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Nuff's Auto-Patcher for Combat Extended
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Mod, 1.4, 1.5, 1.6
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2.736 MB
2023 年 5 月 6 日 上午 6:46
8 月 9 日 上午 9:55
31 项改动说明 ( 查看 )

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Nuff's Auto-Patcher for Combat Extended

描述
Autopatches things from mods that lack a CE patch. This is not a replacement for custom-written patches, but makes unpatched mods more usable than with the built-in CE autopatcher, until a real patch is available.

Mods to patch must be selected manually in the mod settings if they are not suggested when you launch the game.

Through the mod settings page for this mod, you can select or deselect which mods to patch. You can also go deeper and select or deselect individual defs (content) from those mods to patch, customize the values used for patching, and even export the patch as an XML file to share or upload.

This mod represents a difference in philosophy compared to CE's built-in auto-patcher. The built-in CE patcher errs on the side of caution when patching things, and tries to do as little as is necessary to make things compatible. This works well to prevent errors and make mods functional, but doesn't preserve their balance or uniqueness. That's why with the CE autopatcher, you'll see things like spacer-tier armor with lower armor values than tribal armor. Or grenade launchers that fire 7.62x51mm NATO.

This auto-patcher, however, tries to maintain the relative balance between the non-CE and CE version of an item. I.e, if an armor is 10% better than marine armor without CE, my mod will hopefully make it 10% better than the CE-patched marine armor. The values used for this can be changed in the mod settings under "Balance Control", if you think my numbers are off. Also attempts to apply appropriate stat offsets, like smoke sensitivity to headgears, or bulk carrying capacity to armors.

Please send feedback and suggestions.

Known problems at this time:
This mod should not suggest that you patch mods that are already CE-compatible, but if you manually select them to patch, the values you end up with will be ridiculous.
Def customization is not yet implemented for Vehicles.
XML export is not yet implemented for Vehicles, Mortar Shells, or Grenades.

check out the Github: https://github.com/Merwini/AutoPatcherCombatExtended

Please don't ask the CE Discord for support relating to this mod. Either post here or ask me directly on Discord.
You can find me on the main RimWorld Discord, the CE Discord, and a ton of other RimWorld servers, just look for Nuff
热门讨论 查看全部(1)
0
9 月 15 日 上午 7:18
Can't proceed scenarios when this mod is enabled
Zekiel
238 条留言
Nuff  [作者] 12 月 4 日 下午 6:58 
@ApokalyptoJr I do know why that is. It's really common in vanilla to leave armor penetration blank, because the game catches it and comes up with a value based on the damage. But CE doesn't. I'll come up with a fix this weekend.
ApokalyptoJr 11 月 28 日 下午 6:26 
When using this mod, some melee weapons and even modded animals receive a complete ballistics rating of 0. just 0, the number. 0 sharp penetration and 0 blunt penetration. Now i haven't tried to use weapons with 0 armor penetration against armored targets so i dont know if this is simply a visual bug on the stat menu or the actual items are receiving 0 armor penetration stats but i felt like informing you about this incase it is an actual bug. either way, this is an amazing mod
DuckGoosebear PrairieDogLover 11 月 17 日 上午 2:27 
@Blub-Blub I'm a submarine
Not sure if this still applies but i found this 22 pages back...
Nuff [author] May 22, 2023 @ 5:25am
@vin load order should not matter, other than this being below CE.
Blub-Blub I'm a submarine 9 月 24 日 下午 1:27 
Does this need to go somewhere specific in my load order? Thanks for the mod!
One-Eyed 9 月 20 日 下午 1:11 
There is a bug with the claws that come with the Cyanobot's Genes mod. Basically there isn't a set number of damage for the claws and they basically instantly destroy anything they hit.
Fine 8 月 11 日 上午 11:09 
Great! That fixed it! Is there a way to add a patch for leathers and things like that? It seems to just default to the non CE stats which leads to some pretty OP mats as far as I can tell.
Albedo~ 8 月 9 日 上午 11:09 
Ah I see
Nuff  [作者] 8 月 9 日 上午 10:02 
Pushed an update that fixes a few issues:
- Sometimes failed to patch mods if you have a Steam and local copy of the mod
- Failing to patch one item from a mod would break patching for the whole mod
- Would fail to run patches on startup, wouldn't run unless you open mod settings and closed them

@Fine the failure to patch Hunterphage was due to the def for the Cannon turret "mannable" breaking the patcher. One of the above fixes will stop that error from preventing the rest of the mod being patched, but the auto-patcher won't be able to auto-patch it. If you go into def customization and assign it an ammo set, it looks like it works okay though

@Enclave~ most of the errors With CE Dev 1.6 is that even though CE itself works with 1.6, a ton of the built-in patches aren't updated to 1.6 yet. Not really something that this can fix.
Albedo~ 8 月 7 日 下午 2:14 
CE Dev is still throwing out tons of red errors for both itself and mods compatible with 1.5 CE (Updated to 1.6) - People keep saying CE Dev works fine so Idk if im missing something or not
Fine 8 月 7 日 上午 5:15 
For some reason this mod isn't patching hunterphage xenotype at all? When I go to check the defs in the mod menus all the stats for the items are set to 0.