feedback from ConfigErrors, bugs such as these can be difficult to find and even more difficult to fix
#32
Outdated / Re: [B18] Weird Warfare (v1.0.4 27/12/2017)
January 01, 2018, 07:27:35 AM
Nice textures!

You could rename it to Combat Photorealism  ;D
#33
Quote from: Minnigin on December 31, 2017, 04:08:27 PM
backpacks textures are still overlapping

Could you show what you mean by that, like give a screenshot with textures overlapping?
#34
Please download the latest version again

I've tried to address the reported bugs. I can't replicate the antimateriel bullets missing with the latest version. Other than that, the mod menu works again. Some more vanilla weapons have been added to categorization.
#35
Quote from: WereCat88 on November 29, 2017, 03:26:55 PM
I got an issue, when i open the gun list from the mod options menu it just shows a blank box and this error appears in the logs (it repeats itself over and over):
Exception filling window for GunMod.Dialog_GunList: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Single[Char] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at GunMod.WeaponTagCaching.MissingTagString () [0x00000] in <filename unknown>:0
  at GunMod.Dialog_GunList.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I got like 50 mods on but the only other mods related to weapons are Trap Defence and Remote Explosives

EDIT:
I also got Right Tool for The Job, whose tools are technically considered weapons

EDIT 2:
It works if you dont temper with the gun menu, i find that it breaks really easily, if you disable the wrong things it just breaks and sometimes not even a game restart will fix it,

Thanks for the bug report! It's been fixed, please download the mod again from your preferred download location.
#36
Quote from: SpaceDorf on November 29, 2017, 06:23:54 AM
This is the first time I used Rimfire and I instantly fell in love with your Mod Setup Menu.
Freely Selecting which Weapon is allowed while seeing which mod included it is totally awesome.

How difficult would it be to expand it to every ingame item ?

The most difficult part would be making it such that players can't/won't disable things which would cause massive instabilities.

For example, PawnKindDefs require at least one of their weaponTags to exist on a weapon in the game or else they won't spawn in with a weapon. This means that there must be something keeping track of the amount of each weaponTag currently enabled and give feedback whenever any PawnKindDef is unable to spawn in with any weapon.

I'd expect similar problems to exist for several buildings, pawnkinds, pawns, factions, ..
#37
Quote from: carcasshot on November 27, 2017, 06:42:46 AM
hello sorry for my English, but i seems to have a problem with anti materials rifle
here is my logs link:https://gist.github.com/719c5307a96d02a24ea40bfc08be8968
and here is my picture

I can't replicate it, but it might have been because the anti materiel code was written several alphas back. I compiled it again and updated the download locations so it should work. Please download the latest version again.




Quote from: Canute on November 28, 2017, 10:02:51 AM
If you got time and a passion, you can create a speadsheet and add i to the wiki
http://rimworldwiki.com/wiki/Rimfire_(mod)

If anyone is interested, here is a dropbox link for the spreadsheet I used for balancing guns in v2.4.

It has the same DPS curves you see on RimWorldWiki, though it's just the baselines. The curves for different shooter levels (l) can be calculated by multiplying the baseline values (b) by the shooting accuracy (a) at each level to the power distance between shooter and target (d), e.g l = b * a ^ d.
#38
Quote from: fatm3l on November 26, 2017, 02:07:21 AM
i installed the latest version of this mod for b18, after loading my save game. i cant see any weapon crafting in the machining table, even the vanilla weapons are gone. i disable this mod and everything is back to normal, i dont know where is the problem. Do i need to create a new game for this to work?

Either:

1) You have "Weapon crafting" toggled off in Options > Mod Settings > Rimfire 2.4 > Weapon crafting
2) You don't have the research done to craft weapons Smithing > Machining > Gunsmithing > ..
#39




Rimfire v2.4 for Beta 18 released!

