边缘世界 RimWorld

边缘世界 RimWorld

VVE - Secondary Weapons
187 条留言
mlo261 1 小时以前 
what do i need to research to build the mgs?
Nigel 9 月 28 日 上午 4:45 
@050 they can reach and use the vehicle. Enough recources are there too. Im pretty sure its a bug. Maybe also caused because of a mod conflict, since nobody else here is reporting the same error
050  [作者] 9 月 22 日 上午 2:51 
@Doktor Bruinbeer
Gotta mouse over "Description" in info card, since it shows "sabotage work required" instead. If for some reason that doesn't work these are the ammo types used
Tank cannon (MGS) - 105x617mmR and .50 BMG
Autocannon (Dragoon) - 30x173mm and 7.62x51mm NATO

@Nigel
Can the pawns reach the vehicle and have enough resources for the upgrade? Otherwise it may be a bug caused by another mod..
Doktor Bruinbeer 9 月 21 日 上午 5:30 
The description says "For CE, ammo types that upgrades or secondary weapons use are now in vehicle descriptions." However I cant find this anywhere. What ammo do I put in the Paladin with the turret upgrade? Or where can I find it? I checked the info card. Thanks!
Nigel 9 月 19 日 上午 8:30 
so i can start upgrading the tier 3 vehicles but nobody ever starts doing smth. and i cant prioritise the upgrade
Necirays 9 月 14 日 上午 1:38 
I see
Yet coaxial machineguns and canon turrets can be operated by a single pawn, the same goes for the steering wheel and the bow machinegun

But I understand now why the extra seats. It's just a shame seats can't be edited in the Vehicle Framework mod options, because not only it's op but also a bit annoying to relocate pawns manually to passenger/gunner seats everytime they enter a vehicle haha
050  [作者] 9 月 14 日 上午 12:32 
@Necirays Camalie
Forgot to mention, the mod has a lot of feature/power creep! It adds extra seats to some vehicles so they match the real counterparts and control the new weapons.
Camalie 9 月 14 日 上午 12:11 
I'm fairly certain that those extra bulldog seats control the coaxial and bow machineguns that were added by this gun
Necirays 9 月 13 日 下午 9:32 
Works in 1.6 so far, but there's currently a bug with some vehicle's passenger capacity. For exemple, the Tango can now carry up to 9 passengers, and the Bulldog can have 2 drivers and 2 gunners
Spiller2800 9 月 2 日 下午 7:08 
@050 Literally just discovered that right as you replied, thank you so much man, that mod is awesome! And appreciate the quick response! <3
050  [作者] 9 月 2 日 下午 7:07 
@Spiller2800
It's all good! The coaxial and bow MG uses .30-06 Springfield.
Spiller2800 9 月 2 日 下午 6:54 
@050 Hey man really sorry to ask, but can't figure it out for the life of me. What ammo does the Coax and Bow MG take on the Bulldog? 7.62x51?
050  [作者] 8 月 15 日 上午 5:47 
@veryinky
Doesn't affect gameplay, but the error shouldn't show up now.

@Cryptsy Satoshi Ruby
Couldn't reproduce these bugs (anymore?), hopefully fixed after Steam rolls out the update!
Ruby 8 月 9 日 上午 12:38 
I am having issues with the Mule its allowing me to start the install of the gun upgrades but when I try to force a pawn to build it no option is showing up. pawns wont automatically build it either. I have all the steel and components needed as well
Cryptsy Satoshi 8 月 8 日 上午 12:57 
Im am having the issue with the TANGO breaking on performing the cannon upgrade from this mod. Happened to break my save today, confirmed with debug mode that it was the tango's cannon
veryinky 8 月 4 日 下午 12:40 
I was getting red errors on launch, "Could not resolve cross-reference: No Verse.ThingDef named Bullet_Marshal_MainTurret found to give to Vehicles.vehicledef TGBM Paladin MGS Turret", Marshal is from the Tier 3 expansion, this mod requires it?
Smash Phil 8 月 4 日 上午 9:34 
the most recent hotfix in VF (version 1.6.2066) should address remaining issues with upgrades, including the issue where smokepop upgrades for VVE vehicles (such as Tango) would break upon reloading the save.

