RimWorld

RimWorld

Eccentric Tech - Foxy's Armory 2.0
199 Comments
zanaikin Aug 13 @ 6:06am 
@Aelanna any chance you'll be incorporating these weapons with biotech's unique weapon traits system?
Elysium Aug 4 @ 6:59am 
I see, thank you very much!
Aelanna  [author] Aug 4 @ 5:56am 
@Elysium - The CGL1 has selectable ammunition even without CE and should be able to freely switch between HE, EMP, and Smoke rounds.
Elysium Aug 4 @ 5:40am 
Hi, is it only possible to change the grenade fired by the CGL1 with CE?
Aelanna  [author] Aug 3 @ 11:14am 
@Natalie6 - Good to hear, please enjoy! Do let me know if you run into any further issues! :)
Natalie6 Aug 3 @ 10:21am 
Turns out the issue was me having a local save of an older CE version, deleted that and they now work perfectly fine!
Aelanna  [author] Aug 3 @ 7:52am 
@Natalie6 - Definitely try evh's suggestion, but just FYI if you are using the Steam version of any mod, you need to make sure you remove any local copies you have, such as dev branches. There has been a bug in the vanilla game since at least 1.4 wherein if you have a local copy of a mod then the Steam version's packageId won't be recognized by LoadFolders and MayRequire, thus making self-patching mods not recognize that the target mod is running.
evh Aug 2 @ 11:04pm 
@Natalie6 if you are still on 1.5 try using the CE v1.5.6.3.2-Hotfix on github, I had a problem where the guns acted like vanilla, then I tried the hot fix and bam the guns work again with ammo and all.
Natalie6 Aug 2 @ 9:30pm 
currently using the devbranch, though I had this same issue in 1.5 and was using the steam version.
Aelanna  [author] Aug 2 @ 6:37pm 
@Natalie6 - Are you using a forked version of CE by any chance? If it uses a different packageId from the main CE mod, then my LoadFolders would not be picking up on it.
Natalie6 Aug 2 @ 5:49pm 
For some reason, whenever I try to run the Eccentric Tech mods with CE, none of them correctly patch. Even when running only CE, Harmony, and the Eccentric Tech mods, they still fail to patch, with the armor being paperthin, and the weapons just using their vanilla statistics.
Onyxheart Jul 19 @ 8:06pm 
Heya, was wondering if maybe in the future you could add a shotgun to the roster? it's like the only weapon type missing from the lineup from my reckoning
Even better if it could work with the Proper Shotguns mod
取个名字好难啊 Jul 11 @ 5:07am 
1.6plz
Zaphoid_the_great Jun 16 @ 12:42pm 
@AhMadMan i am fairly certain that CE includes embrasures
AhMadMan Apr 16 @ 6:20pm 
Would you be able to point in the direction of the defence wall mod you had in the vid? Please and thank you
Velvet Mar 25 @ 11:13am 
Personally, using the mod without CE the majority of the time, I actually completely agree. The research costs feel really excessive for weapons that are only a very slight improvement over vanilla charge weapons, though admittedly if you aren't using any mods that add more charge weapon types to vanilla, the versatility and range of weapon roles they add do make the research more worthwhile. (Though honestly, ranged weapons with different combat roles aren't as impactful in vanilla either.)

