RimWorld

RimWorld

[XND] Profitable Weapons (Continued)
63 Comments
Mlie  [author] Jul 10 @ 2:56am 
@WiFiN Compatibility in what way?
hlo120435 Jun 13 @ 10:03am 
@Robob you can go into the settings for pinata and make it to where they drop their weapons upon death. i have it set to that because i think its more realistic. unless your strap is constantly around your body, your weapon is likely gonna fall out of your hands upon death.
Robob Jan 30 @ 6:16am 
This mod seems to conflict with "non uno pinata" as weapons do not become tainted if they remain in raider's inventory upon death
Mlie  [author] Dec 5, 2024 @ 11:43pm 
@ChopSushiii yes
ChopSushiii Dec 5, 2024 @ 11:06pm 
Does this work with modded weapons? Main ones being the VE weapons (Gauss, Gunpowder, Laser, Etc.)
Mlie  [author] Jul 18, 2024 @ 11:19am 
@Anon Please see the Reporting Issues section described above
D3K43 Jul 5, 2024 @ 1:42am 
Can VFE - Ancient's mending system also remove the (Used) tag? Can you patch that in?
Mlie  [author] Jun 17, 2024 @ 10:54am 
@Anon Please see the Reporting Issues section described above
Ralathar44 Jun 9, 2024 @ 5:42pm 
Awesome, thas teamwork :).
Mlie  [author] Jun 9, 2024 @ 2:34pm 
@Ralathar44 Nice work, Nano Repair Tech had changed their code. Should work better now
Ralathar44 Jun 8, 2024 @ 8:26pm 
Narrowed it down for you. Profitable Weapons (this mod) starts throwing the errors and degrading performance when used together with the Nano Repair Tech mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1447372624

Just load both them and harmony and when the dev quicktest level loads draft your colonists and melee an animal or object and you'll see the spam and FPS tanking. Hope that helps save you alot of time on fixing it :).
Ralathar44 Jun 8, 2024 @ 7:51pm 
Log/Error Spam that was tanking my performance by about 40 fps taking me down to 17 FPS. Repro method was loading up my entire mod list, starting a dev test map, drafting, and then having my colonists melee a nearby animal.

Did not seem to happen with Profitable Weapons as the only mod loaded. I'll see if I can track it down.
Ralathar44 Jun 8, 2024 @ 7:50pm 
Exception ticking Gerasim (at (158, 0, 115)): System.TypeInitializationException: The type initializer for 'ProfitableWeapons.HarmonyPatches' threw an exception. ---> System.NullReferenceException: Null method for XeoNovaDan.ProfitableWeapons
[Ref F0215936] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref A0040D26] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
[The] Force May 16, 2024 @ 3:18pm 
Never could figure out what it was without more than half of my list loaded, very possibly requires a couple of mods all interacting with similar stuff? Hopefully that log helps because as much as I'd love to solve it I also do just wanna play xD
[The] Force May 13, 2024 @ 4:23pm 
So I'm having the same issue as CloudDLuna. It does *not* occur when on it's own so it's a mod incompat.
I'm adding mods now that could be the issue to try and narrow it down, but here's the hugslib log with my full list installed https://gist.github.com/HugsLibRecordKeeper/1996c4967a22509eccb1348a1c02d02e

What's happening is specifically that the Melee is triggering *constantly* once engaged, like so often that my pawn went from 0-20 melee in a couple seconds and still was technically attacking even when downed by an animal which was *also* attacking just as fast.
Mlie  [author] Apr 13, 2024 @ 7:59am 
@CloudDLuna Please see the Reporting Issues section described above
CloudDLuna Apr 13, 2024 @ 7:28am 
I have no clue why but it caused a weird bug where it broke the mele combat. Maybe a combination with other mod, but the combat was fixed when this mod was removed
xenomega101 Mar 13, 2024 @ 4:06pm 
hope it gets an update its great
Dr. Wicked Nov 17, 2023 @ 6:08pm 
Hey Mlie, I came back to Rimworld after a couple of years and found this little gem again. I was wondering if you ever checked to see if it was possible to have the new weapons marked as (N) instead of used weapons marked as (U).

