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If you do update this mod, be sure to replace the jecstools dependancy with VE Core or Enable Oversized Weapons, with the latter being more ideal since its less laggy.
In fact, if you need help with XML PS2 stuff, just ping me.
Likely i'll have a lot more to do updating my body addon heavy aliens races for 1.4 whenever HAR updates as well.
I'm also pretty slow at doing art and you'll find people of the unofficial rimworld discord who are able to pump vehicle textures out much, much faster than i.
I want to write some XML for the Vehicles mod (and maybe some C# for the Colossus), but I am not a RW sprite artist.
I can't wait to use these in my next run.
Wonder if anything nanite-ey could be implemented. Revives, gear spawn, etc.
@Bast - yeah man i've had zero problems with it
@garbagedayisheretostay - thanks for a great looking mod and the hard work you put into it!
https://github.com/lbmaian/JecsTools/tree/performance
thx for making this!
Thanks for the words.
Steam>steamapps>common>Rimworld and you can just copy paste the whole rimworld folder to your desktop and use that as a diffferent copy. Whenever theres a patch you want just copy paste the game files over again.
When you click into a mod's folder the first thing you should see is a list of folders called "about" "assemblies" "sound" "texture" etc NOT another single folder with the mods name on it nestled inside. If this isn't it then it's something else specific to you that i can't replicate.
I feel cars with guns on top of them would be very, very, VERY welcomed by the community.
Also, what are the oversized weapons? The rocket launchers? Jecstools is reportedly a performance heavy mod, so it'd be nice if it wasn't required...
NC is the High Damage/High Accuracy faction.
TR is the High RPM faction.
VS is the No/Low Recoil but Average faction.
The stats are still going to be adjusted here and there and i probably won't have these final for a bit so that's one thing BUT the main issue with this is that gun information has stat inputs along the lines of:
<warmupTime>1.75
<cooldownTime>1
<ticksBetweenBurstShots>40
<AccuracyMedium>0.35</AccuracyMedium>
<damageAmountBase>10</damageAmountBase>
It's not really practical/possible for me to convert these into accurate numbers that would be useful to the standard FPS player like DPS and RPM. I could make a bar graph with personal estimates of power level but i feel like that wouldn't be accurate either. Still maybe i might figure out some sort of mock up graph later on in the mods life.