RimWorld

RimWorld

Kurin Tail Weapons
11 Comments
Unisol  [author] 16 Mar, 2020 @ 6:06pm 
I've updated Kurin Tail Guns to 1.1. You can find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2024859850
Unisol  [author] 10 Mar, 2020 @ 2:14pm 
Thanks - I'm aware of that. I have few other things on my plate; tail guns are on the list. I'll try to find time to update it before the end of the week.
Wack 9 Mar, 2020 @ 5:56am 
Hey, both kurin and prosthetic combat got updated, when will this also get updated?
Unisol  [author] 1 Mar, 2020 @ 9:51am 
Sorry, Samekh, one body part - one weapon. It's a limitation of prosthetic combat framework.
Nicht 29 Feb, 2020 @ 9:48pm 
I haven't tried the mod yet as I'm in the process of updating my mods list, but are they able to equip 3 tail weapons? As the Kurins are described as 3 tailed fox I think that'd fit quite nicely, albeit could be over powered.
Eclipse 19 Feb, 2020 @ 6:12pm 
Ah, that was it... Figured out why, MSE-PC was loaded after tail weapons, after putting it in the right spot on load order it works now. Surprised that the mod list checker i use didn't catch that.
Unisol  [author] 19 Feb, 2020 @ 5:57pm 
@Eclipse

Could you please share your modlist via hugslib? (Ctrl + F12)
Eclipse 19 Feb, 2020 @ 3:16pm 
Also...

Config error in KTG_Hyena: has null thingClass.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Eclipse 19 Feb, 2020 @ 3:15pm 
I think i found the issue I'm having...

Config error in KTG_Rearhammer: has comps but hediffClass is not HediffWithComps or subclass thereof
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Unisol  [author] 19 Feb, 2020 @ 10:29am 
@Eclipse

They are implemented - description is correct. Crafting and surgery recipes become available after Bionic Weapons research on MSE research tab. Like other MSE bionics, you have to craft them at Bionics Machining Table; see screenshot [puu.sh].

Eclipse 19 Feb, 2020 @ 12:28am 
So... just curious are the ranged weapons implemented? I've researched bionic weapons, yet none of the ranged weapons are available... I see them in the debug menu as a possible health condition, but not as an item (the part you'd install onto the character...)