Quote from: Tynan on June 10, 2018, 09:00:05 AM
Don't you worry Private testing is ongoing; four of us are working full-time on the game.
Excited to hear that my favourite game of all time is getting some more love Keep the great work up!
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Show posts MenuQuote from: Tynan on June 10, 2018, 09:00:05 AM
Don't you worry Private testing is ongoing; four of us are working full-time on the game.
Quote from: Naru on April 11, 2018, 06:24:55 AM
I've made a few weapons (Beretta 92FS, Rheinmetall MG3, HK G36, FN P90, Kar 98k) for the mod that I'm using in my own games.
I simply added them to the CE Guns submod. Really easy to do. Just create a new entry (copy from existing gun then modify) in the Weapons_CE_Guns file then create the textures and throw them in the texture folder. To create the texture just find an image of the gun you want, scale it down then create a black 1 pixel border around it (in photoshop this is done with a black glow under layer blending).
Here's the textures that I've made
Beretta 92FS
G36
P90
K98k
MG3 uses the MG60 texture.
And the code I use (make sure to name the textures properly corresponding to the code if you're going to use this)<!-- ==================== G36 ==================== -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>CE_Gun_GThirtySix</defName>
<label>G36</label>
<description>Ancient military assault rifle.</description>
<graphicData>
<texPath>Things/Weapons/G36</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractRifle</soundInteract>
<statBases>
<WorkToMake>28000</WorkToMake>
<SightsEfficiency>1</SightsEfficiency>
<ShotSpread>0.07</ShotSpread>
<SwayFactor>1.28</SwayFactor>
<Bulk>7.00</Bulk>
<Mass>3.50</Mass>
<RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>50</Steel>
<Component>5</Component>
</costList>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<recoilAmount>1.27</recoilAmount>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_556x45mmNATO_FMJ</defaultProjectile>
<burstShotCount>6</burstShotCount>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<warmupTime>1.1</warmupTime>
<range>50</range>
<soundCast>ShotAssaultRifle</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<li Class="CombatExtended.CompProperties_AmmoUser">
<magazineSize>30</magazineSize>
<reloadTime>3.5</reloadTime>
<ammoSet>AmmoSet_556x45mmNATO</ammoSet>
</li>
<li Class="CombatExtended.CompProperties_FireModes">
<aiUseBurstMode>TRUE</aiUseBurstMode>
<aiAimMode>AimedShot</aiAimMode>
<aimedBurstShotCount>3</aimedBurstShotCount>
</li>
</comps>
<recipeMaker>
<researchPrerequisite>PrecisionRifling</researchPrerequisite>
</recipeMaker>
<tools>
<li Class="CombatExtended.ToolCE">
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>1.8</cooldownTime>
<commonality>1.5</commonality>
<armorPenetration>0.11</armorPenetration>
<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelblunt</id>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.118</armorPenetration>
<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelpoke</id>
<label>muzzle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.086</armorPenetration>
<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
</li>
</tools>
</ThingDef>
<!-- ==================== MG3 machine gun ==================== -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>CE_Gun_MGThree</defName>
<label>MG3</label>
<description>A belt-fed general-purpose machine gun. Lots of firepower but heavy and cumbersome to carry around. Commonly nicknamed "The Pig".</description>
<graphicData>
<texPath>Things/Weapons/M60</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractRifle</soundInteract>
<statBases>
<WorkToMake>40500</WorkToMake>
<SightsEfficiency>1</SightsEfficiency>
<ShotSpread>0.08</ShotSpread>
<SwayFactor>1.51</SwayFactor>
<Bulk>11.05</Bulk>
<Mass>10.50</Mass>
<RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>85</Steel>
<Component>6</Component>
<Chemfuel>15</Chemfuel>
</costList>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<recoilAmount>1.3</recoilAmount>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>75</range>
<ticksBetweenBurstShots>3</ticksBetweenBurstShots>
<burstShotCount>15</burstShotCount>
<soundCast>ShotMinigun</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
<recoilPattern>Mounted</recoilPattern>
</li>
</verbs>
<comps>
<li Class="CombatExtended.CompProperties_AmmoUser">
<magazineSize>150</magazineSize>
<reloadTime>9.0</reloadTime>
<ammoSet>AmmoSet_762x51mmNATO</ammoSet>
</li>
<li Class="CombatExtended.CompProperties_FireModes">
