RimWorld

RimWorld

[LTS]Ammunition - Framework
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Opdatering: 25. juli 2023 kl. 6:52

[Auto-generated text]: Update on 7/25/2023 3:52:32 PM.

Opdatering: 25. juli 2023 kl. 5:34

- Added Burst count to AmmunitionExtension, making it possible to make Shotgun ammo.
- Made Ammo Logic public
- Added a label for used ammo.
- Added weighted options for ammo categories for random npc spawning.
- Updated mod settings for better readability
- Updated Gizmo UI for better readability
- Default random pawn ammo spawn rate -> 30%-60%

Opdatering: 3. juli 2023 kl. 2:20

[Auto-generated text]: Update on 7/3/2023 11:20:01 AM.

Opdatering: 2. juli 2023 kl. 3:22

2023-07-02
- Fixed projectiles not changing bullets depending on ammo properly.
- Added ultratech ammo type.
- Fixed job not ending properly when out of ammo.

Opdatering: 1. juli 2023 kl. 6:19

2023-07-01
- Added min-max slider spawn ammo rate for pawns with kits.
- Added option to allow non-colonists to fire indefinitely without consuming ammo.
- Dropping 1.3 support, 1.3 uses 1.4 defs and code so might cause issues, might not. Who knows? Tynan knows.

Opdatering: 30. juni 2023 kl. 7:32

2023-06-30
- Fixed pawns trying to fire without ammo.
- Fixed issue where spawned children spawned with kits they can't wear.
- Fixed issue with kits not being able to switch ammo type.
- Undressed pawns now drop ammo in their kits.

Opdatering: 26. dec. 2022 kl. 10:43

- Weapons show in their description what ammo they can use with hyperlinks.
- removed animals/mechs use ammo, they can fire freely always. Feel free to discuss this on my discord.
- Added component tag to allow kit to be included when equipping new pawn without a kit.
- Altered kit spawning logic.
- Removed turret buildings from available weapons list.
- Added icons for weapons in mod settings.

Opdatering: 5. dec. 2022 kl. 7:26

- Kit techlevel Industrial -> Medieval
- Adjusted to changes in LTS_Systems

Opdatering: 25. nov. 2022 kl. 9:52

- Reworked kits code for more customization in mod settings. Only affects newly spawned kits.
- Ammunition is pre-selected to first usable ammo when equpping a kit whilst holding a weapon.
- Some code rework

Opdatering: 9. okt. 2022 kl. 0:37

- Updated for 1.4, 1.3 stays as is and wont be updated.
- Added dependency for LTS_Systems
- Can load and strip whilst drafted. Sorry Wiseman, forgot this!
- Fixed logic for generating kits for weapons that launches other projectiles.
- Increased base stack limit from 100->150
- Made kits also cover torso and head, for compatibility with pawns without waist, torso or possibly no head.
- Added Techist, Animalist, Rustic and Spikecore styles to kits.
- Kits does not count for nudity anymore.