RimWorld

RimWorld

(Use In-Game Def Editor Instead - link in the description)
84 Comments
Jenk Dec 19, 2018 @ 10:09am 
i love this mod, i always thought that bursts on some weapons was just lame, like giving an LMG or any machine gun larger bursts, and for rifles and smg's as well..and also is nice to really control everything!
KiameV  [author] Nov 18, 2018 @ 10:17pm 
It will "feel" the same though no Apply button to press when making changes.

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
LengKen Nov 18, 2018 @ 10:08pm 
i want ask the new one is use like old?i mean the setting way
KiameV  [author] Nov 18, 2018 @ 10:06pm 
Do let me know if you run into any issues with the new mod. Hopefully i've made it more bullet proof =)
LengKen Nov 18, 2018 @ 9:50pm 
THANKS~~~~~~~~~~~~~~~~~~~~~!
KiameV  [author] Nov 18, 2018 @ 9:48pm 
Thanks for the error reporting LengKen2. At this point i am going to call this mod dead as I have a new one that will be able to be expanded much easier than this one. Main downside is all settings will be lost moving to the new mod. You can disable this mod without a problem with current games.

The new mod is "In-Game Def Editor"
https://steamcommunity.com/sharedfiles/filedetails/?id=1568772413
LengKen Nov 17, 2018 @ 7:11am 
this is all he came out hope can fix and i every love this MOD ^^
LengKen Nov 17, 2018 @ 7:10am 
Change Equipment Stats setting

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
KiameV  [author] Nov 16, 2018 @ 10:45pm 
That's the problem. What is the error?
LengKen Nov 16, 2018 @ 8:33pm 
what you mean?? i just open the game and go setting mod go change equipment stats and he have error and leave and go in agian then he will load other mod gun then i setting gun stats.
KiameV  [author] Nov 16, 2018 @ 7:33am 
Are you closing the editor window before exiting the game?
LengKen Nov 16, 2018 @ 2:24am 
why it never save after i quit the game and come in?
Freverof Nov 15, 2018 @ 2:47pm 
Thanks a lot
Calor Nov 12, 2018 @ 6:42pm 
The "In-Game Definition Editor" works like a charm so far :)
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
KiameV  [author] Nov 12, 2018 @ 12:52am 
Pre-release of the new "In-Game Definition Editor" is available on the ludeon forums:
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.
Calor Nov 12, 2018 @ 12:12am 
Just wanted to drop by and say this has to be one of the most useful tools I have encountered so far for someone like me who doesnt want to go into every file and adjust the numbers to get a cohesive play expirience. Thanks for this (and all your other :) ) great mods and I look forward to the new version of this
고양이하수인 Nov 11, 2018 @ 12:59am 
I edited some stats on gun from another weapon add mod and applyed. It works while using game. But it goes back original stats after i restart the game. How can i solve this problem ?? That weapon mod is UNSC weapon mod
timsteele Nov 8, 2018 @ 9:01pm 
from what I see a guide or explanation about the stats may be needed . EX. - 6000 worktime breaks down to what exactly and ect.... Great idea BTW .
timsteele Nov 8, 2018 @ 8:58pm 
Ok now this is very , very cool , you just allowed evry one to design their own weapons and with what you have planned you can literally design you're very own custom "army" group .
KiameV  [author] Nov 8, 2018 @ 5:35pm 
I was not planning on adding pawns but that should be possible and would be helpful for sure

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
chaylafaysky Nov 8, 2018 @ 5:22pm 
Kiame, sounds like you're creating a Dev tool to modify the settings for anything... I can't stress how much I would love that... it would be my number 1 must-have mod...

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 :)
Charbucks Nov 8, 2018 @ 5:20pm 
Looking forward for what you come up with, keep up the good work my dude.
KiameV  [author] Nov 8, 2018 @ 3:41pm 
More ramblings.

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.
Adeptly Inept Nov 6, 2018 @ 6:09pm 
Bizarre. I loaded back up just now and I was back to +9 - colonist had a move speed of 32. I couldn't click her to check her gun without stopping time.
BUT, when I changed the speed back to a small penalty, it worked. So, everything works now, I guess...
Adeptly Inept Nov 6, 2018 @ 5:54pm 
Had an issue a couple days ago - changed a stat on a weapon, and came back to see one of my colonists moving so fast you'd think she'd been strapped to a rocket. Turns out, this mod changed the -.2 speed debuff to a +9.0 speed buff. Attempting to change the speed debuff back to normal only changed the displayed number, not the result. Dropping and re-equipping did not change it either.
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.
chaylafaysky Nov 6, 2018 @ 2:43pm 
Hey Kiame, whatever you did... you did it right!!! Thank you for the hard work!
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!

