边缘世界 RimWorld

边缘世界 RimWorld

[XND] Profitable Weapons (Continued)
64 条留言
WiFiN 7 月 16 日 上午 5:30 
So repairing removes the looted tag. I'll test the mod a bit more of there are any errors or other problems.
Mlie  [作者] 7 月 10 日 上午 2:56 
@WiFiN Compatibility in what way?
hlo120435 6 月 13 日 上午 10:03 
@Robob you can go into the settings for pinata and make it to where they drop their weapons upon death. i have it set to that because i think its more realistic. unless your strap is constantly around your body, your weapon is likely gonna fall out of your hands upon death.
Robob 1 月 30 日 上午 6:16 
This mod seems to conflict with "non uno pinata" as weapons do not become tainted if they remain in raider's inventory upon death
Mlie  [作者] 2024 年 12 月 5 日 下午 11:43 
@ChopSushiii yes
ChopSushiii 2024 年 12 月 5 日 下午 11:06 
Does this work with modded weapons? Main ones being the VE weapons (Gauss, Gunpowder, Laser, Etc.)
Mlie  [作者] 2024 年 7 月 18 日 上午 11:19 
@Anon Please see the Reporting Issues section described above
D3K43 2024 年 7 月 5 日 上午 1:42 
Can VFE - Ancient's mending system also remove the (Used) tag? Can you patch that in?
Mlie  [作者] 2024 年 6 月 17 日 上午 10:54 
@Anon Please see the Reporting Issues section described above
Ralathar44 2024 年 6 月 9 日 下午 5:42 
Awesome, thas teamwork :).
Mlie  [作者] 2024 年 6 月 9 日 下午 2:34 
@Ralathar44 Nice work, Nano Repair Tech had changed their code. Should work better now
Ralathar44 2024 年 6 月 8 日 下午 8:26 
Narrowed it down for you. Profitable Weapons (this mod) starts throwing the errors and degrading performance when used together with the Nano Repair Tech mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1447372624

Just load both them and harmony and when the dev quicktest level loads draft your colonists and melee an animal or object and you'll see the spam and FPS tanking. Hope that helps save you alot of time on fixing it :).
Ralathar44 2024 年 6 月 8 日 下午 7:51 
Log/Error Spam that was tanking my performance by about 40 fps taking me down to 17 FPS. Repro method was loading up my entire mod list, starting a dev test map, drafting, and then having my colonists melee a nearby animal.

Did not seem to happen with Profitable Weapons as the only mod loaded. I'll see if I can track it down.
Ralathar44 2024 年 6 月 8 日 下午 7:50 
Exception ticking Gerasim (at (158, 0, 115)): System.TypeInitializationException: The type initializer for 'ProfitableWeapons.HarmonyPatches' threw an exception. ---> System.NullReferenceException: Null method for XeoNovaDan.ProfitableWeapons
[Ref F0215936] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref A0040D26] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
[The] Force 2024 年 5 月 16 日 下午 3:18 
Never could figure out what it was without more than half of my list loaded, very possibly requires a couple of mods all interacting with similar stuff? Hopefully that log helps because as much as I'd love to solve it I also do just wanna play xD
[The] Force 2024 年 5 月 13 日 下午 4:23 
So I'm having the same issue as CloudDLuna. It does *not* occur when on it's own so it's a mod incompat.
I'm adding mods now that could be the issue to try and narrow it down, but here's the hugslib log with my full list installed https://gist.github.com/HugsLibRecordKeeper/1996c4967a22509eccb1348a1c02d02e

What's happening is specifically that the Melee is triggering *constantly* once engaged, like so often that my pawn went from 0-20 melee in a couple seconds and still was technically attacking even when downed by an animal which was *also* attacking just as fast.
Mlie  [作者] 2024 年 4 月 13 日 上午 7:59 
@CloudDLuna Please see the Reporting Issues section described above
CloudDLuna 2024 年 4 月 13 日 上午 7:28 
I have no clue why but it caused a weird bug where it broke the mele combat. Maybe a combination with other mod, but the combat was fixed when this mod was removed
xenomega101 2024 年 3 月 13 日 下午 4:06 
hope it gets an update its great
Dr. Wicked 2023 年 11 月 17 日 下午 6:08 
Hey Mlie, I came back to Rimworld after a couple of years and found this little gem again. I was wondering if you ever checked to see if it was possible to have the new weapons marked as (N) instead of used weapons marked as (U).

