边缘世界 RimWorld

边缘世界 RimWorld

MIM - WH40k Weapons
441 条留言
emitbreaker  [作者] 10 月 20 日 上午 9:27 
@Freya Anto I'm happy to hear that ;)
Freya Anto 10 月 20 日 上午 9:09 
And that did the trick, thank you again
Freya Anto 10 月 20 日 上午 9:03 
Not a problem, thank you for taking time out of your busy schedule to help :-)
emitbreaker  [作者] 10 月 20 日 上午 6:11 
@Freya Anto Thanks for your kind understanding. So far I've tested few additional cases with Lasgun and Hot shot volley gun, but either case properly works without infinite bullet storm or damaging to non intended plants, items, filth, etc.
Freya Anto 10 月 20 日 上午 6:09 
Okay I will do that as soon as I'm hooked up to the internet again in a few hours
emitbreaker  [作者] 10 月 20 日 上午 5:23 
@Freya Anto Could you unsub > resub core mod and try again? Both works normally in my local environment, so either an edge case that I didn't check or assembly update issue. I'll do some enhanced testing at my end as well.
Freya Anto 10 月 19 日 下午 8:02 
Sorry to report the volley lasgun and normal lasgun are broken, same issue
Freya Anto 10 月 19 日 上午 9:04 
Thank you very much Emit
emitbreaker  [作者] 10 月 19 日 上午 6:31 
@All Fixed;
1. Now beams work as intended - no more infinite bullets.
2. Tried to reduce the chance of items or plants on the ground being targeted by beam weapons.
3. Biotech-like beams (like gauss weapons) now porperly hits intended targets whether it is pawn, building, plant or item.
4. Particle caster - it's explosive beam and causes smaller explosion (4 cells around the destination)
emitbreaker  [作者] 10 月 19 日 上午 3:37 
@All sorry for my belated response - was away from development for my RL project. Most of the issues have been fixed at my local end and will deploy update once remaining testing for other weapons has done.
Freya Anto 10 月 13 日 上午 9:26 
Every other las weapon I've tested seems to work
UMP45 10 月 13 日 上午 8:50 
same issue as Freya, unknown what cause is but imperium lasrifle and hotshot are spawning hundreds or thousands of projectiles that do minimal damage and not performing the normal beam affect. every other lasgun works perfectly as far as I am able to tell.
Freya Anto 10 月 12 日 下午 1:14 
looks like the normal lasgun is as well but nothing else so far
Freya Anto 10 月 12 日 上午 10:42 
The hotshot lasgun is acting like a non damaging hmg, I got no error code for it so idk what is up
MeyoNi 10 月 11 日 下午 7:33 
Weapons tests:
WORKS
Enmitic Annialator
Enmitic Exterminator
Gauss Destrutor
Tychon Arrow

WORKS BUT
Enmitic Disintegrator Pistol - hits the ground then randomly decides to damage nearby pawns or items
Particle Caster is damage supposed to be random within an area?
Prismatic Lance & Rod of Covanant - Error:
Tried to spawn a sustainer from non-sustainer sound Shot_ChargeRifle.

WORKS PAWNS ONLY
Gauss Blaster - Works on Pawns Only
Gauss Cannon - Works on Pawns Only
Gauss Flayer - Works on Pawns Only
Gauss Reaper - Works on Pawns Only

BULLET STORM
Particle Beamer - as queue ends will fire antimater bullets to do Damage.
Error: Exception ticking Szyroltek (at (112, 0, 68)): System.NullReferenceException: Object reference not set to an instance of an object
Staff of Light & Synaptic Desingrator - as queue ends will fire Gauss wounds to do damage.
Error: Same as Particle Beamer
MeyoNi 10 月 11 日 下午 12:53 
Ok after playesting a bit more revised my post:
Most of the gauss weapons work althought the laser path is some times oddly placed graphically.

Bullet 'error' is the non damaging LOS finder shot just repeatedly shooting on Synaptic Disintigrator and looping on the Particle Beamer. Need to have the pawn Drop or switch to a different weapon to stop the looping finder bullets. The beam never animates or applies damage.

