边缘世界 RimWorld

边缘世界 RimWorld

Vaults of Vagar: Rayguns
65 条留言
Korn Sarum the Virtuous  [作者] 12 月 2 日 上午 8:00 
@Sumatris Thanks for pointing that out! I'll update it in a moment.
Sumatris 12 月 1 日 上午 7:27 
I very much appreciate your decision to let us manufacture our own quantrons. That said, you should probably update the item description accordingly when you have a moment; it still claims that small communities can't make these things on their own.
Korn Sarum the Virtuous  [作者] 11 月 22 日 上午 6:09 
@AtlasTheReaper Next week. It will be researchable after the Fabrication tech, but you will be able to buy and assemble weapons out of them before that.
AtlasTheReaper 11 月 21 日 下午 4:01 
@Korn Sarum the Virtuous I forgot to ping you for the previous question. But yeah, hopefully soon enough.
AtlasTheReaper 11 月 16 日 上午 8:30 
Gotcha, appreciate the heads up. ETA on the quantron update?
Korn Sarum the Virtuous  [作者] 11 月 16 日 上午 8:17 
Forgot to note that you need to look for the file in the Basic Armory folder, rather than in Rayguns.
Korn Sarum the Virtuous  [作者] 11 月 16 日 上午 8:16 
@AtlasTheReaper The code is actually in the base game AFAIK, it's just not utilized. There is a flag in the DamageDef class now that make that particular damage type ignore shields. In essence, I'll need to add just one line to the base laser def. I am gonna do it in a week or two, when I push the update, but in the meantime you can try it yourself: open Damages_Ranged.xml, find the VOV_Las damage def (it's the bottom of the two defs), and add the following line: "<ignoreShields>true</ignoreShields>" without quotation marks. All laser beams inherit this def, so this should make all of them ignore shields. No idea how this will work with CE though, they had their own code for ignoring shields way before Odyssey was released.
AtlasTheReaper 11 月 14 日 下午 4:09 
@Korn Sarum the Virtuous Make shield penetration a separate patch mod, it'll save a lotta players the headache of needing Odyssey, mainly because the code a lotta mod creators use for said action is from The Odyssey DLC. So it allows those whom don't want the DLC the ability to still use the mod, while allowing those whom want said ability to use it of their own choice.
Sumatris 11 月 14 日 上午 8:59 
If I tried to make a mod myself, my concentrated incompetence in all things coding would probably create a digital black hole that would swallow the whole internet ^^. So... yeah, I won't ask any further questions about that, thanks ^^.
Korn Sarum the Virtuous  [作者] 11 月 14 日 上午 8:55 
@Sumatris If you don't plan on using my DLLs to make your mods, then nothing changes for you) Otherwise just take a look at the new XMLs when they come out
Sumatris 11 月 14 日 上午 8:04 
@Korn: Thanks for the heads-up, although I have to admit I don't really understand what it means. Care to elaborate?

