RimWorld

RimWorld

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D-FunctionalAmmunition Library
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Mod, 1.5
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636.175 KB
Apr 8 @ 9:18am
May 23 @ 1:28am
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D-FunctionalAmmunition Library

Description
A core library primarily used to provide functional ammunition(like missile) support. Do not use the GitHub version of Combat Extended if you intend to use D-Lib. Even if you don’t play with CE, please keep D-Lib installed if you plan to use our mods that require it as a dependency. You never know when we might add new vanilla features using D-Lib.

This mod provides guidance system patches for several vanilla CE projectiles, including:

127mm Javelin Missile (FGM-148 "Javelin" Anti-tank missile)

150mm MBT LAW (NLAW)

Tomahawk LAM (Tomahawk cruise missile)

Additionally, the FGM-148 "Javelin" now features a realistic ballistic animation for enhanced immersion.

The FGM-148 with top-attack guidance will automatically switch to direct fire mode at close ranges to prevent awkward lofting maneuvers in point-blank situations.



Instructions(html) for usage can be found in the mod directory.

If you have any suggestions or bug report, it`s best to use the Discussions feature.
Use Ctrl+F12 Upload Logs.
Popular Discussions View All (2)
3
May 23 @ 10:08am
Bug Report & Suggestions(错误报告与建议区)
PolandBall
3
May 13 @ 8:47am
Error spam when firing artillery turrets to other tiles in the world and shell does not comes out.
John Skibidi
16 Comments
Clown May 24 @ 7:16pm 
In other words you're probs fine to use the Github version- Sorry not good with words
Clown May 24 @ 7:15pm 
@Swaggy
If they built their mod based on the current stable version of CE, then using a future(unstable, as in the github in-development) version can have unpredictable behavior. It's unlikely, but "That might cause some problems" is the most accurate answer you can get.

When coding, you reference specific lines of code in the original work to expand upon them. So if CE suddenly changes a commonly referenced line, even if just renaming it, that can break the current reference to it. But keeping up with unstable versions is tedious if your mod extends upon it, which is why it makes sense to only update their submod once CE pushes that update to stable, since at that point it'll be incompatible.

TL;DR
Experimental CE means potential changes in code that can fuck with parts this mod references. Highly unlikely because it'd likely break a LOT of patches/submods, but possible.
Swaggy May 24 @ 10:54am 
I mean: there will be problems because CE's github has experimental features? or because this mod simply can't work with github for some specific reason? I play with CE's github version and never had issue with other CE submods, why would this mod be different?
DsW-4  [author] May 23 @ 9:13pm 
@Swaggy That might cause some problems, and I won't fix it.
Swaggy May 23 @ 7:29pm 
What will happen if I use the github CE version?
John Skibidi May 13 @ 4:50am 
I have posted a new discussion.
DsW-4  [author] May 13 @ 2:27am 
@John Skibidi Please provide detailed logs
John Skibidi May 13 @ 1:45am 
This mod now somehow prevents any turret that able to attack another tile from firing and throws an error every tick in the console. i'm still filtering out the mods to find the other mod that it's conflicting with, but i've confirmed that the problem goes away when i remove this mod, i've tried placing it as high as possible or as low as possible on the modlist, no difference.
does anyone have the same issue?
DsW-4  [author] May 2 @ 2:35am 
@Oldschool Sosok Bug has been fixed.
Oldschool Sosok May 1 @ 9:15pm 
when shooting 81mm HE shells (only HE) they dissappear and this error occurs

Exception ticking Bullet_81mmMortarShell_HE14916 (at (72, 0, 71)): System.MissingMethodException: single CombatExtended.ProjectileCE.GetFlightTime()
[Ref 5A5CE99D]
at Verse.TickList.Tick () [0x0015c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

If i remove test part from patches everything works normally
I use Girhub version of CE if it matters