<aiUseBurstMode>FALSE</aiUseBurstMode>
<aiAimMode>SuppressFire</aiAimMode>
<aimedBurstShotCount>5</aimedBurstShotCount>
</li>
</comps>
<weaponTags>
<li>CE_MachineGun</li>
</weaponTags>
<recipeMaker>
<researchPrerequisite>PrecisionRifling</researchPrerequisite>
</recipeMaker>
<tools>
<li Class="CombatExtended.ToolCE">
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>1.8</cooldownTime>
<commonality>1.5</commonality>
<armorPenetration>0.11</armorPenetration>
<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelblunt</id>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.118</armorPenetration>
<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelpoke</id>
<label>muzzle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.086</armorPenetration>
<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
</li>
</tools>
</ThingDef>
<!-- ==================== 92 ==================== -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>CE_Gun_B92FS</defName>
<label>Beretta 92FS</label>
<description>Ancient pistol design. Used to be popular with police forces due to its compact size.</description>
<graphicData>
<texPath>Things/Weapons/FS92</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractAutopistol</soundInteract>
<statBases>
<WorkToMake>7000</WorkToMake>
<SightsEfficiency>0.7</SightsEfficiency>
<ShotSpread>0.15</ShotSpread>
<SwayFactor>0.87</SwayFactor>
<Bulk>1.9</Bulk>
<Mass>1.1</Mass>
<RangedWeapon_Cooldown>0.38</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>25</Steel>
<Component>3</Component>
</costList>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
<warmupTime>0.6</warmupTime>
<range>15</range>
<soundCast>ShotAutopistol</soundCast>
<soundCastTail>GunTail_Light</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<li Class="CombatExtended.CompProperties_AmmoUser">
<magazineSize>17</magazineSize>
<reloadTime>3</reloadTime>
<ammoSet>AmmoSet_9x19mmPara</ammoSet>
</li>
<li Class="CombatExtended.CompProperties_FireModes" />
</comps>
<recipeMaker>
<researchPrerequisite>BlowbackOperation</researchPrerequisite>
</recipeMaker>
<weaponTags>
<li>CE_Sidearm</li>
<li>CE_OneHandedWeapon</li>
</weaponTags>
<tools>
<li Class="CombatExtended.ToolCE">
<label>grip</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>8</power>
<cooldownTime>1.6</cooldownTime>
<commonality>1.5</commonality>
<armorPenetration>0.102</armorPenetration>
<linkedBodyPartsGroup>Grip</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelblunt</id>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>8</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.102</armorPenetration>
<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelpoke</id>
<label>muzzle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>8</power>
<cooldownTime>1.6</cooldownTime>
<armorPenetration>0.075</armorPenetration>
<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
</li>
</tools>
</ThingDef>
<!-- ==================== P90 ==================== -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>CE_Pninety</defName>
<label>P90</label>
<description>A uniquely shaped, lightweight carbine designed for close-quarters fighting.</description>
<graphicData>
<texPath>Things/Weapons/P90</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractRifle</soundInteract>
<statBases>
<WorkToMake>15500</WorkToMake>
<SightsEfficiency>1</SightsEfficiency>
<ShotSpread>0.05</ShotSpread>
<SwayFactor>0.70</SwayFactor>
<Bulk>2.50</Bulk>
<Mass>2.70</Mass>
<RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>30</Steel>
<Component>5</Component>
<Chemfuel>10</Chemfuel>
</costList>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<recoilAmount>0.84</recoilAmount>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_FN57x28mm_AP</defaultProjectile>
<burstShotCount>8</burstShotCount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
<warmupTime>0.6</warmupTime>
<range>38</range>
<soundCast>ShotHeavySMG</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<li Class="CombatExtended.CompProperties_AmmoUser">
<magazineSize>50</magazineSize>
<reloadTime>6</reloadTime>
<ammoSet>AmmoSet_FN57x28mm</ammoSet>
</li>
<li Class="CombatExtended.CompProperties_FireModes">
<aimedBurstShotCount>3</aimedBurstShotCount>
</li>
</comps>
<recipeMaker>
<researchPrerequisite>PrecisionRifling</researchPrerequisite>
</recipeMaker>
<tools>
<li Class="CombatExtended.ToolCE">
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>1.8</cooldownTime>
<commonality>1.5</commonality>
<armorPenetration>0.11</armorPenetration>
<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelblunt</id>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.118</armorPenetration>
