RimWorld

RimWorld

Cybernetic Warfare and Special Weapons (Continued)
196 Comments
lucky_one 🍀 27 Jun @ 2:45pm 
we need a bolt-gun type and this is perfect ngl
Mlie  [author] 1 Apr @ 4:08am 
@Кабан It depends on the fire-setting. You cant hunt with exploding shots
Кабан 1 Apr @ 3:40am 
I encountered an issue where the game does not allow hunting with long-range weapons, stating that the hunter lacks suitable weapons for hunting.
ג҉א҉ָ҉ן҉ 20 Jan @ 12:20am 
no i just think its pretty cool that theres a weapon mod that actually fits end game instead of just giving you like 0.1 dps for mining some unobtanium
Mlie  [author] 16 Jan @ 10:22am 
@ג҉א҉ָ҉ן҉ Be sure to inform the original author about your opinion
ג҉א҉ָ҉ן҉ 16 Jan @ 10:19am 
balance more like no :griefer:
Luke TasRook 27 Nov, 2024 @ 5:17am 
Just an FYI. It's has CE compatibility... but it's very buggy. Someone, somewhere needs to update some things.
Mlie  [author] 18 Oct, 2024 @ 12:04pm 
@Quantum Projects Should be fixed now, thanks for reporting!
Quantum Projects 17 Oct, 2024 @ 2:00pm 
@Mlie, I might have found a soft incompatibility in this mod patching sequence.

In patch CONN_Module.xml, it is using "PatchOperationAdd" instead of "PatchOperationAddModExtension" at line 150 and beyond, which conflicts with any other mod that adds ModExtensions to the items added by this mod (like Tatictcowl). It is logging XML duplicate nodes as a result.
Mlie  [author] 13 Aug, 2024 @ 8:37am 
@lioniron That is not connected to this mod
jl9594 26 May, 2024 @ 1:23pm 
Beautiful mod, especially the 40K stuff !!! Hoping for the day when the chain-axe is added :)
Mlie  [author] 24 Apr, 2024 @ 11:48pm 
@Kitty Please see the Reporting Issues section described above
Exosais 4 Apr, 2024 @ 7:32pm 
This mod has some incredible OP stuff in it
Edetha4 1 Mar, 2024 @ 6:32am 
Yeah, in all honesty, I think the Energy claw is sort of out of place, in that it feels a lot stronger than the other weapons in it's research.
The only other thing I might think of is more of a nitpick in terms of lore from 40k that the mod is based on. That it is strange that Energy sword, which is based on the power sword, has worse armour penetration than the Chainsword. Still love the mod, and I am really grateful Mlie restored this mod and others. More just something that sticks out to me based on lore than any major issue.
elĐeve 24 Feb, 2024 @ 6:27pm 
the energy claw is sooo good
pgames-food 5 Nov, 2023 @ 5:43pm 
hi ozzy if you mean zetriths mod, theres a page here with all the compatible mods in case you need future references etc:

https://docs.google.com/spreadsheets/d/1jaDxV8F7bcz4E9zeIRmZGKuaX7d0kvWWq28aKckISaY/edit
Ozzy 4 Nov, 2023 @ 3:44pm 
Anyone know if this works with Multiplayer mod?
Mlie  [author] 18 Oct, 2023 @ 6:23am 
@Michigancubed Does not happen with only this mod loaded so you may have a mod conflict
Michigancubed 18 Oct, 2023 @ 5:31am 
for some reason every gun from this mod either has absolutely no range (like 1-4 tiles) or range but absolutely no damage (around 5), I dont know if its a mod conflict or a bug or just adding it mid save or so on. Has anyone else had this issue?
Mlie  [author] 4 Oct, 2023 @ 8:08am 
@perdu See the section on how to report issues
Rosevald 21 May, 2023 @ 1:31pm 
Thanks so much for the fix!
Mlie  [author] 21 May, 2023 @ 11:20am 
@Rosevald I think I fixed that now
Rosevald 19 May, 2023 @ 12:23am 
I can't get the weapons from this mod to work with modded marine+ level armors like the ones from Spartan Foundry or Rimsenal. It's the same no matter where in my load order I'm placing this mod. Is it intended that only vanilla marine armors count as having servo-motors?
Not Ghost 3 Apr, 2023 @ 6:44pm 
Good news, found out what was causing the bug, it was an implant that increased weapon range (Targeting VI from Rim-Effect), also found if you got the Double Weapon Range from Vanilla Expanded - Ancients it caused the same bug.
Not Ghost 3 Apr, 2023 @ 1:52pm 
I noticed this same issue, but only after adding Bionics/Cyberware. I believe this mod has the weapons interact with certain cyberware to make them more powerful, and that interaction is causing the conflict with presumably the Vanilla Expanded mods in some way
yht0rt 8 Mar, 2023 @ 4:59pm 
yeah, I have also run into the issue with drafting colonists wielding weapons from this mod and it does appear to be related to vanilla expanded framework somehow. I would also upload a log to try to help but for whatever reason I was having issues with that.
swatblack 23 Jan, 2023 @ 8:37am 
I also seem to have a drafting problem, when my colonists use ANY weapons from this mod, they can't be drafted (in fact, any action that they could do through the a "draft"-like button gets blocked too), but could be mass-drafted, and ordered to move and shoot around like Mr.Exterminatus said. I have painstakingly turned mods on and off and it turned out that the problem mod it conflicts with is the Vanilla Expanded Pirate faction mod of all things(at least for me). Take this one with a grain of salt, but I think it may be related to a VE Framework mod update I got a few hours before the problem started.
Mlie  [author] 23 Jan, 2023 @ 3:53am 
@Mr.Exterminatus If you find out what other mod its conflicting with I can take a look
Mr. Exter 23 Jan, 2023 @ 3:39am 
Well that was not it, but I found out that the object was not set as an instance of an object https://gist.github.com/e949a626930edf2680c53dd75d8ffcd4
Mr. Exter 23 Jan, 2023 @ 2:55am 
There is something weird happening with the accelerator and the power fist. My colonists won't draft individually. It still works when I'm Mass drafting but still. Some guy said that there is an incompatibility with vanilla expanded cave animals so I'm going to check
Mlie  [author] 16 Jan, 2023 @ 10:50am 
@Mio The CE-patch is part of the CE-mod so you better report it to them instead.
Bogatir 16 Jan, 2023 @ 10:44am 
Bullet_Accelerator1464667 tried to register out of bounds at (-2147483648, 0, -2147483648). Destroying.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.ThingGrid:RegisterInCell (Verse.Thing,Verse.IntVec3)
Verse.ThingGrid:