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RimWorld

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Nice Inventory Tab CE Integration
   
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21 nov @ 17:34
27 nov @ 18:53
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Nice Inventory Tab CE Integration

Beskrivning
This is an addon for Combat Extended integration into Nice Inventory Tab

Why an addon? Way easier for me to maintain it, and players without CE dont get bogged down by the extra resources they dont need.

Addon features:
- Damage calculation tailored to the current ammo type
- Full accounting for aiming mode and firing mode
- Approximate optimal firing distance. Calculated by integrating hit probability over the firing angle cones area against a typical standing pawn
23 kommentarer
TROLOLOLOL 29 nov @ 22:32 
I think there is a bug when paired with hospitality where the UI breaks for guests sometimes freezing the guests in place. I don't know if this is where I should report it

Exception filling tab CombatExtended.ITab_Inventory: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 92D5AAF7]
at NITIntegrationCE.MakeItemSlot_Patch.IsGrenade (Verse.ThingDef def) [0x00009] in <9dcb72b4aeee4d3d8900eca6d2508e0a>:0
at NITIntegrationCE.MakeItemSlot_Patch.Prefix (Verse.Thing item, Verse.Pawn pawn, NiceInventoryTab.FloatRef fref, NiceInventoryTab.EquippedItem& __result) [0x00001] in <9dcb72b4aeee4d3d8900eca6d2508e0a>:0
at NiceInventoryTab.ITab_Pawn_Gear_Patch.MakeItemSlot (Verse.Thing item, Verse.Pawn pawn, NiceInventoryTab.FloatRef fref) [0x0001b] in <77c0dbba537d485e9e94861bc0ae147e>:0
- PREFIX Andromeda.NITICE: Boolean NITIntegrationCE.MakeItemSlot_Patch:Prefix(Thing item, Pawn pawn, FloatRef fref, EquippedItem& __result)
mielo 29 nov @ 8:16 
Throwing a big stinking exception when hovering a pawn in Total Faction Control's loadout manager window.

Exception filling window for NiceInventoryTab.Window_NiceInventoryTab: System.Reflection.TargetException: Non-static method requires a target.
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) <0x00114>
at HarmonyLib.Tools.PatchFunctions.UpdateWrapper (System.Object instance, System.Reflection.MethodInfo original, System.Reflection.MethodInfo prefix, System.Object[][] prefixArgs, System.Reflection.MethodInfo postfix, System.Object[][] postfixArgs) <0x00551>
at NiceInventoryTab.Patches.Armor_Patch.DrawArmorRowPrefix (UnityEngine.Rect rect, Verse.Pawn pawn) <0x00057>...

I wouldn't put my hand on the fire about this being an issue caused by this very mod, but at least it seems related.
XaocuT's Show 28 nov @ 11:02 
Thanks a lot!
Lekoda 28 nov @ 8:30 
Could have thought the main mod was CE compat
Sanakara 28 nov @ 8:29 
Hello. Right now the "quality as stars" option is breaking the inventory :)
denil380 28 nov @ 5:04 
Just subcribed. Proceed to test with Rimsort. On unrelated note, I love the compact bill list compared to both vanilla and Dubs Mint Menu. I watch your mod with interest, not yet see someone competing with Dubwise on modding the architect UI and the research UI.

I'll let you know if issues pop up, just need to figure out how to get the log ready and the screenshot without the game's crashing on me.
-=GoW=-Dennis 27 nov @ 17:06 
Could the create loadout link be added to your view, so we don't need to switch to the original view for that?

@RocketRacoon: I never used Awesome Inventory's loadout system, but the CE one. Pawns will indeed try to fulfill exactly the created loadout, but if you play with Simple Sidearms, they will nontheless pick up and equip one ranged and one melee weapon that best fit the pawn. However, most of my pawns have assigned weapons anyway, so the CE system works perfectly for my usecase.

You can also force equip weapons, they won't be dropped either.
RocketRacoon 26 nov @ 6:39 
@Buffalionian I just remembered why I didn't liked using the loadout feature. So basically if I use a Loadout and set it to medicine, my pawn won't equip any weapon, because the loadout has none in it. And this doesn't work with Auto-Arm for exemple. If will also drop the weapon if I equip it manually
RocketRacoon 26 nov @ 1:47 
@Buffalonian Thanks, I'll take a look into that. I was used to making loadouts with awesome inventory, but I'll try the loadouts from CE
Buffalonian 25 nov @ 18:33 
(Looking great, with the latest CE and 200 mods besides--thanks for the quick fix! [...and actually seeing the items in inventories is surprisingly exciting--this is great!] :D)

(@RocketRacoon: I know you're probably already aware, but CE Loadouts [on the "Assign" tab] are "the way" to do ammo management--a little tricky to get the hang of, for sure, but I really like using them to make everyone carry a couple spare medicine to patch up their buddies in an emergency! [There's a CE setting for auto-ammo equipping without loadouts that's already on by default, which might explain your colonists carrying more / less ammo than you'd prefer].)