The reasoning is that it clutters the gear tab to have all of your colonists have a weapon marked as (U) instead of the other way around.
Gruntly The Gobdaw 2023 年 4 月 22 日 上午 2:50 
imagine trading meme but only for trading weapon
Imagine12 2023 年 3 月 19 日 下午 8:03 
Is it compatible with VFE: Ancients because that mod has it's own mending table?
Mlie  [作者] 2023 年 2 月 21 日 上午 11:16 
@soulja boy Looked at it, the IL-code needed is a bit over my skill-level
super earths best dumpster diver 2023 年 2 月 21 日 上午 9:21 
could you add compatibility for LTS Maitenance please, where repairing weapons/apparel removes the (U) tag on it? thanks
ProfileName 2022 年 10 月 19 日 下午 1:28 
Alright. Hope I won't need Smith 3 to arm up with the very same revolver (masterwork) they just made seconds ago.
Mlie  [作者] 2022 年 10 月 19 日 下午 1:24 
@ProfileName Yes, used as shot/swung 20 times
ProfileName 2022 年 10 月 19 日 下午 1:11 
Er... define "used"? As in, 20 times it's been fired, 20 times it's been swung? Just askin'.
danzloblaha13 2022 年 4 月 11 日 下午 4:22 
Thanks finally can again after long time sell my excellent longswords (^-^)b <3 for nice price
Lyn the Cookie 2022 年 3 月 11 日 上午 6:11 
Amazing! Now I can finally roleplay as a gunsmith!
VenomMirage 2021 年 12 月 29 日 下午 1:57 
Hi, there are new mending tables in VFE Ancients, would be great to be able to remove 'looted' tag with those in the same way how it's done with mend n recycle.
MonkeyJorm 2021 年 10 月 21 日 上午 11:37 
Wouldn't it be better to just have a steep exponential decrease in price -> quality ratio for the weapons and then force raiders to spawn in with lower durability weapons? This seems like the more realistic approach as raiders probably already stole used weapons off dead enemies and would have already used those weapons. This still allows making money crafting high quality, brand new weapons profitable. Additionally you could add a malfunction chance per shot which jams the weapons if it has low durability, making it still viable to use high durability weapons in your colony as you could have a big advantage over raiders and encouraging you to dispatch raiders quickly to increase your potential earnings - with an unlikely chance that raiders spawn with good durability weapons worth nearly full price.

The moment your brand new car leaves the dealership it loses 10-15% of it's value, this seems like a more immersive solution and poses some more interesting gameplay decisions imo.
ShadowDragon8685 2021 年 9 月 10 日 上午 9:27 
Reianor: I don't think many people on the Rim have the capability to perform forensic investigation like that. The Fallen Empire might, but I don't think they care about actual guilt or innocence; if you're their friend (hah!) they'll do right by you (as long as you do righter by them, that's how this works), and if you're not they don't care about whether or not the reason they're crumping you is genuine.

Also a lot of weapons are things like... Energy blasters, or mass drivers, or plasma swords or stuff that you couldn't really do a forensic bullet analysis on; granted you could probably do a similar forensic analysis, but the bar would be a lot higher to tell if the blaster bolt that killed this guy was fired from this heavy blaster as opposed to that heavy blaster.
Sturm Pionier 2021 年 9 月 1 日 下午 11:09 
One issue is that it seems to have marked an Elephant Tusk from a raider as well so it was now just garbage. Can exceptions be made for animal parts?
Reianor 2021 年 8 月 6 日 上午 3:10 
Or you can ignore that joke and call it crafted :P
Reianor 2021 年 8 月 6 日 上午 3:07 
+1 to what Vilepsring said. xept for the tag itself. Shouldn't be P for pristine, should be C for clean.