That said, I normally just rebalance things myself using RIMMSQOL as I also understand the entire eccentric mod collection are to an extent personal mods just being shared, and so are balanced specifically with the creator's tastes in mind primarily.
~_Athena_~ Jan 24 @ 10:20am 
have the weapons been re-balanced ?
crashfly Dec 7, 2024 @ 12:25am 
@DestyNova - that assumes you run this mod with CE. some of us {like myself} do not. maybe CE should change their mod, or someone can write their own mod to patch the material / research cost in this mod. personally, i do not have an issue with the way things are in this mod as i do not use CE.
DestyNova Dec 6, 2024 @ 7:50pm 
I have been comparing the Eccentric weapons with the standard CE charge weapons and I have found that the weapons from this mod are equal or worse than the standard weapons, and that is even not considering that you will often spend 7000+ research and more materials for the Eccentric weapons. The S8 has a lower magazine, lower range and is slower shooting than the standard S-6 Pistol. The E15 charge rifle is almost identical to the standard CE R-15 except that the E15 needs atleast 7000+ more research and is more expensive. And I have not even mentioned the effort to make the Aurora core and the production of High-density Hex-cells.
In short I feel the great effort needed to make the Eccentric weapons they warrant noticable better stats than standard weapons you get from researching pulse-charged munitions. Just my opinion but I hope you can consider rebalancing the weapons in the future so they reflect the effort made to make them.
取个名字好难啊 Dec 5, 2024 @ 8:42am 
Does anyone currently use this mod normally with ce? I only enabled all dlc, harmony combat extend on steam version, eccentric core, and this mod. Something seems to be wrong with the ce patch. I tried the latest ce on github, but with the exception of the grenade launcher and CAW5 that work properly, all of them once picked up and aimed during recruitment cause the GUI to disappear and produce error.
总计23662.22元 Oct 13, 2024 @ 4:11am 
@Quantum Fox Don't count on grenades. No matter what type they are, they can't do any effective damage. Only two functions of a grenade are normal: EMP and smoke
总计23662.22元 Oct 13, 2024 @ 4:09am 
The 8x35mm ammunition used by the L32 turret is too weak, in fact, the overall performance of this ammunition is even worse than that of the 12.7x108mm ammunition. The armor penetration ability of the 8x35mm is a bit insufficient, and the damage is only about the same as the 5.56x45mmNATO. Maybe adding a turret with a larger caliber ammunition would be a good option. The ammunition data of the new turret is similar to 14.5x114mm ammunition, which would be a good choice.Just a casual remark.
Quantum Fox Oct 8, 2024 @ 10:12pm 
@Aelanna Can you add a 44x52mm high explosive armor piercing grenade? All current 44x52 grenades are not effective against armored targets.
Aelanna  [author] Sep 21, 2024 @ 7:28am 
@七·色人偶 - They shouldn't be, I do not set them to be smeltable in any way, nor are they stuffable which would be required for them to be smelted. There's a strong likelihood that you have a mod that's messing with smelting logic.
Aelanna  [author] Sep 21, 2024 @ 7:26am 
@crashfly - Yes, it was on purpose, but honestly I'm not sure if that makes sense to me any more. I'll think about changing it with the next update. :)
七·色人偶 Sep 21, 2024 @ 2:00am 
The turrets are in the weapon smelting menu, pawns will pick up the building and put it on the workbench, causing the workbench to be replaced.
It would be very much appreciated if the turrets could be removed from the weapon category. Sorry for using the machine translation.
crashfly Sep 2, 2024 @ 6:13pm 
i just noticed that the "m3 rosethorn" knife is only available in the smithy but not available in the nanoassembler. is that on purpose?
Aelanna  [author] Sep 2, 2024 @ 5:51am 
@Pandon-17 - There is no "tag" for hunting weapons. Hunting weapons in the vanilla game are defined as weapons with a primary verb that is ranged, harms health, and does not deal explosive damage. All of the weapons in Foxy's Armory other than the launchers should fall under that criteria in both vanilla and with Combat Extended; if you are not seeing the same behavior then you may have a mod that is messing with that logic.
Pandon-17 Sep 2, 2024 @ 3:05am 
weapons are not longer being tagged as hunter weapons in 1.5
StephenHatsune Aug 16, 2024 @ 12:58am 
@Aelanna Thanks for the patches! Mods were automatically updated on game launch, version check:
Eccentric Tech - Defense Grid v1.2.7
Eccentric Tech - Foxy's Armory v2.8.6
I do not use A Rim Reborn - Core, nor Heruan.

I no longer see the red error when using Tacticowl. I just noticed now that the Hugslib log does not report the mod version tag for Defense Grid? Otherwise, I believe you nailed down the incompatibility once again for Tacticowl.

https://gist.github.com/HugsLibRecordKeeper/8155f6484bc9018856bb2956252b2aef

I still need to sweep through this list for other unrelated warnings/errors. Let me know if more testing needs to be done. Thanks again!
Aelanna  [author] Aug 15, 2024 @ 7:25am 
@StephenHatsune - Try the latest version (v2.8.6) and see if that clears that up. Also please update Defense Grid, A Rim Reborn - Core, and/or Heruan if you are using those mods as well as the same embedded library is in each of them.
StephenHatsune Aug 15, 2024 @ 12:06am 
Hi there! Love your mods. In short, I think the Tacticowl is possibly the incompatible mod causing red errors for the Eccentric Projectiles library.

