边缘世界 RimWorld

边缘世界 RimWorld

The Generic Ammo Experience for Combat Extended
459 条留言
turkler  [作者] 11 月 25 日 下午 1:43 
@Robob prometheum is also a lot harder to obtain and is too valuable to ever consider wasting on flaming arrows that don't even soak the target. fsx is used as a general incendiary agent here, though I may change that to chemfuel sometime

thank you for your feedback nonetheless, though! I don't get enough of feedback on most anything
also, it's the buffs and nerfs module that makes that change, not the core mod, so please redirect further rebalance stuff there, thank you
Robob 11 月 23 日 下午 5:05 
FSX is explosive, prometheum is incendiary, flaming arrows cause fire
turkler  [作者] 11 月 23 日 下午 5:03 
@Robob based on what?
Robob 11 月 23 日 下午 4:06 
Shouldn't flaming arrows use prometheum instead of FSX?
turkler  [作者] 11 月 22 日 下午 1:32 
@2_Modray I'll take a look
2_Modray 11 月 22 日 下午 12:37 
When using Dead Man's Switch, the Ammunition Fabricator can't make shotgun shells, magnum pistol ammo, or magnum rifle ammo.
Tybo 11 月 22 日 上午 7:41 
Awesome, will check it out and let you know!
turkler  [作者] 11 月 22 日 上午 7:24 
@Tybo I went over the weapon list and found two ammosets with that issue. fixed those and things seem to work fine for most weapons. let me know if I've missed any guns that still have this issue
Tybo 11 月 22 日 上午 7:13 
Amazing, thanks so much Turkler!
turkler  [作者] 11 月 22 日 上午 7:09 
@Tybo no no, you were right. one of the ammosets has a wrong similarTo field and those guns, as you've said, can't take ammo. easy fix, give me a moment
Tybo 11 月 22 日 上午 7:07 
I seem to get this with a lot of them. I'll try removing my other mods, maybe there's some other incompatibility, though I can't say what other mod might do this
Tybo 11 月 22 日 上午 7:04 
@Turkler Huh, odd. So for example the QBZ-59 AR. When they've got it equipped and have 'charged rifle cartridge', they can't reload. I get the 'QBZ-59 AR (Charged rifle) has no available ammo types'
turkler  [作者] 11 月 22 日 上午 5:34 
@Tybo I just tested that mod and things seem to work fine? I couldn't find any weapons without any valid ammo, at least. I can take a deeper look if you can tell me which weapons exactly break with generic ammo
turkler  [作者] 11 月 22 日 上午 3:47 
@Tybo probably, most ce patchers have no idea how generic ammo works and tend to break things by assigning wrong similarTo fields. I'll take a look sometime
Tybo 11 月 22 日 上午 1:53 
Hi Turkler! Love the mod - thanks so much for sharing! I saw that the Celetech mod was recently updated to be compatible with CE. I tried it out with your generic ammo mod, but I get errors with the ranged weapons saying that no ammo could be found. I tried giving the pawns the generic charged rifle ammo but they still can't reload. Does a patch need to be made?
DuckGoosebear PrairieDogLover 11 月 18 日 下午 1:50 
Love this mod!
turkler  [作者] 10 月 30 日 上午 2:23 
should be fixed now
turkler  [作者] 10 月 30 日 上午 2:14 
@Monique_L33T dang it, I was copy pasting some stuff around and must have missed it. thanks for the report, I'll push out a fix in a minute
Monique_L33T 10 月 30 日 上午 1:54 
specifically it's the patch at line 165 in vae_accessories.xml
Monique_L33T 10 月 30 日 上午 1:52 
Getting this after recent update
XML format error: List item found with name Operation that is not <li>, and which does not have a custom XML loader method, in <operations><li Class="PatchOperationRemove"><xpath>Defs/ThingDef[defName="VAEA_Apparel_MiniTurretPack"]</xpath>[...]
tide{S}haper industries 10 月 22 日 下午 4:30 
Thx for letting me know, will forward that to the guy in troubleshooting so they re-download the mod. :thumbsup:
turkler  [作者] 10 月 22 日 下午 3:04 
@tide{S}haper industries oh no that's intended, this mod undoes some coverage changes if you have ve armor
I have to admit, the ve armour patch was a bit all over the place. I've reorganized things a bit in the patch and moved all the royalty stuff to a findmod check. turns out the seperate cat's boots and gloves patch also referenced royalty stuff. can confirm the mod works fine without royalty now
