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Messages - PeteTimesSix

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Releases / Re: [A17] SimpleSidearms
« on: May 20, 2017, 08:09:12 AM »
Any chance you could make Mechanoids not spawn with sidearms?  Or at least limit them to sensible choices, or make them not do stupid things with them.  I just opened an Ancient Danger, and three Centipedes rushed me with...wait for it...plasteel shivs.  Even though all three of them had Inferno Cannons, they came slithering over at half a mile an hour, trying to shank me with their space toothpicks.  I was able to kill all three before they reached me, using two really bad shooters with bolt-action rifles.  Even when their mobility dropped to near-zero, they still refused to shoot at me.

I thought I limited sidearm spawning to human-likes only. Fix coming soon.

Maybe you can made a check/compare what give more DPS a mellee weapon or pawn's unarmed attack.
Noted. Honestly, I tend to avoid prosthetics if I can help it so it didnt even occur to me that sometimes unarmed melee is better than armed.

Releases / Re: [A17] SimpleSidearms
« on: May 20, 2017, 04:37:43 AM »
quick question on this mod, will colonists automatically seek out and equip sidearms (or primaries for that matter?) or does it need to be manually equipped
Same as vanilla, they need to be explicitly told to touch those scary murder devices.

A couple warnings being thrown on startup from HugsLib, probably no big deal.

Yeah, its fine. Ill add them to the language XML anyway, just to get rid of the warnings.

Please create one for A16.
I get why this keeps coming up, but Id rather not write and maintain a soon-to-be obsolete separate version. Maybe when Im done with what Im working on right now.

Releases / Re: [A17] SimpleSidearms
« on: May 18, 2017, 12:06:58 PM »
Okay, take two on the settings menu.

Presets are still WIP, but otherwise it should be much more usable.

Releases / Re: [A17] SimpleSidearms
« on: May 17, 2017, 02:01:29 PM »
This mod looks awesome, but I couldn't for the life of me understand what the customization options do.
The settings menu is very much a first pass thing. I'm in fact working on improving it right now. Have a little sneak peek:

I'm probably also going to add a few presets so people dont have to mess with these at all.

Good stuff.

As a bug report, pawns seem to sometimes use the wrong visual for a weapon when hunting. Had a few situations where a colonist equipped with a survival rifle and a pistol as a side-arm would go hunt and would technically be using the pistol (same projectile) but have the rifle equipped.

Noted. Ill look into it.

Releases / Re: [A17] SimpleSidearms
« on: May 17, 2017, 01:22:40 AM »
Wow. Good job. :)

It seems a bit OP however. Could you make a Lite version with just two slots? Say one ranged and one melee?
I've considered adding numerical limits in addition to the weight ones, but I didn't want to further clutter the settings menu. I'll give it some more thought, maybe see if I can have folding categories in the settings or something. You can get similar results by setting the weight limits to low percentages for now.

This is excellent, and I will be installing it on my next playthrough.

While I'm perfectly okay with you leaving it as is (because it leaves it free for people to use it as brokenly or as "fairly" as they choose) it makes sense to me that sidearms should only be pistols or melee weapons, maybe grenades.
Unfortunately the game doesnt have a concept of a "handgun" (far as the definition files are concerned, the pistol is just an unusually light gun) and I didn't want to restrict the mod to only working with vanilla weapons. I am considering adding a static maximum weapon weight, but some of the gun weights in Rimworld are a bit wonky: you have the pistol at 1.2, followed by the machine pistol at 2.5, followed by the pump shotgun, assault rifle, and the incendiary launcher of all things at 3.4... and then the heavy smg (which is what I'd personally liked the cutoff point to be at) at 3.5. I think HugsLib supports adding custom UI for settings, if so I might do something fancy with that.

Let's say my hunter has a survival rifle and a knife. If he proceeds to down an animal, will he shoot the animal, or melee the animal?
Your hunter, not being a barbarian, will shoot the poor thing as usual. (On a more serious note, pawns only switch to melee when attacked in melee. A downed animal can't attack.)

I'm glad everyone seems to like it so far. I am equally glad that apparently I havent broken any save files yet :)

Releases / Re: [A17] SimpleSidearms
« on: May 16, 2017, 04:25:02 PM »
So basically, recently there was a thread on backup weapons. In it, a certain important someone explains why it's not in the game:
Micromanagement, mostly.

Both managing inventory, and the fact that now when you order an attack you need to specify what kind of attack.

Then there's the AI side.

It's just a lot of work and player burden for a pretty prosaic little feature.

I respectfully disagree.

Releases / [1.1] SimpleSidearms (1.4.0)
« on: May 16, 2017, 04:21:35 PM »

This description is currently somewhat outdated.
The features are all there but probably look different or have been expanded upon.

With the invention of pockets comes the idea of bringing EVEN MORE WEAPONS. Because your snipers are getting really tired of getting shanked.

Features include:
  • Colonists can carry sidearms in addition to their primary weapon.
  • They pull out their melee sidearms when attacked in melee.
  • They can also be ordered to draw specific sidearms.
  • But don't worry, social fights are unaffected.
  • They draw ranged weapons appropriate to their current distance to their target.

    Which can be disabled on an individual basis.
  • They also draw sidearms after using single-shot weapons.
  • To keep that somewhat reasonable, pawns are limited to a fraction of their carrying capacity when it comes to carrying sidearms.
  • ...did I say colonists? I meant everyone.
  • Pawns can get a sidearm along with their primary weapon when their loadout is generated, appropriate to the tech level of said primary weapon. Its cost is limited to one fifth of the minimum cost of their primary weapon.

  • Pawns will remember which weapon is their primary and will switch back to it once undrafted. They will also remember which weapons they are missing when forced to drop them. This includes dropping their primary weapon due to being down. Once undrafted or done recovering in the hospital, they will automatically go retrieve them.
  • Don't like any of the above? The mod is highly customisable through its settings menu.

is required.

Can be found at:
GitHub (source)
Steam Workshop

Would be basically impossible without the amazing work of pardeike on the Harmony library.

Should install/uninstall into/from existing games without issue. Will leave the sidearms in pawn's inventories, much like caravans.

Keep in mind it's still bit a jury-rigged mess. Performance issues should be expected.

Releases / Re: [A17] HugsLib (3.0.0) Lightweight modding library
« on: May 12, 2017, 10:01:30 PM »
So the mod settings screen seems to be broken? I get this exception spammed every frame while its open, and it renders nothing other than an empty window box (well, the close button is still there)...

Code: [Select]
Exception filling window for HugsLib.Settings.Dialog_ModSettings: System.MissingMethodException: Method not found: 'Verse.Widgets.BeginScrollView'.
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C3.<>m__1B3 (Int32 x) [0x001ff] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:192
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.<WindowOnGUI>c__AnonStorey2C3:<>m__1B3(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:196)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1896)

Happens even with no other mods loaded. Using unstable branch on Steam and HugsLib 3.0.0 (installed in mods folder, not the workshop version). Ive even reinstalled both just to be sure.

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