Log with Tacticowl:
https://gist.github.com/HugsLibRecordKeeper/ba6cd1c9971a6d3814154f7dbe9c5d2a

Log with Tacticowl removed:
https://gist.github.com/HugsLibRecordKeeper/7a8e06db77087743ea4d2ebe44b413f4

I fully reset my game client for both modlists for testing. I have not played any game sessions with this modlist, as I am just getting back into Rimworld after an 8 month hiatus, still cleaning up my modlist from 1.4. While the modlist says I downloaded the Tacticowl mod from Owlchemist (which is not updated as of writing), I actually using the "Tacticowl Continued" mod by Ferris. I have no idea why that is. I have never used Tacticowl on any previous modlists. The Tacticowl mod is a combination of three mods, it may be worth looking into RunAndGun, Search and Destroy, and Duel Wield too.

Hopefully that helps, keep up the good work!
Aelanna  [author] Aug 8, 2024 @ 9:40pm 
Not having Harmony active would indeed cause a mod that has transpilers (and many other Harmony patches) to fail, but this has also been reported and logged in mod lists where Harmony is definitely active. So while that is indeed an oversight, it cannot possibly be the only issue.
tide{S}haper industries Aug 8, 2024 @ 6:52am 
Hoi, hoi!
If you're still investigating, I might have some additional info for you.

1. the transpiler debug-spam already happens with only Foxy's Armory & ET Core.
https://gist.github.com/HugsLibRecordKeeper/22f8bb39353eae38589b2694399cceab

2. ...if I take out the Hugslog Publisher though (and without having Harmony active, as in the example above) we unsurprisingly get this here:
https://gist.github.com/WaveshaperAT/9a9c567cbb8d3f271e498fb30313914d

So, not sure if the Harmony-dependency not set on the mod-page (haven't checked the About.xml to be honest) is part of the issue, I can't tell. But it looks like something went wrong with that transpiler I guess - if not in code, maybe while compiling?
themoistestwhale Aug 1, 2024 @ 8:10am 
@Aelanna Ok I see, was just going off of not having seen any in the comments otherwise. I'm just a XML gremlin and barely have an idea at what I'm looking at right now unfortunately, but I might play around with mod lists when bored again and see if I can ever get it to throw since I had it came up once for me when I was testing a new run mod list. Haven't been able to get it to come again since, though even with the exact same mod list and configs so this is probably just beyond me at this point lol
Aelanna  [author] Aug 1, 2024 @ 7:46am 
@themoistestwhale - I have gotten a few logs but the issue is that this is a three-way issue between Eccentric Projectiles, Blood Animations, and a third unknown mod that is somehow causing a transpiler (a method that should only run once at the start of the application) to repeatedly throw errors while rendering, which makes zero sense. The issue is that the logs I've gotten so far have all had hundreds of mods and I unfortunately do not have the time to pare down those mod lists until I find exactly what's causing the rendering layer to explode.
themoistestwhale Aug 1, 2024 @ 4:31am 
Stumbled across a log that is throwing on Eccentric Projectiles library, however it is not mine so I lack any context on configs and alike. I replicated this exact mod list in 1.5 loading RW into a clean save data folder with only the mods in said list installed and could not get it to throw on Eccentric Projectiles myself so was unable to narrow it down beyond this, sorry. Surprised nobody has submitted a log yet with this, I see them occasionally in the Rimworld discord and thought surely it got reported here already, but apparently not...?

https://gist.github.com/HugsLibRecordKeeper/6cdc08ca76b9e35ae2606cae0cd6b321
Aelanna  [author] Jul 6, 2024 @ 7:49am 
@索拉德 - Hi, this is an ongoing issue that's being reported, but no one is able to help me figure out exactly which mods are conflicting. If you can upload a Log Publisher log showing the errors, it would help greatly: https://steamcommunity.com/sharedfiles/filedetails/?id=2873415404