The reasoning is that it clutters the gear tab to have all of your colonists have a weapon marked as (U) instead of the other way around.
Gruntly The Gobdaw Apr 22, 2023 @ 2:50am 
imagine trading meme but only for trading weapon
Imagine12 Mar 19, 2023 @ 8:03pm 
Is it compatible with VFE: Ancients because that mod has it's own mending table?
Mlie  [author] Feb 21, 2023 @ 11:16am 
@soulja boy Looked at it, the IL-code needed is a bit over my skill-level
super earths best dumpster diver Feb 21, 2023 @ 9:21am 
could you add compatibility for LTS Maitenance please, where repairing weapons/apparel removes the (U) tag on it? thanks
ProfileName Oct 19, 2022 @ 1:28pm 
Alright. Hope I won't need Smith 3 to arm up with the very same revolver (masterwork) they just made seconds ago.
Mlie  [author] Oct 19, 2022 @ 1:24pm 
@ProfileName Yes, used as shot/swung 20 times
ProfileName Oct 19, 2022 @ 1:11pm 
Er... define "used"? As in, 20 times it's been fired, 20 times it's been swung? Just askin'.
danzloblaha13 Apr 11, 2022 @ 4:22pm 
Thanks finally can again after long time sell my excellent longswords (^-^)b <3 for nice price
Lyn the Cookie Mar 11, 2022 @ 6:11am 
Amazing! Now I can finally roleplay as a gunsmith!
Хуго Штиглиц Dec 29, 2021 @ 1:57pm 
Hi, there are new mending tables in VFE Ancients, would be great to be able to remove 'looted' tag with those in the same way how it's done with mend n recycle.
MonkeyJorm Oct 21, 2021 @ 11:37am 
Wouldn't it be better to just have a steep exponential decrease in price -> quality ratio for the weapons and then force raiders to spawn in with lower durability weapons? This seems like the more realistic approach as raiders probably already stole used weapons off dead enemies and would have already used those weapons. This still allows making money crafting high quality, brand new weapons profitable. Additionally you could add a malfunction chance per shot which jams the weapons if it has low durability, making it still viable to use high durability weapons in your colony as you could have a big advantage over raiders and encouraging you to dispatch raiders quickly to increase your potential earnings - with an unlikely chance that raiders spawn with good durability weapons worth nearly full price.

The moment your brand new car leaves the dealership it loses 10-15% of it's value, this seems like a more immersive solution and poses some more interesting gameplay decisions imo.
ShadowDragon8685 Sep 10, 2021 @ 9:27am 
Reianor: I don't think many people on the Rim have the capability to perform forensic investigation like that. The Fallen Empire might, but I don't think they care about actual guilt or innocence; if you're their friend (hah!) they'll do right by you (as long as you do righter by them, that's how this works), and if you're not they don't care about whether or not the reason they're crumping you is genuine.

Also a lot of weapons are things like... Energy blasters, or mass drivers, or plasma swords or stuff that you couldn't really do a forensic bullet analysis on; granted you could probably do a similar forensic analysis, but the bar would be a lot higher to tell if the blaster bolt that killed this guy was fired from this heavy blaster as opposed to that heavy blaster.
Sturm Pionier Sep 1, 2021 @ 11:09pm 
One issue is that it seems to have marked an Elephant Tusk from a raider as well so it was now just garbage. Can exceptions be made for animal parts?
Reianor Aug 6, 2021 @ 3:10am 
Or you can ignore that joke and call it crafted :P
Reianor Aug 6, 2021 @ 3:07am 
+1 to what Vilepsring said. xept for the tag itself. Shouldn't be P for pristine, should be C for clean.