There will be another round of fixes in a week or so, if you happen to encounter any more just notify me and I'll take a look.
carriertank 8 月 3 日 下午 4:56 
My guess would be the game, after loading a save, failed to recognize the smoke-equipped turret because the id doesn't reference it, IMO. As a potential quick fix, remove the smoker for all those vehicles so they will no longer despawn. Then if it works, as a more definitive solution, make the launcher a separate upgrade dependent on if the turret is installed, or maybe as a body upgrade. Anyway, this my take on the matter, hope it help.
050  [作者] 8 月 3 日 上午 12:45 
@carriertank
Had that bug too. Honestly have no idea how to address it, it might be a Vehicle Framework thing since 1.6 broke mods more than expected.

@Church.exe
Red errors on launch should be fixed in the newest patch!

@Wrecker013
Actually a feature I forgot to mention. Some vehicles, especially military vehicles now have increased crew count based on their real counterparts

@Sumatris
Can't seem to reproduce the bug now, but let me know if it still happens.
Also, don't forget that one can use dev mode godmode to respawn vehicles. Upgrades can also be used for free while using Godmode. (Cheat, but a workaround for odd bugs like those)
carriertank 8 月 2 日 下午 3:28 
I did some testing and can confirm every vehicle upgrade which add turret equipped with a smoke grenade launcher, bug at saving, resulting with a missing REF and disappearing if saved and loaded again. Don't have a log just save/load test everything after my highwayman glitch out me.
Church.exe 7 月 26 日 下午 8:25 
Whenever I launch the game with Harmony, Rimworld, Royalty, Ideology, Biotech, Anomaly, Odyssey, Vanilla Expanded Framework, Vehicle Framework, Vanilla Vehicles Expanded, and VVE - Secondary Weapons I get several red errors on the main menu.

The errors (for some reason) seem to change based on if I have the other Vanilla Expanded vehicle mods enabled (such as Upgrades, Tier 3, and Tier 3 Upgrades) but if I disable this mod I get no errors, and if I have this mod enabled I do get errors.

I don't think this is relevant, but I'm also playing the windows version of the game through proton. (due to the fact that some mods, annoyingly, use windows-specific paths that don't work with the linux-native version of the game)
Wrecker013 7 月 25 日 上午 9:54 
I'm running a large modlist so this might not be the case, but I've narrowed down that the Louie from VVE - Tier 3 has 3 pilot and 15 passenger slots when this mod is enabled when it should have 1 pilot and 5 passenger slots.
Sumatris 7 月 25 日 上午 5:46 
One of the basic upgrades for the Tango APC (I think it's the one that requires two exhausts) just deletes the entire vehicle once it finishes. Lost two Tangos this way by now. I fortunately don't need the vehicle all that urgently, and I can eat the costs of the lost resources, but it does mildly annoy me because I like the Tango ^^. It seems other commenters already ran into similar issues lately, so consider this another one for the pile. Awesome mod regardless, though, keep up the good work! :-)
050  [作者] 7 月 23 日 上午 2:32 
Latest RimWorld patch as of today might have resolved it.

"Fix: Higher-than-necessary memory usage during texture atlas baking (causing memory issues with lots of mods)."
050  [作者] 7 月 23 日 上午 1:55 
@D-Shark @Krikovovich
Seems to be the same error I was dealing with, with the Bunsen/Roadkill's coaxial MG upgrade so I just integrated them into the vehicle. Errors suggest textures are missing even though they aren't.

Might have something to do with 1.6's multi-threading that's causing texture problems and making features inaccessible, since it worked just fine back in 1.5 with the same exact textures and directories.