Also, thanks a bunch for making quantrons craftable :-).
Korn Sarum the Virtuous  [作者] 11 月 14 日 上午 7:10 
On a side note, there will be a bit of an update to this mod soon: the weapons requiring backpack ammo will no longer use a separate verb for shooting. This will help with making them compatible with other mods that affect the verb.
Korn Sarum the Virtuous  [作者] 11 月 14 日 上午 7:02 
@AtlasTheReaper Those are valid points. I will add the quantron to the list of goods that can be produced. As for the shield penetration, I will need to take a look at the code to see how to implement the change.
AtlasTheReaper 11 月 12 日 下午 5:52 
Also, reason I'm suggesting this is due to me loving how the lasers look and sound, but I can rarely ever get the orbital trader for them. So I end up never using them, despite how much I'd want to.
AtlasTheReaper 11 月 12 日 下午 5:50 
@Korn Sarum the Virtuous Since lasers are able to be crafted normally in vanilla, would it be possible for us to get a small update to this mod? If not to making the Quantrons craftable, maybe a mod option for it to be craftable? Also, how would the laser's operate considering vanilla's take on them in lore now? (Lasers piercing shields.) Other than that, awesome mod. (Also side tangent since I don't wanna overload you with multiple comments, but I do support you adding the ammo toggles for the bolters in vanilla, we can handle the balance part ourselves if need be.)
AtlasTheReaper 4 月 22 日 下午 4:21 
Roger that boss, god speed to ya on all that.
Korn Sarum the Virtuous  [作者] 4 月 22 日 上午 5:54 
@AtlasTheReaper No release date yet, but it isn't going too fast. I'd say I am about half done.
AtlasTheReaper 4 月 18 日 上午 9:24 
@Korn Sarum the Virtuous We got any idea as to when that'll drop?
Sumatris 2 月 20 日 上午 9:47 
Awesomeness! Been hankering for some new BFGs for a while now, so this is right up my alley, and coming from you I can be damn near certain they'll be high quality. Can't wait! :-)
Korn Sarum the Virtuous  [作者] 2 月 20 日 上午 8:21 
@Sumatris I am indeed, this time I will be making a heavy weapons pack)
Sumatris 2 月 20 日 上午 5:36 
@Korn: Take your time, it's just a minor annoyance at worst.

Say, are you by any chance working on a new addition to this awesome mod series? Anything to look forward to? :-)
Korn Sarum the Virtuous  [作者] 2 月 19 日 下午 1:38 
@Sumatris It is not, but I am aware of this problem. I am looking for a way to fix it.
Sumatris 2 月 15 日 上午 8:04 
Weapon power settings on my colonists always default back to medium upon loading a savegame. I assume/hope that's not intentional?
InsideOutFace 2 月 6 日 上午 10:11 
Awesome, thank you! <3
Korn Sarum the Virtuous  [作者] 2 月 6 日 上午 6:54 
@InsideOutFace Fixed that bug, both for Vanilla and CE!
Korn Sarum the Virtuous  [作者] 1 月 31 日 上午 11:21 
@InsideOutFace It most certainly is not. I will take a look at it.
InsideOutFace 1 月 26 日 下午 6:06 
Changing the laser power setting for one colonist also changes it for all other colonists with the same type of laser. I am not using CE. Is this intended?
Korn Sarum the Virtuous  [作者] 2024 年 10 月 2 日 上午 10:10 
@Mask of Humble that should be easy enough to implement, yes
Mask of Humble 2024 年 10 月 1 日 下午 3:39 
What about a version of it that doesn't need ammo but needs the power backpack?
Korn Sarum the Virtuous  [作者] 2024 年 10 月 1 日 下午 2:27 
@Mask of Humble Making a weapon that does not use ammo is easy enough, it's hard to make it understand when to switch to no-ammo mode.
Mask of Humble 2024 年 10 月 1 日 下午 1:23 
I see, they have a mod called Contractors Arsenal, it has the SCR Survival Rifle, it doesn't need ammo to fire, I was just looking for a easier way to fit my clones for combat and didn't have to worry about them running out of ammo on long campaigns and all
Korn Sarum the Virtuous  [作者] 2024 年 10 月 1 日 下午 1:15 
@Mask of Humble That would be difficult to implement. CE code is rather convoluted, and making the weapon check whether or not it requires ammunition depending on the apparel is difficult.
Mask of Humble 2024 年 10 月 1 日 下午 12:37 
I was wondering if at all possible to make it where if you have the power backpack that the standard laze guns don't need ammo with CE?
Korn Sarum the Virtuous  [作者] 2024 年 8 月 19 日 上午 2:02 
@Bloodlock Absolutely 100% safe.
Bloodlock 2024 年 8 月 18 日 下午 7:35 
Safe to add mid-game?
Korn Sarum the Virtuous  [作者] 2024 年 8 月 13 日 上午 9:28 
Ok, I'll look into it
Sumatris 2024 年 8 月 12 日 下午 9:28 
@Korn: The quantrons I have were sold to me by various Vagar trade ships for about 1,700 silver apiece. The only legendary lasgun I currently have in my armory is a Triton that would sell for 655, but I know the bigger guns don't even crack the 800 mark. Same goes for the any other legendary Vagar weapon I have: Grendel heavy bolters sell for 725, Garm-Torrent bolters for 663, Chimera chainswords for 556, Cercopes chainaxes for 608. I do see a x0.2 "item sell price multiplier" in the trader menu that no non-Vagar item in my stockpile has, but since this is the same for every type of trader, I don't think it's one of those trader-specific markups, but something more fundamental.
Korn Sarum the Virtuous  [作者] 2024 年 8 月 12 日 下午 12:10 
@Sumatris Can you give an example of the prices? In the defs, all but one of the weapons' prices are higher than the value of quantrons used to make them. For example, the Tigris costs 1600.
Sumatris 2024 年 8 月 12 日 上午 2:03 
@Korn: I know. Still don't agree with it, but it's your mod, so I'll stop whining about it ^^.