You do realize what's the real issue with used guns is, right?
It's not the wear and tear, it's the holes they left in people and that funny thing called law enforcement investigation.
Yeah ok maybe law isn't a popular thing at the rim, but I'm pretty sure there ARE people 'round 'ere who'd love to know who shot their sister's precious son after being caught by said son with said son's wife.
And with all the things they'll wanna do to you... well, let's just say you'd rather be dealing with the law.

So it's the clean guns that sell for premium, not the pristine condition ones. Mkay?
JinxLuckless Aug 6, 2021 @ 12:16am 
Sure thing... might take me a bit.
Mlie  [author] Aug 5, 2021 @ 11:48pm 
@JinxLuckless Can you test with only this mod loaded to rule out a mod conflict?
JinxLuckless Aug 5, 2021 @ 11:41pm 
I have an issue where I can't seem to haul a rifle to a stockpile. There are two stockpiles that allow the rifle type, and no filters like 'only X quality' etc. It keeps saying there's no place to store it. The reason I post this here is, it's a looted weapon, and it's the only weapon I'm having issues with. All my other weapons are fresh, and went into stockpiles fine.

HugsLib log: https://gist.github.com/6dce127ffe7392bd934ddcf61fa0f288
dabeek Aug 5, 2021 @ 7:18pm 
Finally I can roleplay as a Rwandan arms dealer
einBetra Jul 9, 2021 @ 9:04am 
:steamthumbsup:
Mlie  [author] Jul 9, 2021 @ 4:22am 
@DerBetra The update process is shown on the discord server. Updated about 200/500 mods by this point
einBetra Jul 9, 2021 @ 3:53am 
update for 1.3 plz <3
Dr. Wicked Jul 4, 2021 @ 12:50pm 
I came here to say exactly what Vilespring said. I would prefer to have the mark on new items instead of used ones, kind of like a seal you remove when used.

In practice it would also reduce the text clutter on weapon names that you see often on your colonists.
Mlie  [author] Jun 9, 2021 @ 11:52pm 
@Vilespring Not sure how much work it would be but I might have a look if I get the time
Vilespring Jun 9, 2021 @ 10:57pm 
It's more it would show this mod doing its thing, as opposed to the inverse. As this mod shows "This weapon can be sold at lowered value" versus "This weapon will be sold at full value."

That's how I think about it, but it wouldn't change anything at all. I personally would prefer a marking on the pristine guns instead of the looted ones, for no reason at all.

And that's it. literally preference. I asked because I was curious and nothing more. xD
Mlie  [author] Jun 9, 2021 @ 10:48pm 
@Vilespring I assume so, whats the reason?
Vilespring Jun 9, 2021 @ 10:30pm 
Is it possible to invert the labeling on the name as an option?

For example, instead of putting the (U) tag on a used weapon, putting a (P) on a pristine weapon?
Firestorm🗿 Apr 8, 2021 @ 11:54am 
Hello, your mod currently seems to have no effect (at least with my save which I added it to). For some reason I cannot upload a Hugslib log, for when I try it gives me this error: Upload error: HTTP/1.1 422 Unprocessable Entity.

...Help?
Carny Senpai Mar 13, 2021 @ 6:50am 
Hello, currently this mod is incompatible with my mod https://steamcommunity.com/sharedfiles/filedetails/?id=2005333573
If a weapon gets the (U) tag, the color is removed somehow like this https://prnt.sc/10j3xjn The red "poor" is how it is supposed to look.
I checked your CompLootedWeapon TransformLabel() method and couldn't spot any issues, then i tested it with Harmony like this: https://imgur.com/a/8lMauR6 and don't know what is going wrong there and maybe you could help me find the issue. If you have any question about my mod, feel free to ask.
Rzabat Feb 13, 2021 @ 10:46am 
Would it be possible to add compatibility with the Mechanite Restoration added by the Vanilla Furniture Expanded (Spacer module I think) to also remove the looted tag?
Jaxx - pshoooo Dec 24, 2020 @ 5:00pm 
thank you for updating this :)