If you have time to narrow down your mod list to the minimum number of mods that still cause this issue, that would help as well.
索拉德 Jul 5, 2024 @ 7:49pm 
Sorry, I cannot export the error file to Githib, I can only copy the error content directly here.
A new error code appeared after the CE update yesterday, but I couldn't identify the cause of the error. I could only find the keyword "Eccentric Projectiles", which should be the Eccentric Tech series MOD items?
=============
(Eccentric Projectiles) Unable to find injection point for cooldown notification transpiler. This is probably due to a mod incompatibility, please notify the mod author!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method)
LucifelShiningL MK-XIII Jul 1, 2024 @ 4:35pm 
@Aelanna Oh, maybe BL problem. okay, thanks.
Aelanna  [author] Jul 1, 2024 @ 4:14pm 
@LucifelShiningL MK-XIII - The errors I see make no sense, but you appear to be using BetterLoading. BetterLoading is blacklisted by the RimWorld troubleshooting community because it changes the way the game loads in a way such that any mod that alters the game during load (which is a lot) can break.

If errors still persist after removing that, then I need you to narrow down what mod is causing the incompatibility by removing mods until the error goes away, then seeing if the error persists with just this mod and the last loaded mod.
Aelanna  [author] Jul 1, 2024 @ 6:48am 
@LucifelShiningL MK-XIII - ChatGPT is useless for diagnosing technical issues. Please give me a full HugsLog, else there's nothing I can do.
LucifelShiningL MK-XIII Jul 1, 2024 @ 2:10am 
And, this error message spam occurring when drawing Pawn graphic.
If move the camera to empty area, then the message spam doesn't occured.
LucifelShiningL MK-XIII Jul 1, 2024 @ 1:54am 
YayoAnimation (com.yayo.yayoAni):
Transpiler used from PawnPatches.AimingPatch

Tacticowl:
Transpiler used from DualWield.Patch_PawnRenderer_DrawEquipmentAiming

rimworld.aelanna.eccentrictech.projectiles:
Transpiler used from EccentricProjectiles.HarmonyPatches' PawnRendererDrawEquipmentAndApparelExtras_Transpiler

net.pardeike.rimworld.mod.camera+ (CameraPlus):
Prefix used from DotTools.PawnRenderer_RenderPawnAt_Patch
Postfix used from DynamicDrawManager_DrawDynamicThings_Patch

VREAndroidsMod (VREAndroids):
Prefix and Postfix used from PawnRenderer_RenderPawnAt_Patch

Krkr.Rule56:
Prefix used from CombatAI.Patches.PawnRenderer_Patch
LucifelShiningL MK-XIII Jul 1, 2024 @ 1:48am 
oops. I have some massive error spam after update.
here simplified error message by chatGPT.

Exception in Verse.DynamicDrawManager.DrawDynamicThings: System.TypeInitializationException: The type initializer for 'EccentricProjectiles.HarmonyPatches' threw an exception. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: method

and here some additional mods name from error message.
YayoAnimation
Tacticowl
rimworld.aelanna.eccentrictech.projectiles
net.pardeike.rimworld.mod.camera+
VREAndroidsMod
Krkr.Rule56
Ionfrigate12345 Jun 30, 2024 @ 4:02pm 
@Aelanna Can confirm its fixed now. Thanks for the quick update
Aelanna  [author] Jun 30, 2024 @ 3:27pm 
@Ionfrigate12345 - Thank you for the report! I pushed another update that should fix the compatibility error with Run and Gun / Tacticowl. Please let me know if you encounter any more issues!
Ionfrigate12345 Jun 29, 2024 @ 3:36pm 
OK from my test, removing Run & Gun can fix the issue.

I dont know what's the compatibility issue with Run & Gun however.

I tried both official and unofficial 1.5 version of Run & Gun, same error.
Ionfrigate12345 Jun 29, 2024 @ 3:15pm 
Hi,

Is this error normal if I dont have CE?

https://gist.github.com/Ionfrigate12345/35ff307856f1a3edcf4f22fe6d8392dc

It pops up on main menu. Seems to be transpiler issue of your Projectiles module with a mod. I only use VCR as combat mechanism mod, and I dont use any ammo mod.

The keyword of the first error message seems to be related to Tacticowl, or Search and Destroy (or maybe Run & Gun)?