<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelpoke</id>
<label>muzzle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.086</armorPenetration>
<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
</li>
</tools>
</ThingDef>
<!-- ==================== Kar 98K ==================== -->
<ThingDef ParentName="BaseHumanMakeableGun">
<defName>kar98k</defName>
<label>Kar 98K</label>
<description>Ancient bolt-action rifle with a full rifle 8mm round.</description>
<graphicData>
<texPath>Things/Weapons/k98</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractRifle</soundInteract>
<statBases>
<WorkToMake>12000</WorkToMake>
<SightsEfficiency>1</SightsEfficiency>
<ShotSpread>0.02</ShotSpread>
<SwayFactor>1.64</SwayFactor>
<Bulk>10.10</Bulk>
<Mass>4.10</Mass>
<RangedWeapon_Cooldown>1.10</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>55</Steel>
<WoodLog>15</WoodLog>
<Component>1</Component>
</costList>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_792x51mmMauser_FMJ</defaultProjectile>
<warmupTime>1.4</warmupTime>
<range>60</range>
<soundCast>ShotSniperRifle</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<li Class="CombatExtended.CompProperties_AmmoUser">
<magazineSize>5</magazineSize>
<reloadTime>4</reloadTime>
<ammoSet>AmmoSet_792x51mmMauser</ammoSet>
</li>
<li Class="CombatExtended.CompProperties_FireModes">
<aiUseBurstMode>FALSE</aiUseBurstMode>
<aiAimMode>AimedShot</aiAimMode>
</li>
</comps>
<weaponTags>
<li>CE_AI_Rifle</li>
</weaponTags>
<recipeMaker>
<researchPrerequisite>Gunsmithing</researchPrerequisite>
</recipeMaker>
<tools>
<li Class="CombatExtended.ToolCE">
<label>stock</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>9</power>
<cooldownTime>1.8</cooldownTime>
<commonality>1.5</commonality>
<armorPenetration>0.11</armorPenetration>
<linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelblunt</id>
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.118</armorPenetration>
<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
</li>
<li Class="CombatExtended.ToolCE">
<id>barrelpoke</id>
<label>muzzle</label>
<capacities>
<li>Poke</li>
</capacities>
<power>10</power>
<cooldownTime>1.9</cooldownTime>
<armorPenetration>0.086</armorPenetration>
<linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
</li>
</tools>
</ThingDef>
EDIT: Also, note that rate of fire is determined by ticksBetweenBurstShots variable and is logarithmic in scaling. Example of input and rounds per minute displayed in the game.
Example table:
1 3600
2 1800
3 1200
4 900
5 720
6 600
7 514
8 450
9 400
For the MG3 I use 3, which gives me 1200 RPM while for the G36 I use 5 which gives me 720 RPM.
Quote from: Sirsim on March 01, 2017, 08:43:11 AM
The problem comes mostly from industry coolers. When you load the game stay paused and delete (in god mode) the industry coolers. Run the time for some seconds,make sure that no NaNC temp present, pause and rebuild them. No problem after that. For me that always worked and except once, the industry coolers was the problem. One time was the industry heaters. No need to delete and replace anything else but the coolers.
Quote from: ChairmanPoo on February 28, 2017, 08:48:07 AMQuote from: kot_filemon on February 28, 2017, 06:13:54 AM
Hi,
Thanks for updating the mod for A16, really appreciate it. I got one problem tho - when I activate it, in rooms where there is an overhead mountain roof, the temperature is like "NaNC" or something like that - and pawns inside are both freezing and cooking at the same time. What could be the cause ?
Thanks!
Do you have Ductwork installed?
Quote from: Barazen on September 21, 2016, 08:58:46 PM
Well have you tried giving them chips with their flake? Honestly you guys have no idea how to fish'n'chips...
Seriously though tricking or forcing a drug addiction on a prisoner to get some behavioral.... leverage... sounds pretty messed up... though smokeleaf and beer they'll auto-consume, turned a few trouble makers into stumbling fools barely able to fight back like that.
I think npc pawns are default social drugs?
Quote from: 14m1337 on September 12, 2016, 06:00:05 PMQuote from: kot_filemon on September 11, 2016, 02:43:18 PM
I wanted to ask if it's possible to somehow give drugs to the prisoners? I got bunch of people locked in my prison and I wanted to get them addicted to flake before letting them go - Is there any way to do this?
idea: try putting a 1x1 store zone with high priority and drug-only into the prison room. maybe the prisoners will consume it.