边缘世界 RimWorld

边缘世界 RimWorld

Weapon Policies
46 条留言
Jay and Silent Rob 10 月 1 日 上午 11:50 
@Kopp
You got it! Thank you very much for the effort you put into this mod.
Kopp  [作者] 9 月 18 日 上午 8:12 
@Cpt. Yossarian
Will not work.
Cpt. Yossarian 9 月 18 日 上午 7:46 
How is this mod with simple side arms?
Kopp  [作者] 9 月 13 日 下午 11:41 
v1.0.9
- Items that can be used as weapons (e.g. wood, thrumbo horn, beer) are now shown as options in the policy filter
Geojak 9 月 13 日 下午 3:24 
Good catch. I think better add them as options.maybs someone wants to do a wood only run or drunken master beer festival squad for fun
Kopp  [作者] 9 月 12 日 上午 5:44 
@Geojak @Jay and Silent Rob
I found the cause of the issue.
When creating the default policies, weapons that are also non-weapons, e.g. beer, thrumbo horn, wood, are added to the melee and neolithic policy.
I will probably fix it tomorrow.
Either removing the problematic entries from those presets or making them appear in the filter list.
The later is probably the better solution.
Geojak 9 月 12 日 上午 12:22 
i dont use that many moods, especially any modds that change mechanics in the game or add stuff (only mods that help automate). i believe the wood problem is not caused by another one
Geojak 9 月 11 日 下午 2:00 
can confirm, just had a pawn equip WOOD, even thought it doesnt exist in the assigment options, he still equiped it, and that despite the longsword available too
Kopp  [作者] 9 月 9 日 下午 7:44 
@Jay and Silent Rob
Any chance there is a third mod involved?

Because wood (and rosewood) does not appear in the list of chooseable weapons for a weapon policy. With just the two mods, colonists do not try to equip any wood as a weapon...
Jay and Silent Rob 9 月 9 日 上午 8:53 
I posted this first in the comments for the VV New Harvest mod that rosewood comes from but figured it was worth posting here just in case, because this seems to be the mod creating the task to go pick up the rosewood. It seems like unarmed pawns seeking melee weapons are the main ones doing this.

JobDriver threw exception in toil MakeNewToils's initAction for pawn Greg driver=JobDriver_Equip (toilIndex=2) driver.job=(Equip (Job_213842) A = Thing_VV_RosewoodWood43165 Giver = JobGiver_ChangeWeapon [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object

The pawn will just pick up a single piece of rosewood, which appears in their equipment list, and then gets stuck in "Standing" until I force them to drop the rosewood and forbid all rosewood within reach of them.
Saysar1 8 月 30 日 上午 7:19 
Thank you so much for this!
Geojak 8 月 29 日 上午 10:26 
Awesome <3
Kopp  [作者] 8 月 29 日 上午 6:18 
@Kopp
Thanks for the report, fixed.
Geojak 8 月 29 日 上午 2:25 
rimworld had some kind of update today. i broke your transpiler for the outfit stands

Error in static constructor of WeaponPolicy.HarmonyPatching: System.TypeInitializationException: The type initializer for 'WeaponPolicy.HarmonyPatching' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method static System.Reflection.MethodBase WeaponPolicy.Building_OutfitStand_Transpiler::TargetMethod() ---> System.Exception: Method static System.Reflection.MethodBase WeaponPolicy.Building_OutfitStand_Transpiler::TargetMethod() returned an unexpected result: null
Geojak 8 月 26 日 上午 5:55 
As always amazingly fast fixes thanks or Kopp!
Kopp  [作者] 8 月 25 日 上午 4:42 
@Geojak
Fixed...
Geojak 8 月 25 日 上午 3:58 
thanks for the update Kopp, i think their is still some minor issue, your update started causing these error logs when two pawns want to get the same weapon at the same time, i can probably be safelty ignored thought:

Could not reserve Thing_Building_OutfitStand3341880 (layer: null) for Varon for job Equip (Job_7097233) A = Thing_Gun_BeamGraser2987774 Giver = JobGiver_ChangeWeapon [workGiverDef: null] (now doing job Equip (Job_7097233) A = Thing_Gun_BeamGraser2987774 Giver = JobGiver_ChangeWeapon [workGiverDef: null](curToil=-1)) for maxPawns 1 and stackCount -1.
Existing reservers:
[0] Geup (job: Equip (Job_7097151) A = Thing_Gun_BeamGraser2987774 B = Thing_Building_OutfitStand3341880 Giver = JobGiver_ChangeWeapon [workGiverDef: null], toil: 1, maxPawns: 1, stackCount: -1)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ReservationManager:LogCouldNotReserveError
Ishchyaboi 8 月 24 日 下午 5:20 
wow, I was really confused because the page looks different. But I was subscribed to a different "weapon policies mod that came out the day AFTER this one was first published
Kopp  [作者] 8 月 24 日 下午 3:54 
@Geojak
Issue should be fixed!
Geojak 8 月 24 日 下午 3:20 
I had a guy equip a normal autopisrol, when those statues had excellent smg, bolt-action and lmg available. My theory is the statues weren't checked
Kopp  [作者] 8 月 24 日 下午 2:12 
@Geojak
Like when they automatically look for a better weapon?
Will check and fix, thx for the report!
Geojak 8 月 24 日 下午 1:01 
i think i might have found another tiny bug. pawns do not consider weapoms from the new outfit stands storages that were added in the new dlc
Kopp  [作者] 8 月 19 日 上午 6:15 
@Archimedes
Does not work with Simple Sidearms, see the first comments.

