边缘世界 RimWorld

边缘世界 RimWorld

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Stuffed Guns
   
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Mod, 1.4
文件大小
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更新日期
4.704 MB
2022 年 11 月 13 日 上午 7:35
2022 年 11 月 17 日 下午 5:09
6 项改动说明 ( 查看 )

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Stuffed Guns

描述
We can make armor, melee weapons and buildings out of stuff, but why not our guns? Well, now you can.

What This Does
Guns can now be made out of stuff. This includes any weapon with steel as an ingredient. Think of it as strengthening (or weakening) the base with a different material. This excludes any explosive type weapons, as those are powerful enough already.
Textures were also edited and given texture masking so the material stands out more.

How This Works
I defined some new Stats in the materials and patched vanilla weapons to work with this change.
Put simply, materials now have a percentage damage buff or debuff. For example, gold causes ranged weapons to have a -35% debuff, steel has a 0% buff, and Plasteel has a 15% buff. This bonus is shown in game.
In general, the damage offset follows the SharpDamageMultiplier of the material in question, but I took a few liberties here and there.

Mod Compatibility
Weapons and materials need a manual patch to work, but should work properly after that. Textures will also need to be manually edited or else they may look a bit ugly. If there are any weapon or material mods you would like to see included, let me know.

Patched mods are detailed below:

Weapon Patches
Vanilla Weapons Expanded
Vanilla Weapons Expanded - Heavy
Vanilla Weapons Expanded - Coilguns
Vanilla Weapons Expanded - Quickdraw
Vanilla Weapons Expanded - Laser
Vanilla Weapons Expanded - Frontier
Vanilla Factions Expanded - Settlers

Material Patches
Smokeleaf Industry Reborn
Alpha Animals
Alpha Biomes
Metals+
Expanded Materials - Metals
Rim of Madness - Bones

Load Order
This mod should be loaded after any mods that edits or adds the weapons I edit. If loaded before, the mod will still work and texture masks will properly apply, but any texture edits I made will not appear and may not look as good.

Known Issues
The game will throw a one time error when loading into a game that had non-stuffed versions of my new stuffed weapons. It defaults to steel and as such has vanilla stats.
If you try to edit a vanilla scenario such as Crashlanded that gives the player a gun that I edited, the game will throw up a huge error and softlock. Simply edit scenarios before activating this mod. You can still play these scenarios with no issue except the one time error I mentioned above. Any custom scenario edits made with this mod will let you select the material as normal.

Other Stuff
Like the idea of using different metals in a gun, but don't like the stat changes? Try my other mod Mixed Materials that lets you combine different metals into steel.
8 条留言
cawphee.black 2024 年 1 月 2 日 下午 12:53 
Thanks and no worries I guess. I commented out all the pila related patches since I pretty much never use that as a weapon anyways.
Commander Shrekard  [作者] 2024 年 1 月 2 日 下午 12:26 
From what I can glean from my testing, some other mod is doing this. With only vanilla + expansions, no error. On one of my modded setups, I get that same error.
It also only seems to affect the texture mask, NOT the stats. Essentially, the whole thing is colored and not the metal bit only.
It's been a while since I worked on this mod, plus I used black magic to even get it to work using only Defs, so it may take me a bit to figure out why only the pila does that.
For now, you can ignore the error though, as long as it's not crashing the game, it's fine.
cawphee.black 2024 年 1 月 2 日 上午 11:16 
any thoughts on this startup error?

[Stuffed Guns - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName= "Pila"]/costList"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=36
[End of stack trace]

I'm getting errors at the end map generation involving the following call
RimWorld.StatWorker_MarketValue.CalculatedBaseMarketValue

But not sure if this is related
Holgast 2022 年 11 月 14 日 下午 1:40 
It used to be here on the workshop, I guess the sketchy site is a workshop scraper.
Commander Shrekard  [作者] 2022 年 11 月 14 日 上午 7:02 
I found the vanilla source files and figured out how to properly apply texture masks, so expect some better visuals to come out. First update will be vanilla weapons.

@Holgast I never heard of gunmetal but looked it up and found it. Unfortunately it’s on a kind of sketchy website with popups when you try to download. Not sure if it could be found elsewhere but this mod basically does the same thing while also changing damage values.
Holgast 2022 年 11 月 14 日 上午 4:20 
There was an older mod which did this which I thought was called Gunmetal, but I can't find it anywhere now.
Commander Shrekard  [作者] 2022 年 11 月 13 日 上午 11:00 
I'll look into that Vazrua, thanks.
Vazrua 2022 年 11 月 13 日 上午 10:22 
For masking you need to make a texture for the item, having red as the area you’re applying the colour to and black being unchanged, and of course it should lineup with the original image. Then the mask texture needs to have the same name as the item, followed by .m or _m I believe the syntax changes depending on what the item you’re colouring is, ie items, apparel, pawns or buildings. Sorry for the either or answer, been awhile since I made a new mask.