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VFE Pirates unofficial add-on: Workercasket (Re-recontinued)
   
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Mod, 1.3, 1.4, 1.6
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14.168 MB
7 月 4 日 下午 12:02
7 月 23 日 上午 7:06
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VFE Pirates unofficial add-on: Workercasket (Re-recontinued)

描述
Mod Version: 1.4.0

What is this mod?

So, lots of people, including me, feel a little bit pity about warcaskets make your colonists incapable to anything but combat. On the other hand, warcaskets are very powerful for the materials you need to build one, making them extremely op if they can work as usual. Thus I came up with this idea, warcaskets no longer prevent your colonists from working, but with a price: 70% global working speed and 50% medical speed penalty. You might ask: Isn't that just render them useless with a extra step? Well then allow me to introduce the Workercaskets! They are specially made to do certain types of work instead of jack-of-all-trade, and since they aren't military warcaskets, so the protection they provide are quite poor.

Changes to VFE: Pirate
Warcasket trait no longer disable all work type, but I patched VFEP_WorkercasketArmorBase, so theoretically all warcaskets from future update or other mods are compatible, and would apply same work speed penalty, unless they didn't inherit those base defs. I also cleared apparel tag of workercaskets, so no worry about spending tons of silver and hired a bunch of pirates with workercaskets.

Original Mod has infographics: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2834293434

Known issue:
There are sometimes hired pirates will equip workercaskets, it only happened once during my test, and I had no idea how did that particular pirate wear that despite I had already cleared apparel tag on workercascket.

CE?
Patched! Beware though, they are not ideal combat armor as they can only stop small caliber bullet.

I re-continued this mod for 1.6, because I want it. If the original creator asks for it to be taken down, I will.

I could not get the stabilize grenade effect from the medical pauldrons to re-compile, it seems to have been written for an old .NET framework/package style, so I removed it, and boosted tend speed and armor level (for increased safety on an active battlefield) instead.
15 条留言
TheSimpleDude42 10 月 8 日 上午 7:16 
Mods give red errors on startup, but GPT says it's harmless.

Verse.PatchOperationRemove(xpath="/Defs/TraitDef[defName="VFEP_WarcasketTrait"]/disabledWorkTags/li"): Failed to find a node with the given xpath
[End of stack trace]

But that XML node isn’t present in the current version of VFEP_WarcasketTrait.
False-Alliance 8 月 28 日 上午 6:43 
o7
Brent Kerman  [作者] 8 月 15 日 下午 7:43 
@Flase-Alliance It is. Obviously and set in the about.xml
False-Alliance 8 月 14 日 下午 7:11 
Any possibility of getting VEF - Pirates as a dependency?
Brent Kerman  [作者] 7 月 23 日 上午 7:07 
And vacuum resistance has been added.
Brent Kerman  [作者] 7 月 21 日 下午 7:08 
And before anyone asks, I'm working to add vacuum resistance to all of the worker caskets.
Brent Kerman  [作者] 7 月 21 日 下午 7:07 
I don't really understand what the log is showing, but it seems to be saying it can't see the VE Pirates mod, which it depends on. I don't see in that log the list of mods that mine usually have right at the top, so unsure if you have it right.

Make sure you, A, have VE Pirates, and, B, have this mod loaded AFTER VE Pirates.

For modlist sorting I would suggest RimPy. I've tried RimSort and notes it tends to screw that up and will load a mod before one it depends on. It seems to simply not read the loadafter and dependency tags.
irrelevantredundancy 7 月 17 日 下午 7:35 
I should add, I have an absurd number of mods running and I accept that I am pushing the limits a little bit. So, if mods are going to act up for anyone, it will be a player like me, with so many mods.
irrelevantredundancy 7 月 17 日 下午 7:24 
I'm not sure what it is, but something just happened, and I went from having no error messages related to this mod, to dozens of them on game launch? I thought it was a new set of mods I had just added but I removed them, and the error messages still persisted.

I just want to play the game, so I was going to disable the mod for now and not bother anyone about it but the fact that there are so many messages and how randomly they started made me want to leave comment.

I made a copy of the log and posted in to PasteBin: here [pastebin.com] It starts on line 1591
Futstub 7 月 6 日 上午 1:12 
Ah ok, neat!