边缘世界 RimWorld

边缘世界 RimWorld

Advanced Shield Belts B19
41 条留言
dninemfive  [作者] 2019 年 5 月 14 日 下午 8:07 
@Tal'Raziid Should be, it inherits from the normal ShieldBelt class so it should retain any changes they make to those.
Tal'Raziid 2019 年 5 月 14 日 下午 3:36 
is this compatible with CE?
sir Evans 2019 年 4 月 15 日 上午 12:46 
Thanks, I'll take a look at it :]
dninemfive  [作者] 2019 年 4 月 14 日 下午 6:26 
@sir Evans Glad to see a new modder! The Rimworld modding scene is more forgiving of reusing others' work, but I would still avoid it where possible (and thanks for asking!). If you haven't seen it already, this [ludeon.com] is an excellent intro for DLL modding. I made this mod by creating a class inheriting from the base game's ShieldBelt and simply overriding the method determining whether the wearer can shoot to always return "true."

You'll need to fix a few issues related to warnings checking inheritance, so I'd recommend instead copying the ShieldBelt class from its ILSpy decompilation (explained in the above link) and modifying that class directly.
sir Evans 2019 年 4 月 13 日 上午 4:41 
All right.
Remaking from the scratch then.

Reason I'm asking is because there are hundreds little mods adding this and that, and this spams game mod list beyond what is humanly manageable. For things like like your belts, I would rather integrate mods together and give credit, where the credit is due, rather than doing everything from the beginning.

But It seems modding in 1.0 is much easier than it once was :)
dninemfive  [作者] 2019 年 4 月 12 日 上午 8:44 
@sir Evans If it's not for public release, go for it. If you want to release your mod for others to download, it's not that hard to recreate this mod's functionality yourself.
sir Evans 2019 年 4 月 12 日 上午 4:00 
Add some disclaimer please :)
I might want to include this in my Quality of Life future mod, but I need to know if I can just integrate your stuff or if I had to make my own from the scratch.
dninemfive  [作者] 2018 年 10 月 30 日 下午 7:58 
@Enlonwhite It should, but I have also posted a 1.0 version here .
Enlonwhite 2018 年 10 月 30 日 下午 4:15 
So this should work for 1.0 even tho its B19, from what i am gathering that is.
Gurdel 2018 年 10 月 22 日 下午 6:08 
I meant like, Thanks for updating us on your mod's status on Oct 18.
dninemfive  [作者] 2018 年 10 月 19 日 下午 12:48 
@Gurdel You're welcome, but I've seen you on tons of mod pages asking for updates. I appreciate your enthusiasm, but mod authors get tons of update requests so you should probably limit those to mods taking weeks to update, not a day or two.
Ashquin 2018 年 10 月 19 日 上午 11:57 
Appreciate that!
Gurdel 2018 年 10 月 18 日 下午 10:18 
Thanks for the update!
dninemfive  [作者] 2018 年 10 月 18 日 下午 3:30 
@Ashquin It should work already, but I am planning on updating this soon™. I posted more update plans in the collection this's in.
Ashquin 2018 年 10 月 18 日 上午 10:30 
1.0 update please!!
_shani 2018 年 9 月 27 日 下午 10:01 
I see, thank you
dninemfive  [作者] 2018 年 9 月 27 日 下午 9:39 
@Female Jesus On Fire It's pretty easy to add a shield to armor, just include the tag <thingClass>ShieldBelt</thingClass> somewhere in the armor's body. Unfortunately, since it's the entire point of this mod, I'm not going to explain how to make it possible to shoot out from scratch (it requires assemblies, which are hard for novice modders to learn), but you can make your mod require mine and replace the ShieldBelt part of the tag above with "D9UsefulAI.ShieldMkII."
_shani 2018 年 9 月 27 日 上午 9:06 
I would like to ask a question, I am making a mod and currently trying to figure out how to add shield on a armor and still make ranged weapons usable, if at least, I could get the ranged + shield to work without the armor that would suffice I guess. Thanks.
red10ish 2018 年 9 月 23 日 下午 12:10 
Thank you
TheMilkman[ACTUAL] 2018 年 9 月 22 日 下午 12:04 
tnknx
dninemfive  [作者] 2018 年 9 月 22 日 上午 11:40 
@Mr Weenie Yes, this mod is save-compatible.
TheMilkman[ACTUAL] 2018 年 9 月 22 日 上午 8:08 
can i use this on current game?
cjs 2018 年 9 月 10 日 上午 9:13 
For anyone that uses [KV] change dresser: to get the belts to work with outfits you have to use the "custom outfits" the colonists will then automatically equip the belt asigned.
dninemfive  [作者] 2018 年 9 月 8 日 下午 5:36 
@[WTG] Mandrid Your errors seem to both be a result of a bug in the base game, and a utility assembly is just a mod which provides useful methods to other modders.