One other question though: Why do all Vagar weapons have such a low sale price? Even legendary lasguns are only worth a fraction of what a quantron costs, not to mention the other ingredients, making it completely unfeasible to craft them for sale.
Korn Sarum the Virtuous  [作者] 2024 年 8 月 11 日 上午 11:41 
@Sumatris The logic is the same as the one behind reinforced barrels being a requirement for turrets.
Sumatris 2024 年 8 月 9 日 上午 12:58 
Man, this mod leaves me torn. I'm a big fan of the Vagar mod series, and I'd love to play around with this one ASAP, but I absolutely hate the "can't be crafted, relies on random chance" bit (not just with this mod, but in general). Make the cores expensive as hell to craft, I don't care, but please don't hide behind excuses like colony tech levels and such. Our researchers develop interstellar space flight from scratch and our builders construct a working spaceship without further ado, not to mention other super-hitech like brain implants, bionics, powered armor and plasma weapons. There's absolutely no good reason why these same people shouldn't be able to craft laser guns of all things.
Johnnyboyswag69 2024 年 8 月 6 日 下午 2:10 
i think it would fit the theme if you would add combination weapons such as pistol swords, as these seem particularly when boarding a vessel
AtlasTheReaper 2024 年 7 月 17 日 上午 11:53 
I suppose so, though even an optional patch using VE would be awesome. Akin to the Warhammer 40k bionics mod. Especially because some colonies are more advanced tech wise. For instance a person on SOS2 who has the beginnings of an archotech spore, or someone who works with VOID, etc etc.
Korn Sarum the Virtuous  [作者] 2024 年 7 月 17 日 上午 11:35 
@AtlasTheReaper Unlikely, for the same reason Vanilla Expanded does not allow you to craft lasers from scratch. These weapons are too advanced for a small colony to produce. Besides, the difficulty in procuring them adds to the uniqueness of this weapon type.
AtlasTheReaper 2024 年 7 月 15 日 下午 7:46 
Will we get the ability to make the laser core things in the future..?
Korn Sarum the Virtuous  [作者] 2024 年 7 月 11 日 下午 1:40 
Heads up folks! The mod should be working with 1.5 Combat Extended now!
Andronicus 2024 年 7 月 6 日 上午 1:28 
Niiiice!!
Korn Sarum the Virtuous  [作者] 2024 年 6 月 28 日 上午 2:57 
@Hellbrink Yes, that is true, I plan to deal with it once 1.5 releases.
Hellbrink 2024 年 6 月 25 日 下午 4:57 
It looks like the CE patch for this mod isn't patched on the 1.5 CE release candidate so you might have to make some changes for 1.5 CE
Korn Sarum the Virtuous  [作者] 2024 年 5 月 14 日 上午 5:15 
@Rolhn That's the idea))