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That said, I managed to resolve the issue in my own way, albeit using a somewhat forceful method, so this matter is no longer a problem.
I appreciate all the support you’ve provided.
For example, would it be possible to allow individual modders to create a patch using ModExtension or a similar method to forcibly apply shell ejection?
I fully understand the issue now, but as it stands, all weapons that use the Flame damageDef for armor-piercing incendiary rounds, or those that have a unique damageDef for applying additionalHediffs, end up being caseless, which makes the visuals feel a bit lacking.
I apologize if I am asking foolish questions repeatedly.
As such, I can't just blanket accept damageDefs from modded weapons because if they also do weird/unique mechanics, it can malfunction.
If it's a very popular mod, I could add custom support for their damageDef, but it would be too much work to deal with every weapon mod out there.
I'm confused because a gun with a custom damageDef does not display shell casings when fired. However, when I changed the damageDef of the gun in question to Bullet, the shell casings were displayed correctly.
If this is the case, is there any plan to make the ejection animation apply even to custom damageDef values?
@SiaNKs If you know how to make XML patches/modify vanilla files, you can just darken the color of the vanilla blood def and this mod will use the new color.
Thank you.
And I apologize for the inconvenience this caused due to my lack of confirmation.
Great mod, yes.
it really stands out bad with camera+
You'll need to be more detailed on what creature you're talking about and potential mods that interact with it.
This shouldn't happen normally because default is red unless other blood colors/types are explicitly defined for the pawn.
But in any case, this problem cannot be fixed on my end. The bullet casings are ejected when "TryCastNextBurstShot" is called. This mod has no way of checking the ammo count added by another mod that isn't part of a vanilla stat. So it will be up to them to not spam call "TryCastNextBurstShot" if ammo reaches 0.
Perhaps it's another mod causing the issue.
I am also having this problem below posted in October:
---------------------------------
theunkwon1 Oct 27 @ 7:47pm
hi, just wanted to let you know that Fuu_Filth_BloodSmear_Fleshbeast keeps popping up in error as i am playing 1.4 with no anomaly
---------------------------------------
I am playing on 1.4.
Here's a snippet of the XML error I'm getting
XML error: Could not find parent node named "FilthBlood" for node "ThingDef". Full node: <ThingDef ParentName="FilthBlood" MayRequire="Ludeon.RimWorld.Anomaly"><defName>Fuu_Filth_BloodSmear_Fleshbeast</defName><label>blood smear</label><graphicData><texPath>Things/Filth/CrawlSmear</texPath><color>(171, 27, 17, 170)</color><graphicClass>Graphic_ClusterTight</graphicClass><drawSize>0.9</drawSize></graphicData></ThingDef>
Thank you so in advance much for your help
@Grail Knight So how this mod determines blood color is by reading the "Blood color" value that is a standard part of every pawn defined in vanilla, and if that blood color stat isn't found, it will default to red.
So for it somehow to all be showing black blood, some mod on your mod list is making drastic changes to how pawns are being defined or something.
Would be useful if you could narrow down to which one specifically is causing the problem.
It's not vehicles from Vanilla Expanded Vehicles or the Vehicle Framework, because I run with those mods too.
I use Vehicles, which have black blood-like filth from vehicles (if it's not also because of this mod). Maybe it's related, I'll try to test it's later.