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Graphics Revision - Oleg Marko
Compatibility with Ammunition to use "battery" as the default ammo type for all relevant TCG weaponry.
Preparation compatibility for Passive Camouflage.
Additional compatibility with VFE-Production.
Added native compatibility with Grounded Turret mod.
Added Shielded version of the TC Armour which allows ranged weapons to be fired.
Added Grenade mortar and magazines. Fires a simultaneous burst of 4 grenades from 1 loaded magazine.
Added TC Versions of the orbital beam and bombardment as grenades.
Added Multiplayer Native support. (beta)
Ranged weaponry have had their ranges improved.
Upgrade chips now provide slightly better improvements whilst still allowing options with how to apply to the various weaponry.
(Stats updated in the screenshots above).
Since it is end game scenarios you are most concerned about would it be a useful compromise to perhaps tweak the chips you can use as opposed to the base weapon stats, i have thought that the chips could use a slight boost for what they are? And in doing it this way it still provides some flexibility for those players who perhaps like the challenge from using TCG guns that haven't been designed to remove this. I want to avoid the idea or mistake that other gun mods make by making combat incidental by providing weapons that are too OP wherever possible.
As mentioned below, CE patch as and when I have time to invest into that process.
Jet Pack mod released: https://steamcommunity.com/sharedfiles/filedetails/?id=1761704409
https://www.youtube.com/watch?v=F0kYVNS357g
It will be generally released to the community as a standalone mod, but it will include compatibility to allow for TCG users to have "additional benefits" with the use of TC Jet Pack armour. (Very Soon tm).
Added EMP Turret.
Adjusted melee weapon images to be slightly larger.
Will see if I can re-adjust them a little.
Noted interest.
It's when i get time to go through and properly test a patch with CE for balance etc. That and other priorities.
Hasn't been patched for CE, no immediate plans atm.
Added ability/recipes to convert standard vanilla marine armour into TC Versions.
Can you check it now after reloading Rimworld and adopting the changes.
I stripped everything down mod wise to the bare bones to check the mod and found a similar error, so apologies and thankyou for bringing this to my attention, very helpful. Seems I may have another mod that it effecting the install mod check process, something for me to check into.
But your errors should be fixed now.
Most probs I done something wrong idk haahah xD
https://imgur.com/a/pXsTUB3
I'm unable to reproduce the error on my end.
Can only suspect it might be another mod that is adding thingCategory definitions for some reason to other items and would have to be a C# process since an xpath patching process would likely fall over or ignore any existing definitions to prevent duplications. Other than "make things minifed" style mods I'm struggling to think why another mod would want to do that though and would expect minifiable mods to do the relevant checks.
Also have to ask, you are using version 1.0+ of the core game.
Config error in TableCGear: has duplicate thingCategory BuildingsProduction.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Apologies, forgot to mention that I changed the control chip stacksize to 20 for convenience to decentralise production of TC Gear. Any existing stacksizes larger than this will reduce down to the 20 value.
Added Specialisation chips. (Needs research).
You have asked this question twice on 2 of my other mods and not responded to what exactly you mean by a "hard" incompatibility".
Version control definitions and improved grenade graphics.