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Author Topic: [1.1] SimpleSidearms (1.4.0)  (Read 296388 times)

PeteTimesSix

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Re: [A17] SimpleSidearms (1.2.1)
« Reply #165 on: November 25, 2017, 11:30:40 AM »

Now my question is: Is it ok if I use some of your code to implement my mod's options?

By all means, go right ahead.

Created a temporary patch for B18, and sent a pull request to the author. If you want an unofficial version, download the zip here:
https://github.com/FrodoOf9Fingers/SimpleSidearms
Now less unofficial than ever. Thanks!
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Mods: SimpleSidearms | QOLTweaksPack
Check them out, feedback and suggestions are welcome.

cbuie1

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #166 on: November 25, 2017, 05:07:28 PM »

[B18] Issues

When I opened the Non steam version, the zip didn't include the folder it belongs in, it was just the subfolders and it creates errors in the startup, for anyone else with this problem I hope it is fixed soon, I've tried making and renaming the folder it's supposed to be in but it didn't work.
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Nightinggale

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #167 on: November 25, 2017, 05:45:33 PM »

[B18] Issues

When I opened the Non steam version, the zip didn't include the folder it belongs in, it was just the subfolders and it creates errors in the startup, for anyone else with this problem I hope it is fixed soon, I've tried making and renaming the folder it's supposed to be in but it didn't work.
Create Mods/SimpleSidearms and drop the files in there. It's supposed to go Mods/SimpleSidearms/About/About.xml.
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ModCheck - boost your patch loading times and include patchmods in your main mod.

frenchiveruti

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #168 on: November 25, 2017, 06:51:17 PM »

Hello Pete, is your mod compatible with the Weapon storage Mod?
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PeteTimesSix

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #169 on: November 26, 2017, 05:30:11 AM »

Hello Pete, is your mod compatible with the Weapon storage Mod?

Looking at it, that mod seems to be a different approach to the same problem. You can install both and they should maybe sort of work in tandem (nothing should straight up break on my side, anyway), but I dont really know why you would want to.
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Mods: SimpleSidearms | QOLTweaksPack
Check them out, feedback and suggestions are welcome.

Canute

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #170 on: November 26, 2017, 09:15:47 AM »

Basicly when you use the Weapon storage Mod you don't need Simplesidearms beside the range switch feature.

frenchiveruti

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #171 on: November 26, 2017, 01:21:51 PM »

Basicly when you use the Weapon storage Mod you don't need Simplesidearms beside the range switch feature.
Yeah mostly because of the automatic range switch.
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Goldenpotatoes

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #172 on: November 29, 2017, 07:33:45 AM »

The weapon dropping criteria should probably take into account a pawn's bodysize for whether or not they'll drop the weapon. It's a neat idea but things like squirrels and hares shouldn't be knocking shit out of your hands so easily.

I would suggest either a simple check to disable force-dropping if below a certain bodysize or have it be a percentage chance that goes up with the pawn's bodysize, so stuff like a single squirrel probably won't force-drop but a swarm of them will.
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Morrigi

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #173 on: November 30, 2017, 02:42:13 AM »

No A17 version available anywhere? Really?
« Last Edit: November 30, 2017, 02:46:11 AM by Morrigi »
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SpaceDorf

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #174 on: November 30, 2017, 02:52:21 AM »

No A17 version available anywhere? Really?

It's on GitHub, just scroll down ..  :o

The Version below the A18 release is the last A17 Version.
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Morrigi

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #175 on: November 30, 2017, 03:58:29 AM »

No A17 version available anywhere? Really?

It's on GitHub, just scroll down ..  :o
Ah, my browser wasn't loading the page properly. Thanks.
The Version below the A18 release is the last A17 Version.
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Call me Arty

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #176 on: December 01, 2017, 12:20:56 AM »

 Hey, I've been loving the mod since A17, but I have a very specific issue.
   Do you know the Rimsenal - Ferals mod? It adds some ranged weapons that have bonuses to melee attack (Pistols with Knuckledusters, Rifle with spearhead, etc), and I can't find a way to keep colonists from equipping their fists when in hand-to-hand rather than keeping their axe-shotgun hybrid out.
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Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

SpaceDorf

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #177 on: December 01, 2017, 05:33:35 AM »

The problem is when Hand to Hand does more melee dps than the weapon.

You have to lower the change priority or disallow using Hand to Hand at all.

One guy of mine kept switching to Hand to Hand all the time, even with a sword in his inventory .. until I remembered he had a Scyther Blade installed ..
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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AzharNoordin

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #178 on: December 01, 2017, 06:11:21 AM »

You have to lower the change priority or disallow using Hand to Hand at all.

How do you do that? mine keep punching even though he had a sword....
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SpaceDorf

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Re: [A18] SimpleSidearms (1.2.2)
« Reply #179 on: December 01, 2017, 06:13:27 AM »

In the mod settings.
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Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker
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