边缘世界 RimWorld

边缘世界 RimWorld

67 个评价
Combat Extended Auto-Patcher
3
2
   
奖励
收藏
已收藏
取消收藏
Mod, 1.3
文件大小
发表于
更新日期
468.012 KB
2022 年 2 月 24 日 下午 7:01
2022 年 2 月 26 日 下午 9:30
2 项改动说明 ( 查看 )

订阅以下载
Combat Extended Auto-Patcher

描述


Likely to be discontinued soon
In between when I started working on this and when I posted it, people from the CE team started on their own autopatcher. As such, this will soon become unnecessary, and any updates I make to it will just be practice for me.

Version: Beta 0.1.1 - very rough work in progress. Feels free to post suggestions and feedback. This is my first mod, and first real programming project, so constructive criticism is appreciated.

Auto-Patches mods that lack a CE patch. Not as good as a custom patch, but makes them usable.

Tries to find weapons, apparel, pawns, and turrets that are not compatible with Combat Extended, and patch them to be compatible.

  • Weapons - changes the weapons stat bases (accuracy etc.) to CE ones, changes the weapon's verb to a CE one, generates ammo for the gun, and adds a recipe for that ammo at the loading bench. Currently treats every ranged weapon as an industrial era rifle-type weapon. This makes many weapons incredibly unbalanced. I'm working on it.
    Update 0.1.1 - now uses a formula for sharp and blunt penetration instead of 1
    Update 0.1.1 - melee weapons now patch

  • Apparel - Adds bulk and worn bulk to apparels. Multiplies their armor values to useful levels. Eventually will add CE stats like smoke sensitivity and weapon handling to appropriate apparels. If you encounter an apparel with ridiculously high armor values, it's likely that it was already compatible with CE, and whomever made the patch forgot to assign it a Bulk value. Since my mod identifies unpatched apparels as ones lacking Bulk, it might patch an already-compatible apparel.

  • Pawns - Changes their tools (innate melee attacks) to CE ones. Changes their verbs (innate ranged attacks) to CE ones. If they have natural armor, multiplies it to useful levels.

  • Turrets - Sets Cover Height to 1.49m (actually changes fill percent to 0.85, which CE then converts using their system for cover height). This allows it to shoot over most cover, while also being shot over by pawns. Still working on getting them to use ammo.

Github:
https://github.com/Merwini/Combat-Extended-Auto-Patcher
(I'm aware the code is a mess. I'm learning.)
41 条留言
Nuff  [作者] 2023 年 5 月 7 日 下午 1:43 
This was too busted to salvage, so I made a new one from scratch. Check it out here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2972167798
UNCLELOZZY 2023 年 3 月 15 日 下午 3:25 
@Nuff Hello My good sir may I humbly ask your chad-li-ness to return and fix a terrible horrible issue for me? Your patcher was amazing because I believe that it patched armpr values. I am running into an issue with certain mods. I want to destroy void and need some better armors but armor ratings from BOUNTY HUNTER, FCP ARMORY AND UTILITARIAN which should have high armor for like the HELLFIRE armor from FCP show Sharp at like 1.9 mm RHA and Blunt at 0.69 MPa. Any chance we can correct these mods to have the right armor ratings? P.S I love you and the CE team
zebra03 2023 年 1 月 7 日 下午 9:03 
Pretty sure the combat extended devs are making their own autopatcher
dalebarrett 2022 年 12 月 9 日 上午 10:46 
1.4?
Peasant_Heist 2022 年 11 月 2 日 上午 12:27 
[Drums in the deep, they are coming, they are coming....] 1.4? This mod was a god send, it worked most of the time and I could cut out what mods it didn't properly patch.
Lekoda 2022 年 10 月 12 日 下午 12:55 
This did not work for dragons descent and Medieval Faction
Werwolf 2022 年 8 月 17 日 下午 9:15 
Experimentally, we managed to find out what the old version of CE breaks
Werwolf 2022 年 8 月 17 日 下午 8:28 
Everything works. But some mod causes a conflict because of which it does not work. We have to keep track of it.
KurtsCorbenik 2022 年 5 月 19 日 上午 10:47 
Medieval Times and Primitive Workbenches tested fine!
JacobTC 2022 年 5 月 4 日 下午 3:45 
Hi there, great work!

I am wondering if customization of apparel patching would be possible someway. I checked out CEAP.cs file and only found weapon patcher.