@Gotaku
Same as for apparel. Select a colonist. Right click on a weapon. Force equip weapon.
Gotaku 8 月 19 日 上午 6:07 
how to forced to equip a weapon?
Archimedes 8 月 19 日 上午 5:20 
Thank you for the mod! Do you know if it works with Simple Sidearms?
Kopp  [作者] 8 月 16 日 下午 6:30 
@恰似宛然一笑生花
Glad you like it!
Thanks for your efforts :)
恰似宛然一笑生花 8 月 16 日 下午 6:23 
Hello Kopp, that's an interesting mod. So I created a mod "Weapon Policies_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Kopp  [作者] 8 月 16 日 下午 1:26 
@Geojak
You are welcome!
Thanks for using and testing!
Geojak 8 月 16 日 下午 12:45 
thank you so much, you are awesome!
Kopp  [作者] 8 月 16 日 上午 10:19 
@Geojak
Pushed an update.
I only added the check for forced weapons to the job "drop weapon if it does not fit policy", but not to the job "look for a better weapon".
I think both of your cases should be covered with this change.
Geojak 8 月 16 日 上午 9:37 
ok so for the force mechanic bug, it doesnt matter whats set in the polivcy. new case. my pawn is set to "anything" and forced to equip a chain gun. he keeps dropping in to equoip a trible rocket launcher to "upgrade" his gun. just that when something is forced he should take it of in any circumstance
Geojak 8 月 16 日 上午 8:58 
i retested with your new version. the force label is displayed now in the gear tabs... but it still isnt fucitonall. assign a pawn with a policy that only allows meele weapons. now force equip emp grenades. the weapons assignment tab will display forced, the gear tab will display the emp grenade as forced. but the pawn will drop it anyway and reequip a meele weapon.
Geojak 8 月 16 日 上午 8:22 
dont worry Kopp, you are doing great. thank you so much for making this mod.

i used a mod that did 100% exaclty the same, it was called weapons tab. i missed it dealry but it was lost to 1.2. i am graetly thankfull to you and seeing your efforts to polish the bugs out is commendable!
Kopp  [作者] 8 月 15 日 上午 6:58 
@Geojak
Oh man, you make me look bad... :P
Drop weapon issue should be solved, added "forced" label in the gear tab.
Thanks for your efforts, the whole thing is more complicated than it may seem.
Geojak 8 月 15 日 上午 5:58 
in the assignment tab it showsthe (clear fored button) but in the pawns gear tab the weapon is not marked as (forced) maybe here is the issue?
Geojak 8 月 15 日 上午 5:56 
thanks for fixing thse!! found another bug. i have a pawn with a weapon policy that doesnt allow emp grenades. you can force equip the emp grenade anyway and the assignment tab shows (forced), but the pawns will drop the emp grenade anyway. it seems their is an issue with the forced implementation and it doesnt work like with apparels than. could you have a look
Kopp  [作者] 8 月 15 日 上午 5:52 
@Geojak
Thanks again. Fixed.
Geojak 8 月 15 日 上午 5:02 
i had another bug with your mod. its not possible to delete weapon policys, getting this error instead when trying to delte for example "Medieval"

Exception filling window for Verse.Dialog_Confirm: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BB183910] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch1 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
SpaceDorf 8 月 14 日 下午 9:14 
@Kopp thanks for the answer, keep up the good work :)
Kopp  [作者] 8 月 14 日 下午 4:57 
@Geojak
It does not!
Thanks for mentioning that case, will fix tomorrow.
Geojak 8 月 14 日 下午 3:36 
Does the weapon equip worker make sure pawns won't equip biocoded weapons that are biocoded to someone else? I had that bug with find a gun continued
NeinDao 8 月 14 日 上午 11:38 
ok, thanks for the info :3
Kopp  [作者] 8 月 14 日 上午 11:22 
@NeinDao @SpaceDorf
I wont add support for simple sidearms.
From what I have seen it seems like it would require to change almost everything.
So just making a extra version/complete rewrite would be easier than adding compatibility.
Source of my mod is included, feel free to use it to make a simple sidearms version.
NeinDao 8 月 14 日 上午 9:26 
would you add support for the sidearms mod?
Kopp  [作者] 8 月 14 日 上午 8:12 
@SpaceDorf
No sé, José.
SpaceDorf 8 月 14 日 上午 8:04 
First Question. Does it work with Simple Side Arms ?