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Adds the ability to add base and equipment stats to apparel and weapons. Adds the ability to modify biomes and recipes (more to come too).
To open the editor just press F10 on the keyboard (can be changed in options). It can also be opened via Options->Mod Options->In-Game Def Editor
The new mod is "In-Game Def Editor"
https://steamcommunity.com/sharedfiles/filedetails/?id=1568772413
An error occurred while displaying the mods setting page:
System.NullReferenceException: Object reference notset to an instance of an object
at ChangeEquipmentStats.VerbStats..ctor (VerbProperties v) [0x00000] in <filename unknow>:0
at ChangeEquipmentStats.Stats.setVerbs (System.Collections.Generic.List`1 verbs) [0x00000] in <filename unknow>:0
at ChangeEquipmentStats.Stats..ctor (Verse.ThingDef d) [0x00000] <filename unknow>:0
at ChangeEquipmentStats.Backup.Init (IEnumerable`1 apparelDefs, IEnumerable`1 weaponDefs) [0x00000] in <filename unknow>:0
at ChangeEquipmentStats.settings.Init () [0x00000] in <filename unknow>:0
at ChangeEquipmentStats.settings.DoWindowContents (Rect rect) [0x00000] in <filename unknow>:0
at ChangeEquipmentStats.Controller.DoSettingsWindowContents (Rect inRect) [0x00000] in <filename unknow>:0
at RimWorld.Dialog_VanillaModSetting.DoWindowContents (Rect inRect) [0x00000] in <filename unknow>:0
Though I think that editing things like materials and enemy types is something I's still be able to do. That way you could use your mod to make a mess of different mods into a well balanced fun expirience on the fly. I have to say this is probably one of the mods with the most potential I have ever seen since I started playing rimworld. Ofc I have no idea how feasible that all is , I ll make sure to drop by again when I run into any issue
https://ludeon.com/forums/index.php?topic=46838.msg444861#msg444861
I will release a steam version in a few days (i want to get it tested and a few more definition types done)
I've spent the majority of time re-writing the code to be more expandable for future definition support. One big addition is the ability to Add/remove stat modifiers
Sadly all settings made with this mod will not persist with the new mod.
Make sure to disable this mod if using the new one.
Right now it will be everything that a pawn can have like modifying backstory attributes/abilities (like no hauling), traits (how common, attribute +/-), thought mood buffs/debuffs, weapon/projectile stats and apparel stats (this mod), animal stats like hp, carry capacity, etc to just give a rough idea
I'm just curious how far you will take it?... Are you planning on making it so that you can change anything on a pawn, at any time (kind of like "EdB Prepare Carefully" does at the beginning), but with your mod, you can do it at any time?...
I know that there are some mods that come close, like "Change Dresser", and "Surgical Body Shaping"... but even with those mods, you can't change a pawn's name, or background, or traits... it would be soo great if your mod would let us capture a pawn (or rescue one, or whatever)… and then give them any backstory, age, traits, body, or clothing that we wanted to... … You would have the very best mod in the entire community if you could do that.
It sounds like a very ambitious project... good luck :)
My goal with this mod now is to go beyond just equipment and have all the game's things editable - weapons, apparel, thoughts, traits, etc.
Because i was going to break persistence with the next release what I've decided to do is create a new mod.
Thus this mod will stay working and as-is. For anyone that want's to make the jump to the new mod can. I will add a link here to the new mod when it's ready.
BUT, when I changed the speed back to a small penalty, it worked. So, everything works now, I guess...
The next time I started Rimworld, the gun reverted to normal (no adjustments at all), but I'm hesitant to try it again.
On the plus side, since her synthetic heart and advanced bionic legs each increase her speed by a % AFTER gear bonuses, she had over 20 move speed. It was quite entertaining, but I didn't want to leave it that way.
They're all working for me now, not only that, but the list is so MUCH larger than I thought before... I didn't realize how many weapons my other mods had added to the game.... honestly, I use way too many mods,... I think that I have like 110 or 120 mods... I just don't know how people play this game without these things :) But, yours is still one of the best!
Curios if the update fixed the issues for the other weapons / no more error messages
Should fix that log error you reported and hopefully allow all weapons to be visible again
https://i.imgur.com/HS2TLxB.png
-Psst… I'm more worried about being able to modify my Unobtainium weapons, rather than the Halo ones... the Unobtainium metal and weapons comes from the "Science Never Stops" mod, found here: " Science Never Stops "
Honestly... the only two weapons in the game that I even modify are my Unobtainium Rifle and my Military Grade Turret... both of which are now missing from my list :(
If I could just get those two things back on the list, I'd be a happy duck in water :)
I thought i had fixed all the key issues but looks like i missed one. I'll see what i can do or i may just verify the halo weapons work correctly in the new version that will hopefully be out in the next day or two.
And here is a screenshot: Link to screenshot. [drive.google.com]
I can load in, and play the game just fine... and I can use this mod to change some of the weapons in the game - but the Unobtainium weapons, and the weapons added by the HALO mod do not show up, just as an example... Yesterday morning, I was able to modify my Unobtainium rifle, and some other weapons... honestly, the list was almost three times as big as it is now... Is it possible that I have too many weapon mods?
This is all it will let me change now: Link to pic of current list. {/url] [drive.google.com]
Any log messages by chance?
I did install three or four new mods as well, yesterday, so that might be the problem... but even with me taking them out, I still can only see the vanilla weapons, and a few others...
Fixed a few bugs related to weapon fields, specifically ranges bullet and melee damage fields.
Or if you use the tool redux mod and you try to change something and it just becomes +400 no matter what stat you changed or by how much.
(Not trying to come off as rude, just giving you my thoughts)
*It would change the stats to something ridiculous like 600 percent armour pen, or +11 move speed.
I'm not sure where this is coming from, and once those weird stats appear, I can't change them back to the original.
I've found my current approach to persisting data - through the settings - is too limiting. I've tried to keep it working but I don't think i'll be able to have previously saved data persist with the new version.
In short: With the next version of this mod any weapon/apparel changes will be lost
I am sorry about this. My new approach to persisting changes should be much better and will allow this mod to expand easier.
For instance you will no longer have to go to Options->Settings->Change Equipment Stats and instead just press F11 to open the window (the hotkey can be changed in settings)