Also a Chian lightning effect (Tesla Code?) on the Enmitic Disentigrator Pistols.
Will hit closest obstical to the shooter in the firing cone (bush, tree, other pawn) then fork out to damage to surrounding pawns.
cornishknight 10 月 6 日 下午 1:31 
thank you for the info Cyridius
Cyridius 10 月 6 日 下午 12:42 
@cornishknight I don't have any other combat mods installed except the one prerequisite required for this one, lasers are broken as of the most recent update - your laser weapons will not hit things or do damage at the moment are appear as a swarm of projectiles.
cornishknight 10 月 6 日 下午 12:31 
I do have the gunplay & yayo's combat 3 mods installed, could this be the issue for the swarm of white dotes?
cornishknight 10 月 6 日 下午 12:19 
first of all thank you for the fixes, question am I meant to still see a laser beam? because at the moment all I see is white dotes around the target of the attack and there seems to be a short delayed effect before they hit, do I need to reinstall the mod or the like do you think?
emitbreaker  [作者] 10 月 4 日 下午 12:38 
@cornishknight Las beam issue fixed. Now weapons work as
1. Normal guns / Beams that is neither Penetration nor piercing (including abilities): If your intended target was not null (say, you target a pawn or building), bullet tries to hit the intended target first, then hit the covers (whatever it is). If the shoot went wild, it still has 50% chance of hitting plant or buildings (same logic as vanilla bullets)

2. Penetration beam: Always hits everything on the line.

3. Piercing beam: Only hits pawns on the line. If your intended target is building or plant, then the beam also hits them as well.


Long story short: Works similar to Vanilla projectile weapons.
emitbreaker  [作者] 10 月 4 日 上午 9:47 
@hildegard.pupenstiehl Fixed! Please update this mod. If something went wrong, please unsub > resub Core mod and this mod.
emitbreaker  [作者] 10 月 4 日 上午 3:53 
@f r o g You would please unsub and resub Core mod and this mod? The issue should've fixed few updates earlier, but steam won't properly update the core mod especially when I modified an existing code.

At the same time, I'll also look into the issue as a part of Bolter rebalancing.
emitbreaker  [作者] 10 月 4 日 上午 3:50 
@hildegard.pupenstiehl Known issue, and won't bother your save. Just ignore it for now, please. The error will be eliminated once the rebalancing has done.
emitbreaker  [作者] 10 月 4 日 上午 3:50 
@cornishknight I don't like the concept of replacing an existing item, so no, there is no chance to replacing vanilla autogun by my mod item. Besides, they have slightly different stats compare to the vanilla one.

And about the healroot thing, will check it. I fixed during the testing phase but seems like reverted back at some point I've updating the codes.
f r o g 10 月 2 日 下午 6:08 
There is a bug with the boltgun magazine pouches, as soon as you switch to any ammunition other than default it breaks the gun targeting and won't fire. only way to fix is to unequip and reequip the weapon.
hildegard.pupenstiehl 10 月 2 日 下午 1:58 
Hi, I get following errors on start when using your mods.
Could not resolve cross-reference to Verse.ThingDef named HP_ImperialFabricationBench (wanter=recipeUsers)
Could not resolve cross-reference: No Verse.ThingDef named EMWH_MagazinePouch_HeavyBoltPistol found to give to MIM40kFactions.Weapons.CompProperties_ChangeableBullet MIM40kFactions.Weapons.CompProperties_ChangeableBullet
Could not resolve cross-reference: No Verse.HediffDef named EMSM_RelicTerminator_Fear found to give to RimWorld.CompProperties_AbilityGiveHediff RimWorld.CompProperties_AbilityGiveHediff
Could not resolve cross-reference: No Verse.ThingDef named EMWH_MagazinePouch_DWShotGun found to give to MIM40kFactions.Weapons.CompProperties_ChangeableBullet MIM40kFactions.Weapons.CompProperties_ChangeableBullet
... more cross reference errors with magazine pouch and changeable bullet
Unsubscribing, resubscribing didnt help. Same errors with just vanilla and your mods. Known issue?
cornishknight 10 月 1 日 上午 2:48 
I think there may be a bug with the base Lazguns at the moment, as it works of the beam system it keeps getting blocked by nearly everything, units behind cover destroy their own cover at a alarming rate and I've had an full firing line standing behind half grown healroot have 100% of their shots blocked by the plants in the first row, is there a way to fix this please.
cornishknight 9 月 30 日 下午 1:22 
is it possible to get an Autogun added to this mod, they are the most common weapon in the lore for PDF forces and the like, we have the autopistol and shotgun, so it makes sense to have an autogun to replace the base game rifle
emitbreaker  [作者] 9 月 30 日 上午 7:37 
@CE Guys - sorry for overdue hot fix but now all issues have been solved. Please update Core mod, this mod, Thousand Sons mod and Necron core.