Charbucks Nov 6, 2018 @ 12:50pm 
You fixed the issue i had, thanks a lot!
KiameV  [author] Nov 6, 2018 @ 12:14pm 
hmm i will look into the rifle specifically. I wonder if the object definition is missing the weapon flag on their side...
Curios if the update fixed the issues for the other weapons / no more error messages
chaylafaysky Nov 6, 2018 @ 11:46am 
Actually,... in the pic that you linked, I see the Unobtainium Sniper, and Unobtainium Pistol... but the regular Unobtainium Rifle is missing from your list too... although none of them are showing up on my screen... I really hope it's just an easy fix for you :) Thank you again for trying - your mod is one of the most important mods in the community, as there are not any others even remotely similar, unlike most mods that have a couple of mods from other members that are somewhat similar - I keep your mod right near the very top of my mod list...
KiameV  [author] Nov 6, 2018 @ 11:44am 
Update
Should fix that log error you reported and hopefully allow all weapons to be visible again
KiameV  [author] Nov 6, 2018 @ 11:38am 
It could be the issue with the duplicate key that i need to fix. Let me dig there and see if i can fix it
KiameV  [author] Nov 6, 2018 @ 11:28am 
Hmm with just this mod and Science Never Stops, no matter order, it seems to work
https://i.imgur.com/HS2TLxB.png
chaylafaysky Nov 6, 2018 @ 11:17am 
Thank you :)

-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 :)
KiameV  [author] Nov 6, 2018 @ 10:37am 
Thanks chaylafaysky
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.
chaylafaysky Nov 6, 2018 @ 9:47am 
Here is my log: Link to log. [gist.github.com]

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]
KiameV  [author] Nov 6, 2018 @ 8:59am 
Hmm there should be no mod conflicts. What weapon mods are you using? I'll check it out

Any log messages by chance?
chaylafaysky Nov 6, 2018 @ 8:52am 
Umm... I'm not sure if the update caused this or not... but... Yesterday, with this mod, I was able to modify all of the weapons in my game, even ones added to the game by other mods... however, since some time yesterday, or this morning, I can only see the vanilla weapons, and a couple other weapons that I think were added later by another mod... and that's it... has anyone else had this problem?

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...
KiameV  [author] Nov 5, 2018 @ 6:44pm 
Update:
Fixed a few bugs related to weapon fields, specifically ranges bullet and melee damage fields.
KiameV  [author] Nov 5, 2018 @ 6:19pm 
Understandable. Let me see what i can do.
Charbucks Nov 5, 2018 @ 6:01pm 
Are you going to fix it with an update by any chance? It gets kind-of annoying when you want to change a stat on something like the mini-gun, that has the movement speed debut, and it sets it to +11 move speed.

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)
KiameV  [author] Nov 5, 2018 @ 1:41pm 
The text filled would get populated and persist bad data. The way around that would be to close the window,.open it again, and then Reset All then close the window
Charbucks Nov 5, 2018 @ 10:22am 
That might be it, but why wouldn't it let me reset the stats?
KiameV  [author] Nov 4, 2018 @ 8:38pm 
I found a bug that might have been causing the issue where modifying a ranged weapons melee stats would change all the melee stats to the same value.
Charbucks Nov 4, 2018 @ 11:25am 
All of the weapons do that
KiameV  [author] Nov 4, 2018 @ 11:22am 
Hmm I will look into that. Any weapon specifically or all of them?
Charbucks Nov 4, 2018 @ 10:32am 
I'm not sure if you're fixing this in the next version, but when I change a guns stats on warmup or damage, it changes random stats that I didn't touch, like; move speed, or poke/blunt damage and armour penetration.
*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.
KiameV  [author] Nov 4, 2018 @ 8:01am 
Just a heads up to everyone.
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)
RoundBread Oct 31, 2018 @ 8:11pm 
i now have a bolt action rifle sut up to be a burst fire machine gun :D. this is why i love this mod
Adeptly Inept Oct 31, 2018 @ 8:07pm 
I was having a similar (same?) problem as Fuzzydohnut, but whatever you did today seems to have fixed it for me.
RoundBread Oct 31, 2018 @ 8:04pm 
yup, it worked!