[1.1] SimpleSidearms (1.4.0)

Started by PeteTimesSix, May 16, 2017, 04:21:35 PM

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faltonico

Quote from: Rimrue on May 16, 2017, 04:48:54 PM
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?


The only proper way to balance this would be with weight and carrying capacity, not random number of what you think it is enough to carry.

DepOpt

Nice mod. Not updated to A17 myself yet, but this is going on the mod list when I do. I think a LOT of people have been waiting for something along these lines.
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Goldenpotatoes

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.

PeteTimesSix

Quote from: Razzoriel on May 17, 2017, 09:29:30 AM
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.

Quote from: Goldenpotatoes on May 17, 2017, 12:13:14 PM
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.
Mods: SimpleSidearms | QOLTweaksPack
Check them out, feedback and suggestions are welcome.

vampiresoap

#19
Hey man!! This is awesome!! Good job!

DariusWolfe

Holy crap, that is a serious configuration menu. I like it; It looks like it'll address my personal preferences/concerns nicely.

This is a truly excellent self-introduction to the Rimworld modding scene, and I look forward to your future contributions.

Simstu

Seems good... I like that option of carrying a secondary weapon and knife... Is it compatible with other weapon mods (https://ludeon.com/forums/index.php?topic=22370.msg241547#msg241547) this one for example? Could you do it for A16? Thanks for answers.

DigitalCore

This should be in the base game. Granted, with a couple of restrictions such as two slots only for balance purposes but this should be in the base game.
Introducing the new and improved killbox: the Minefield! Now with 30% more explosions! Guaranteed to kill all those pesky tribals that keep visiting you at night.

PeteTimesSix

Okay, take two on the settings menu.


Presets are still WIP, but otherwise it should be much more usable.
Mods: SimpleSidearms | QOLTweaksPack
Check them out, feedback and suggestions are welcome.

Draconicrose

I'll definitely add this to my future A17 mod loadout! Might get featured in a let's play series. ;)
I have a Rimworld Let's Play for you -> Let's Play Rimworld Playlist

Love

I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.

Goldenpotatoes

Quote from: Love on May 18, 2017, 01:22:03 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.

Yeah, but A17 introduces dodging melee hits and odds are your brawler is probably using something more dangerous than a knife in that situation. If you're giving them adequate armor, then their bruises won't be much worse than normal.

Love

Quote from: Goldenpotatoes on May 18, 2017, 01:27:23 PM
Quote from: Love on May 18, 2017, 01:22:03 PM
I think my big gripe with this mod is it really weakens pawns that are good at melee but not shooting, or vice versa.

A brawler is gonna get torn apart if, after his trek, he has to deal with all the ranged guys he was rushing pulling out knives.

Yeah, but A17 introduces dodging melee hits and odds are your brawler is probably using something more dangerous than a knife in that situation. If you're giving them adequate armor, then their bruises won't be much worse than normal.
Hm, I was not aware of a new dodging mechanic... I'll give it a spin, then.

DariusWolfe

Yeah, my melee specialist (no brawler trait, but like 11-12 melee) went toe-to-toe with an injured bear, and managed to make it out with only a few light scrapes. Mind you, he didn't do most of the damage that downed it (it was the gunners right behind him) so if he'd have been facing it alone he probably wouldn't have fared as well.

sanya02

Please create one for A16.