You do realize what's the real issue with used guns is, right?
It's not the wear and tear, it's the holes they left in people and that funny thing called law enforcement investigation.
Yeah ok maybe law isn't a popular thing at the rim, but I'm pretty sure there ARE people 'round 'ere who'd love to know who shot their sister's precious son after being caught by said son with said son's wife.
And with all the things they'll wanna do to you... well, let's just say you'd rather be dealing with the law.

So it's the clean guns that sell for premium, not the pristine condition ones. Mkay?
JinxLuckless 2021 年 8 月 6 日 上午 12:16 
Sure thing... might take me a bit.
Mlie  [作者] 2021 年 8 月 5 日 下午 11:48 
@JinxLuckless Can you test with only this mod loaded to rule out a mod conflict?
JinxLuckless 2021 年 8 月 5 日 下午 11:41 
I have an issue where I can't seem to haul a rifle to a stockpile. There are two stockpiles that allow the rifle type, and no filters like 'only X quality' etc. It keeps saying there's no place to store it. The reason I post this here is, it's a looted weapon, and it's the only weapon I'm having issues with. All my other weapons are fresh, and went into stockpiles fine.

HugsLib log: https://gist.github.com/6dce127ffe7392bd934ddcf61fa0f288
dabeek 2021 年 8 月 5 日 下午 7:18 
Finally I can roleplay as a Rwandan arms dealer
einBetra TTV 2021 年 7 月 9 日 上午 9:04 
:steamthumbsup:
Mlie  [作者] 2021 年 7 月 9 日 上午 4:22 
@DerBetra The update process is shown on the discord server. Updated about 200/500 mods by this point
einBetra TTV 2021 年 7 月 9 日 上午 3:53 
update for 1.3 plz <3
Dr. Wicked 2021 年 7 月 4 日 下午 12:50 
I came here to say exactly what Vilespring said. I would prefer to have the mark on new items instead of used ones, kind of like a seal you remove when used.

In practice it would also reduce the text clutter on weapon names that you see often on your colonists.
Mlie  [作者] 2021 年 6 月 9 日 下午 11:52 
@Vilespring Not sure how much work it would be but I might have a look if I get the time
Vilespring 2021 年 6 月 9 日 下午 10:57 
It's more it would show this mod doing its thing, as opposed to the inverse. As this mod shows "This weapon can be sold at lowered value" versus "This weapon will be sold at full value."

That's how I think about it, but it wouldn't change anything at all. I personally would prefer a marking on the pristine guns instead of the looted ones, for no reason at all.

And that's it. literally preference. I asked because I was curious and nothing more. xD
Mlie  [作者] 2021 年 6 月 9 日 下午 10:48 
@Vilespring I assume so, whats the reason?
Vilespring 2021 年 6 月 9 日 下午 10:30 
Is it possible to invert the labeling on the name as an option?

For example, instead of putting the (U) tag on a used weapon, putting a (P) on a pristine weapon?
Firestorm🗿 2021 年 4 月 8 日 上午 11:54 
Hello, your mod currently seems to have no effect (at least with my save which I added it to). For some reason I cannot upload a Hugslib log, for when I try it gives me this error: Upload error: HTTP/1.1 422 Unprocessable Entity.

...Help?
Carny Senpai 2021 年 3 月 13 日 上午 6:50 
Hello, currently this mod is incompatible with my mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2005333573
If a weapon gets the (U) tag, the color is removed somehow like this https://prnt.sc/10j3xjn The red "poor" is how it is supposed to look.
I checked your CompLootedWeapon TransformLabel() method and couldn't spot any issues, then i tested it with Harmony like this: https://imgur.com/a/8lMauR6 and don't know what is going wrong there and maybe you could help me find the issue. If you have any question about my mod, feel free to ask.
Rzabat 2021 年 2 月 13 日 上午 10:46 
Would it be possible to add compatibility with the Mechanite Restoration added by the Vanilla Furniture Expanded (Spacer module I think) to also remove the looted tag?