Honestly not sure how to deal with it. Let me know about anyone's thoughts on this.
Krikovovich 7 月 22 日 上午 6:04 
Hi, this maybe a weird issue and not that important but i cant seem to place the door guns on the louie for some eason, instead of being the normal upgrade box sizes they are kinda small so maybe the UI is causing them to have some issues?
D-Shark 7 月 20 日 上午 9:40 
P2
D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:611
at Vehicles.ITab_Vehicle_Upgrades.DrawInfoPanel (UnityEngine.Rect rect, System.Single padding) [0x001b2] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:582
at Vehicles.ITab_Vehicle_Upgrades.DrawGrid (UnityEngine.Rect rect) [0x00484] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:470
at Vehicles.ITab_Vehicle_Upgrades.FillTab () [0x000ce] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Graphics\ITab\ITab_Vehicle_Upgrades.cs:277
at Verse.InspectTabBase+<>c__DisplayClass19_0. <DoTabGUI>b__0 () [0x00039] in <981a33edf24d499488b0f820d94638e1>:0
D-Shark 7 月 20 日 上午 9:40 
P1 Heres is log i catched:
Exception filling tab Vehicles.ITab_Vehicle_Upgrades: System.NullReferenceException
[Ref 5655ECA7]
(wrapper managed-to-native) UnityEngine.RenderTexture.get_width(UnityEngine.RenderTexture)
at SmashTools.Rendering.RenderTextureDrawer.Draw (UnityEngine.Rect rect, System.Single scale, System.Boolean center) [0x00023] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\SmashTools\SmashTools\SmashTools\Rendering\Gui\RenderTextureDrawer.cs:52
at Vehicles.Rendering.VehicleGui.Blit (UnityEngine.RenderTexture renderTexture, UnityEngine.Rect rect, Vehicles.Rendering.BlitRequest& request, System.Single iconScale, System.Boolean forceCentering) [0x0006b] in D:\SteamLibrary\steamapps\common\RimWorld\Mods\Vehicles\Source\Vehicles\Utility\Helpers\Rendering\VehicleGui.cs:129
at Vehicles.ITab_Vehicle_Upgrades.DrawVehicleGraphicComparison (UnityEngine.Rect rect) [0x000ce] in
D-Shark 7 月 20 日 上午 9:38 
Hello there! Thanks for awesome mod! Sadly has an issue - in one moment when you press at upgrade button, there console error occurs and then no any graphic/button appears in upgrade window.
050  [作者] 7 月 19 日 下午 11:38 
@hkfog
I'm sure it has something to do with the newest update, which I thought wouldn't affect existing saves as much as it did.
Only solution I can come up with now is simply respawn the vehicle using Dev Mode Godmode, apologies for the inconvenience..
hkfog 7 月 19 日 下午 10:54 
Paladin's turret gun replacement cause issue after a save, it seem to working normal when it is installed although after loading a save with the gun replacement it start spawning red error and if it is not notice by player(my case) and get another save, the vehicle can't load in the next save and disappear
Can reproduce this on a new save with only all DLC and required mod load
050  [作者] 7 月 19 日 下午 6:56 
@bandwagon1011
Can't seem to reproduce this issue. Were any mods removed or added mid-save? Might be a problem related to adding mid-save...

@Total FLY Death
Just investigated it, only happens when Vanilla Vehicles Expanded: Upgrades isn't loaded. Shouldn't affect gameplay, but will be gone by the next update/patch!
Hawkefire 7 月 19 日 上午 10:07 
@Ecr this might be because the pawns dont automatically board the vehicle. In the world map screen, select the caravan, then select the pawns tab, then drag the pawns into the pilot/passenger spots if they are presently not boarded onto the vehicle.
David Brent 7 月 19 日 上午 8:13 
actually i got 2 red error messages one for the short barrel and long barrel for the roadkill
David Brent 7 月 19 日 上午 8:12 
this is a red error while i started the game on the main menu
David Brent 7 月 19 日 上午 8:12 
[VVE - Secondary Weapons] Patch operation Verse.PatchOperationReplace(Defs/Vehicles.UpgradeTreeDef[defName="VVE_Roadkill_UpgradeTree"]/nodes/li[key="ShortBarrel"]/upgrades/li[@Class = "Vehicles.TurretUpgrade"]/turrets/li[turretDef="Roadkill_MainTurret_ShortBarrel"]/drawLayer) failed
file: D:\Steam\steamapps\workshop\content\294100\3459650108\Common\Patches\VVEOnly_ContentPatch.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
David Brent 7 月 19 日 上午 8:12 
Verse.PatchOperation:Complete (string)
Verse.LoadedModManager:ClearCachedPatches ()
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__10_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
050  [作者] 7 月 19 日 上午 3:24 
@problems and errors
The Mule not shooting turned out to be a problem with Vehicle Framework itself. It'll be fixed in the next VF update, thankfully...

