[B18] Defensive Machine Gun Turret Pack 1.1.0

Started by Blackie, April 13, 2018, 04:11:58 AM

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Blackie

#15
Thanks for the feedback!

1. It's planned to do it that way. heh.
2. I dunno how to make it function, I should
3. same as 1, You have to change component because time makes your component being rustic.
4.Getting back LMG is Waaaaaaaaaaaaaaaay out too much to me...sorry!

tonsrd

I don't know which version I should be using...

Blackie


WREN_PL


temple_wing

#19

Can't minify thing which is in a ThingOwner because we don't know how to handle it. Remove it from the container first. holder=MinifiedTurret_KPV108167
Verse.Log:Warning(String)
RimWorld.MinifyUtility:MakeMinified(Thing)
RimWorld.ItemCollectionGenerator:Minify(List`1)
RimWorld.ItemCollectionGenerator:PostProcess(List`1)
RimWorld.ItemCollectionGenerator:Generate(ItemCollectionGeneratorParams)
RimWorld.PawnGroupKindWorker_Trader:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Because of this bug, caravan failed to generate a trader. Please fix it.

sumghai

I've put together a quick and dirty unofficial update for B19:

Download

GitHub - releases / repo

Changelog


Version 1.2.0 - 14 September 2018
---------------------
- Updated for 0.19.2009 (unofficial release) by sumghai
- Change turret masses to values more in line with their real-life equivalents
- Add barrel wear to all machine guns
     - Shots until barrel change values are based on real-life performance
     - Amount of steel required to replace barrels are based on real-life masses of replacement barrels
- Update tripod base texture filenames to new north-south-east naming scheme


Licence

This mod is licenced under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which in layman's terms means:

  • You are permitted to use, copy, redistribute our work as-is
  • You may remix your own derivatives (new or alternative textures, defs, plugin code), and release them under your own name
  • You must credit FenderSBlackie (author) and Robin "sumghai" Chang (maintainer) when publishing your derivatives in the download and forum posts

Personal Note
This is an unofficial update for B19, hence why I am not officially taking over the mod and/or creating my own thread for it.

My implementation of barrel wear is most likely too OP in the context of RimWorld, but I've always preferred to use real-life values as much as possible, seeing as these turrets are supposed to be a step up from their improvised ramshackle frontier cousins from the vanilla game.

CombatExtended compatibility will have to wait until CE itself is updated to B19.