Rimfire has been updated to Beta 18. The main feature of the update is that all weapons were rebalanced to have their damage-per-second profile more closely match that of vanilla weapons. Now, carbines are viable in terms of DPS and SMGs were nerfed in terms of damage. Furthermore, three out of four anti-materiel rifles were made uncraftable and more rare. Generally, shorter barrelled weapons now have high short-range DPS and quicker DPS-dropoff and low range, while longer barrelled ones have slow DPS-dropoff or even large increase in DPS as is the case for anti-materiel rifles. The gun menu has been left mostly the same, however missing weapon tags are now listed in a nicer way, using " and " between the last and one-to-last element of the missing weapontags.

Feel free to post feedback on the rebalanced weapons!




On 28/11/2017, some more changes were made:

  • ModCheck is now used for patching depending on the existence of other mods
  • All assemblies were recompiled for B18
  • Mentions of "Rimfire v2.3" were changed to "Rimfire v2.4"




Thanks for reading the update, enjoy Rimfire v2.4!
~ Alistaire
#40
Quote from: Rizel on November 21, 2017, 12:48:11 PM
The best weapon! Thank you for your work, everything is done amazing. Will there be an update for B18? I can't play in new version without  it.

Yes! There are actually very few changes with B18 and I could salvage all of the C# from A17.

I'm currently rebalancing the weapons to have DPS comparable to vanilla weaponry due to some issues XeoNovaDan pointed out via PM.

ETA: before the weekend.
#41
Help / Re: Can FLAC files be used in SoundDefs?
November 18, 2017, 06:34:45 AM
Note that vanilla uses OGG sounds
#42
Help / Re: Accuracy over 1.0?
November 18, 2017, 06:34:19 AM
Turrets have a ShootingAccuracy skill at 0.96. A distance factor is generated 0.96^(distance) so at even relatively low distance, this factor is really small. Then there's weather factors, roof factors. If the target is a pawn, body size plays a role. Any gas between turret and target also changes accuracy. The only factor you're influencing with your 1.0 is the one for equipment.

I think this factor is also limited to 0.0-1.0, but you could go for broke and put in a few million for each of the accuracies and see what happens.
#43
You could do the following:

1) Make a copy of the Def
2) Change those things which are strictly necessary for your mod, e.g add components to the cost
3) Test this def in-game (don't change the defName, this way the game overrides the vanilla def with yours)
4) When all test results are satisfactory, submerge yourself in the wonders of xpathing - there's several guides and threads on the forums and wiki to help you, and if you need someone to tell you what you're doing wrong, there's Discord
#44
Dev team member here,

I would like your thoughts on primitive ammo respawns, there are some ways to balance this:


  • Stone arrows < Steel arrows < Plasteel arrows in terms of respawn chance, such that high resource cost arrows are more re-usable, favouring an early game abundance in high cost arrows while diminishing ammo crafting needs over time.  As these high value resources are used up, low cost arrows must be crafted in large amounts to maintain ammo supply. Plasteel would be the norm (when available) while stone arrows would be the less efficient method used when better resources have run out.
  • Stone arrows > Steel arrows > Plasteel arrows "" "", such that high damage/high resource cost arrows break more often and thus favour a late game resource sink - to get higher damage you need to spend more resources. Plasteel would serve as a buff and stone or steel arrows would be the norm.

Currently, all arrow recipes yield 10 arrows for 1 log, and steel/plasteel arrows require 1 steel/1 plasteel. The lifetime yield of arrows is calculated as 10 / (1 - x) with x the chance they spawn after impact. Suggested is for this lifetime yield to closely match the yield of bullets (about 20--50 per steel, e.g x 0.5--0.8).

Does anyone have a preference/suggestion? Please comment.

As of the latest dev builds and due to your feedback, the first option was chosen.
#45
Mods / Re: Method for Grid Location 1 Higher
November 07, 2017, 01:50:25 AM
Quote from: battlemage64 on November 06, 2017, 06:50:43 AM
Thanks! That's exactly what I needed. One last thing, can it be multiplied? Can I do "base.Position + IntVec3.North * 3" to go 3 spaces up? I'm guessing yes, but I'm not sure.

Yes, and similarly IntVec3.South for (0, 0, -1) == IntVec3.North * -1. If you want to transform the position by like (10,0,-5) it can be faster to create a new intvec using new IntVec3(10, 0, -5).