@Non-CE
Grav beam once again refactored. Now it works as Biotech based beam, but dealing based on target's Blunt armor. Higher armor = Higher damage. Also, it properly gives debuff of slow down hediff per shot.

Dreadnought Lascannon now works as Biotech based beam but shots two beams at once.

All piercing and Linear beams refactored as Biotech based beam. Linear beam integrated into isPenetration, and piercing beam now has new weapon ability isPiercing. The beam pierces up to certain number of pawns.

Penetration Melta weapons refactored as Biotech based beam as well.
emitbreaker  [作者] 9 月 30 日 上午 3:41 
I need to fix another Beam related issue before releasing fix for CE!! Sorry for the inconvenience caused!
Cyridius 9 月 29 日 下午 4:29 
I can confirm it is CE. Seems to be an incompatibility related to ammo - turning ammo off in CE does not fix it.
环伊吕波 9 月 29 日 上午 10:12 
Agree with CE problem, Im using CE too
The Unbidden One 9 月 29 日 上午 9:54 
The problem might really be CE, i never even thought to check since its so integral to my load order, i'll do a test when i get off work later today.
CanaPeach 9 月 29 日 上午 9:44 
I've got the same problem mentioned bellow, i'm playing with CE and KV Save Storage.
Tried to removed KV Save Storage from my list and still cant start a new colony
WA2000 9 月 29 日 上午 5:58 
It appears that this mod has a severe conflict with CE and cannot load map in the CE environment.
WA2000 9 月 29 日 上午 5:40 
@emitbreaker No, I am not using the mod you mentioned. I loaded this mod in a clean mod environment with only the necessary prerequisites
环伊吕波 9 月 29 日 上午 5:31 
have almost the same problem with wa2000 and the unbidden one, but I dont use KV Save Storage
emitbreaker  [作者] 9 月 29 日 上午 4:26 
@The Unbidden One @WA2000 Do you guy both using KV Save Storage? I can assume what is causing this issue but can't really understand why it manages thing such a way. Let me check the compatibility.
WA2000 9 月 28 日 下午 10:26 
can`t start new mmap
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EF2239F3]
at Verse.GenTypes.SameOrSubclassOf (System.Type baseType, System.Type parentType) [0x00009] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.GenTypes.SameOrSubclassOf[T] (System.Type baseType) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.ReadingPolicyDatabase.GenerateStartingPolicies () [0x0003e] in <24d25868955f4df08b02c73b55f389fe>:0
RimWorld.ReadingPolicyDatabase..ctor()
Verse.Game..ctor()
at Verse.Root_Play.SetupForQuickTestPlay () [0x0000b] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.MainMenuDrawer+<>c.<DoMainMenuControls>b__24_10 () [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x0000b] in <24d25868955f4df08b02c73b55f389fe>:0
The Unbidden One 9 月 28 日 下午 9:47 
Getting this error with t his mod installed alongside KV Save Storage, cant start any scenarios as a result. Uninstalling this mod fixes the problem.