Due to a problem with Roadkill and Bunsen's coaxial MG upgrade, it has been integrated into the vehicle. Now they come with a coaxial MG instead of needing an upgrade.

Errors don't show up on the log when I start the game with the mod now, but since I did make quite some changes to optimize the code, let me know if there are any problems related to this mod regardless!

@Ecr
Things related to caravan traveling is related to Vehicle Framework itself, but let me know if any specific errors about this mod show up.
Ecr 7 月 17 日 上午 7:53 
my favorite mod! but theres something wrong with car traveling

(1)through you can choose animals as passengers,it will go wrong

(2)when you use the "form caravan" button of a camp(theres no problem with colony) in the world map,the caravan is likely to sleep forever and dont move on the world map.

After testing,i found that the safe way to form caravan from a camp is to build a "caravan hitching spot" in your camp and use the "form caravan" button of this spot to form your caravan.(not in the world map):steamhappy:
Freya 7 月 17 日 上午 6:05 
for some reason the heavy machine gun on the mule isnt firing for me
Varien 7 月 16 日 下午 12:45 
oh, I cant do a lot of the gold upgrades in general. Just no prompt for it when I select them.
Varien 7 月 16 日 下午 12:34 
Noticing I cant upgrade the Roadkill, doesnt give me the upgrade prompt when I select for example, engine cover or the coaxial machine guns. I can upgrade the cargo capacity and those silver upgrades, just not the gold ones. I think the UI is bugging out when I select it too.

I can upgrade other vehicles fine. No other combat mods installed.
050  [作者] 7 月 16 日 上午 4:43 
@Little Whispers
It's fine. Theoretically I could use other mods' weapons as an upgrade ingredient, but I wanna keep it simple and consistent with just costing steel and components.
I'm gonna leave it to someone else to change the ingredients into something like that...

@WiFiN
Can't seem to reproduce the error... Let me know if it causes other problems, though.

@Narberall gar
It uses .50 BMG.

@Brumes Wolf
Looking into it!
gar 7 月 15 日 下午 6:31 
probably 7.62x51
Narberall 7 月 15 日 上午 8:41 
What bullets needs for pintle MG on Bulldog?
Brumes Wolf 7 月 15 日 上午 6:09 
I am getting 4 similar errors after the recent update, this is on 1.5, with the most recent workshop version of vehicle framework/vehicle mods, and the latest github release for combat extended.

[VVE - Secondary Weapons - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/Vehicles.VehicleTurretDef[defName="TGBM_WindowMMG"]/autoSnapTargeting"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: \3459650108\Mods\CombatExtended\Patches\ExistingTurrets_CEPatch.xml

Same error also shows for "TGBM_WindowHMG", "TGBM_WindowMinigun", and "TGBM_VVEPintleMMG"
Phreeze 7 月 15 日 上午 5:44 
I love the Driverjak you made. Downloaded instantly.
WiFiN 7 月 15 日 上午 12:59 
Got this error today on stratup:
XML error: Duplicate XML node name projectileOffset in this XML block: <Vehicles.VehicleTurretDef ParentName="VehicleTurretBase"><defName>TGBM_Paladin_MGSTurret</defName>
Little Whispers 7 月 14 日 下午 11:56 
Not sure if adding my 2 cents in is warranted, but I really like WiFiN's idea. What if you just need the closest weapon that's in the game to the secondary weapon you wish to add, then some extra materials that you'd be using to "modify" that weapon it to the secondary weapon that you're adding to the vehicle? Then maybe patch methods to inject more apt weapons for the technology or something. Still very new to Rimworld modding with making a few patches for my own use. Love the mod though!
WiFiN 7 月 14 日 下午 12:28 
Thanks, nice to hear!