thanks for the report
tide{S}haper industries 10 月 22 日 上午 5:09 
Coming from a troubleshoot over on the RW-Discord. You probably want to double-check the patches from the 've_armor.xml' - there's one targeting; @Name="ApparelArmorCataphractBase" which is erroring without a FindMod for the user without Royalty. But it feels weird seeing that xpath there to begin with - based on the rest of the patches in that file I assume that this particular patch is supposed to target the (regular) VAEA Siegebreaker armor instead.
turkler  [作者] 10 月 20 日 下午 2:52 
@Lowkey that is not that quite far fetched. it already exists, actually. check out ''nuff's autopatcher'' which does exactly that, even works with generic ammo out of the box
Lowkey 10 月 20 日 下午 2:48 
do you think it could be possible to create a system that automatically choose generics ammos (and ammos capacities) from a pregenerated pool, depending on the gun damage per shot, firerate, armor penetration, accuracy and stopping power? (and therefore automatically patch mods)? or just to farfetched?
turkler  [作者] 10 月 19 日 上午 5:23 
@Deankiller Turnupseed ''still got ammo bloat'' you have generic ammo disabled
Deankiller Turnupseed 10 月 19 日 上午 4:34 
hey turkler i have a problem, still got ammo bloat but all weapons want to use your ammo, but it doesnt exist. i checked if yours loads after CE and it does, you got some other recoms?
DoubleK 10 月 16 日 上午 5:30 
This mod removes and replaces weapons from certain mods, just be aware.
Spookbuster 10 月 16 日 上午 12:24 
What if I want to keep all the ammo bloat, but only want gunpowder techs consolidated?
turkler  [作者] 10 月 11 日 下午 8:41 
:ujel:
FrAmed46 10 月 11 日 下午 1:26 
Turkler is greek?
Lance Vance 10 月 11 日 上午 1:33 
young virgin workshop commenter absolutely demolished by powerful Greek god
turkler  [作者] 10 月 10 日 下午 5:15 
though then again you're a steam workshop commenter so I can't blame you for not having a vision beyond piling on 999 mods together and calling that a list
turkler  [作者] 10 月 10 日 下午 5:15 
@DSM no, the weapon range rebalance mod was made around a cohesive list of weapon mods. it not supporting huge realslop packs like guns galore is not a bug, it's a feature
DSM 10 月 10 日 下午 4:50 
Rimsenal: Feral being listed as patched for this mod but not range rebalanced, while Rimsenal: Spacer is listed for ranged rebalanced but not this mod, feels like an oversight.
turkler  [作者] 10 月 8 日 上午 4:16 
small update today, patched some mods
turkler  [作者] 10 月 1 日 下午 11:51 
@Riven yeah
@RoNeG I was a bit vague earlier, but for context, the issue there is that ce turrets now have the CE_ prefix in their defname. rimcities' reference to the turret's defname fails because of that
Riven 9 月 30 日 下午 9:55 
Does this also affect Local's CE guns?
turkler  [作者] 9 月 30 日 上午 10:06 
@Tactical Femboy I haven't touched anything related to rim effect in months
Tactical Ferret 9 月 30 日 上午 9:46 
Rim Effect traders don't sell their Thermal Clips anymore, is this an oversight maybe?
turkler  [作者] 9 月 24 日 下午 3:49 
@RoNeG issue on rimcities' end
RoNeG 9 月 24 日 下午 3:43 
Having an issue when loading the game, it seems Generic Ammo experience is creating an error when I also have RimCities mod enabled

Can't paste the whole error as it goes over 1000 characters, but it is saying something like:

Could not resolve cross-reference: No Verse.ThingDef named Turret_M240B found to give to Cities.GenStep_Emplacements+EmplacementOption

Does anyone know if I might be doing something wrong, or is this mod just not compatible with RimCities?
turkler  [作者] 9 月 24 日 下午 3:15 
yes
OP Jason 9 月 24 日 下午 2:30 
turkler  [作者] 9 月 21 日 上午 9:40 
thank you everyone
Bean 9 月 21 日 上午 9:25 
thanks Turkler!!
∆∇⇑⁂⇓∇∆ 9 月 20 日 上午 8:36 
finaly :steamhappy:
Pablo Discobar 9 月 17 日 上午 6:36 
Excellent, excellent.... (insert Mr. Burns image)
Killy Blame! 9 月 17 日 上午 12:06 
Goated thank you
turkler  [作者] 9 月 15 日 下午 3:31 
First round of mod patch fixes for Combat Extended Armory and Vanilla Weapons Expanded - Grenades is now out!