Exception filling window for RimWorld.Page_SelectScenario: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 7FF83990]
at Verse.GenTypes.SameOrSubclassOf (System.Type baseType, System.Type parentType) [0x00009] in <24d25868955f4df08b02c73b55f389fe>:0
at Verse.GenTypes.SameOrSubclassOf[T] (System.Type baseType) [0x00000] in <24d25868955f4df08b02c73b55f389fe>:0
at RimWorld.ReadingPolicyDatabase.GenerateStartingPolicies () [0x00041] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX com.savestoragesettings.rimworld.mod: Void SaveStorageSettings.Patch_ReadingPolicyDatabase_GenerateStartingPolicies:Postfix(ReadingPolicyDatabase __instance)
RimWorld.ReadingPolicyDatabase..ctor()
Verse.Game..ctor()
The Unbidden One 9 月 28 日 下午 7:37 
This update sounds like what i've been waiting for thank you so much!!
emitbreaker  [作者] 9 月 28 日 上午 12:10 
@ALL IMPORTANT
By next update within few hours, crafting and mod dependency will be changed drastically.

New work bench called "Weapon machining bench" will be newly added to this mod, and weapons from all factions except Necron and Genestealer Cults (where have their own benches) will now be consolidated into this specific work bench only.

Instead, same as power armor crafting benches, it gives you bill configuration menu to easily search and add to queues. Hence, all faction dependency to weapons will be removed.

Also, all power armor and weapon crafting benches now gives you recoloring power armor function once again. Although in 1.6 there are less items that can be customized ;(
emitbreaker  [作者] 9 月 27 日 上午 3:18 
@All Melta, Flamer and Sonic weapon rebalanced. Melta is now consolidated into LasBeam, which is Odyssey style laser weapon. Each factions melta has their own unique stats and mechanism now. Be aware that Navis Melta causes scattered explosion around impacted point, which does not identify friend or foe.
emitbreaker  [作者] 9 月 27 日 上午 3:16 
@Tsumiki Miniwa No that's usually steam's fault, neither you nor me XD
Tsumiki Miniwa 9 月 27 日 上午 1:04 
ye that fixed it i think i unsubed then resub to one of them but not the other, my fault for not reading my bad
emitbreaker  [作者] 9 月 26 日 下午 11:38 
@Tsumiki Miniwa I think this mod hasn't been properly updated at your local end. Please unsub > resub this mod and, just in case, Core mod.
Tsumiki Miniwa 9 月 26 日 下午 9:26 
Exception loading def from file ThingDef_EMWH_MagazinePouch.xml: System.ArgumentException: Could not find type named MIM40kFactions.CompProperties_MagazinePouch from node <li Class="MIM40kFactions.CompProperties_MagazinePouch"><applicableWeapons><li MayRequire="emitbreaker.MIM.WH40k.AA.Core">EMSM_BoltPistol</li><li MayRequire="emitbreaker.MIM.WH40k.AA.BA">EMSM_BABoltPistol</li><li MayRequire="emitbreaker.MIM.WH40k.AA.Core">EMSM_DWBoltPistol</li><li MayRequire="emitbreaker.MIM.WH40k.AS.Core">EMAS_BoltPistol</li><li MayRequire="emitbreaker.MIM.WH40k.AS.Core">EMAS_ECHolyPistol</li><li>EMIG_BoltPistol</li><li MayRequire="emitbreaker.MIM.WH40k.GC.Core">EMGC_BoltPistol</li><li MayRequire="emitbreaker.MIM.WH40k.CH.Core">EMCM_CUBoltPistol</li><li

thats a portion of log that loads when i boot game up, i could save the entire log and send it if you tell me where to do so.
emitbreaker  [作者] 9 月 26 日 下午 8:32 
@Tsumiki Miniwa Do you have any log just after the issue happened? I just tested with my testing save file but couldn't reproduce the issue. Perhaps some sort of complex mod conflict, not only between these two mods, but also involving others...
emitbreaker  [作者] 9 月 26 日 下午 8:20 
@Tsumiki Miniwa What? That's obviously not a normal condition. Normally adding mod won't do that. Let me check it.