[1.3] [KV] Weapon Storage [ModSync RW]

Started by Kiame, September 05, 2017, 05:46:47 PM

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Kiame

#30
Update:
I've found a strange and hard to reproduce bug when trading with caravans. If a saved game is loaded twice and then a trade is initiated, the weapons will fail to spawn and be lost.
I've spent the last two hours trying to find the root of the issue and as of yet have had no success. Due to the severity of this bug I've disabled trading with weapons in storage.

If you want to sell stored weapons use the "Empty" button to dump the weapons, trade, then use the "Collect" button to pickup the dropped weapons.

For those that do not want to download this interim update, you can select the Weapon Storages and toggle the Sell Weapons button which will prevent the weapons from failing to drop.

Kiame

I think i've figure out what the problem is. I'm going to put it through some extended testing now. For anyone that wants to grab it feel free to via direct download. I have not pushed it to steam yet.

kaptain_kavern

Woa this looks like a very tricky bug. Props for even finding it ^^

Kiame

#33
Turned out to be a dumb oversight on my part. It will happen when creating/loading multiple games, after the second loading of a game with weapon storages, opening a trade window will cause this bug to rear its ugly head

For those who know programming, it was me not clearing a static list of all current weapon storages with new game/load   :-\
Garbage/Memory management FTL

Kiame

Fixed an issue where Include in Sale button selection was not persisting between saves

Athanatos154

I think there is a bug concerning the do until you have X.
I am crafting charge rifles and want to always have one extra so I have set it to do until you have 1, but the ones in the weapon storage don't count.

Kiame

Yes 'make until x' is a known issue for Change Dresser, Weapon Storage, and Body Part Storage

I think i'll finally sit down and figure it out this weekend

Kiame

"Do until X" is now supported. Stored weapons will be counted

Canute

Do you own a timemanipulator or got a genius-inspiration, this was a fast weekend ! :-))
Reply #36 on: November 30, 2017, 03:50:06 PM
Reply #37 on: November 30, 2017, 05:01:57 PM

SpaceDorf

For balance reasons I think the Storages are to cheap.
Especially with the auto-repair option.

And how does the repair addon work in detail ?
Is it over time or instantly ?
Could you expand it so it requires Mending Kits as fuel ?
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

Questops

I unassigned a pawn from a thrumbo horn and the weapon storage ate my thrumbo horn..  :'(

Canute

Quote from: SpaceDorf on December 01, 2017, 05:23:46 AM
For balance reasons I think the Storages are to cheap.
Especially with the auto-repair option.

And how does the repair addon work in detail ?
Is it over time or instantly ?
Could you expand it so it requires Mending Kits as fuel ?
It should work like the one for Change dresser.
Need 1000W power , and slowly repair 1 item each attachment.

SpaceDorf

Okay .. I have build one for change dresser but not filled it yet.
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

Kiame


Kiame

Fixing an issue where this mod would cause Mac and Linux to crash