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Note that StatistNo1's version changes BondingCore and BondingBench to PersonaBondForge_ThingDef_BondingCore and PersonaBondForge_ThingDef_BondingBench, respectively.
Also note that your "Royal Arsenal: Specialty Weapons" mod can also be updated in the same way.
Thanks!
A little suggestion:Maybe making the P.C.chaff a type of RimWorld gas(new feature added in v1.4) can restore its functionality.(I don't know much about modding but I saw RW wiki said coding about smoke changed in v1.4)
I'm not the author of SRTS expanded. The aerodrones mod only extends its code, so if you can't get SRTS expanded to work by itself, then my mod won't work either.
"CompOversizedWeapon" isn't from any of my mods either. I'm guessing you have some other mod conflict that is breaking things.
XML error: <eastOffset>(0,0,-0.18)</eastOffset> doesn't correspond to any field in type CompProperties. Context: <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon"><eastOffset>(0,0,-0.18)</eastOffset><westOffset>(0,0,-0.18)</westOffset><southOffset>(0,0,-0.18)</southOffset><northOffset>(0,0,-0.18)</northOffset></li>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlToObject:ObjectFromXml<Verse.CompProperties> (System.Xml.XmlNode,bool)
Verse.DirectXmlToObject:ListFromXml<Verse.CompProperties> (System.Xml.XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection<Verse.CompProperties> (System.Xml.XmlNode)
It's like Craftable Royalty Weapons except it allows to craft almost everything.
You are right, not sure how I missed that when searching through the game files yesterday. I'll push a new update soon.
I have an update for the 1.4 beta live now, and I will update again if there are more changes.
As for the new DLC, the most I may change about this mod is something to do with the new rotgas / potential toxicity system that may be added in Biotech.
Currently, the 1.4 beta broke the Phoenix armor helmet (previously worked as a gas mask by reducing toxic sensitivity for the wearer, but now the toxic sensitivity modifier for equipment has been removed entirely). However, maybe Biotech or some future update will give a better framework for toxic resistant gear so I can add back that function for the Phoenix helmet.
They should be able to use some of the weapons, and I remember seeing empire soldiers with royal charge weapons in past playthroughs. The royal charge weapons all have the spacer gun tag in their XML, which should make empire soldiers and even some mercenary pawn types consider them for equipment.
Still, they may not commonly spawn if not enough empire pawns spawn on your map with a high enough 'budget' to afford them. Also, if any mod / update changes what tags empire pawns choose weapons from, that may also interfere with it.
Go for it! I know there was another author, Scorpio, who released his retexture of this mod about a month ago, but I don't have any problem if you want to make one yourself.
Thanks for letting me know. As part of the last update, I tried to add a new visual effect and Hediff specific to the ranseur armor cloak, and it looks like I didn't cover everything the game needs to treat pawns as invisible. I just updated the mod again, and the cloaking seems to work in a save I tested, so that issue should be fixed now.
Thank you. I really want to try this mod out, but I don't really want to use the vanilla unstuffed variant
I had been thinking the author of the stuffable armors mod was going to do it, but maybe I was mistaken. I'll look into adding compatibility for that over the next few days.
I just fixed the issue with the visual glitch. Turns out it was from the new dll file I used to hide the body under the armor (another mod author wanted me to add it to help them out). For now, I temporarily disabled that so the armors look decent when cloaked.
I just tested it out myself and got the same visual glitch. From I can tell, this is a royal arsenal thing I need to look into fixing. I think some update made the invisibility effect apply to worn apparel, so I probably need to add some kind of visual mask to the armors to make them look correct.