If you want to get started modding, it's pretty easy! Try picking apart the game code to see how things work, and if you want to use assemblies (for more advanced code) try this tutorial [ludeon.com].
Enlonwhite 2018 年 9 月 8 日 下午 5:35 
So far they are not too easy to mass produce,
(unless you have a mod that hands you Uranium an such out like a candy factory)
And so the costs are fair, at the moment, Epecially since I noticed that Mechs give only 5 plasteel and 1 component per mech, double that for Centipedes which in reality is way too low.

Without a mod that would let you slowly gain resources (Quarry and such) I find the cost to make these even with Quarry Very Reasonable. I am a guy that likes to Turtle, an so far even with a mod that give 25-75 steel on normal nods per square and Quarry, I am still running into either low steel or low plasteel issues, let alone in making a ship XD.

At the moment i only get about 3-5 of any of these combined and 2-3 of those are FOUND from raiders or such.
So I will again state, so far so good on balance. Then again, i only played 3-4 years for about 4 colonies on testing. Hope this info helps.
Mandrid 2018 年 9 月 8 日 下午 5:33 
Hmm... what is a utility assembly?

dninemfive, thank you for making this mod, btw. It is really cool! I wish I had the skills to do what you can do.
Mandrid 2018 年 9 月 8 日 下午 5:30 
Another possible issue... colonists are not automaticlaly switching shield belts if a higher-quality one is available.

I have a colonist wearing a Good quick-recharge shield belt, and there is an Excellent quick-recharge shield belt sitting in storage. For any other gear (minus weapons), the colonist would usually go equip the higher-quality apparel. Not happening here though.
dninemfive  [作者] 2018 年 9 月 8 日 下午 5:12 
@[WTG] Mandrid This is a known bug which seems to happen with clothing using custom assemblies - the Faceplate mod has the same issue.

Given that it's an issue with the base game and not this mod in particular, I'm hesitant to fix it here lest I break another mod. I'm working on a utility assembly atm so I'll see if I can add a patch there.
Mandrid 2018 年 9 月 8 日 下午 5:08 
Hey dninemfive! I might have discovered a problem with the Ranged Shield Belt and Outfits.

I created an Outfit for my ranged colonists, but they will not automatically equip the available Ranged Shield Belts. Is there anything that can be done about that? Currently, I have to manually force them to wear their belts.

This is especially a big pain in the butt when I set the durability threshold to 60% - they will remove the shield belts and bring them to the armory for repairs, but won't re-equip them afterward.
dninemfive  [作者] 2018 年 9 月 3 日 下午 6:01 
@Enlonwhite Thanks! Do tell me if you find these too easy to mass-produce. They are a bit more expensive overall than they used to be, but previously they were limited by abysmally high work costs which is no longer the case.
Enlonwhite 2018 年 9 月 3 日 下午 5:59 
Cool, so some added fun for raids but nothing too insane. Thanks this looks like a mod to use then, as it fair, and reasonable.

if i happen to get to a point where i have alot of them thats end game and fine as well.
dninemfive  [作者] 2018 年 9 月 3 日 下午 5:56 
@Enlonwhite Yeah, they can, but from my experience they're even more rare than regular shield belts. They're actually not that dangerous when AI-controlled since you can focus fire on shield users first and the AI doesn't micro them around nearly as well.
Enlonwhite 2018 年 9 月 3 日 下午 5:49 
Wait will Raiders spawn with these?, mean that would be fair for the raiders. Just wondering if i need to then worry about it if i use the mod.
PremierVader 2018 年 9 月 3 日 上午 3:02 
YES FINALLY
Dominique901 2018 年 9 月 2 日 下午 10:35 
OK thanks
dninemfive  [作者] 2018 年 9 月 2 日 下午 10:26 
@Dominique901 It shouldn't, this mod just adds new items rather than modifying anything which would already exist.
Dominique901 2018 年 9 月 2 日 下午 8:37 
this need a new save?
Dominique901 2018 年 9 月 2 日 下午 1:08 
This mod really help me allot in the b18 glad to see it in b19
D9sinc 2018 年 9 月 2 日 上午 10:59 
Ah okay @dnimenfive thank you for the response.
dninemfive  [作者] 2018 年 9 月 2 日 上午 10:59 
@D9sinc You can use the 1.0 version with no problems, but I just updated this mod to balance it against the new shield recipes in B19. It's personal preference.
D9sinc 2018 年 9 月 2 日 上午 10:57 
I've been using the 1.0 version of the mod with no problems. Is there a need to use this mod in it's place in my B19 save or is there no real reason? I know you said it's identical I'm just curious.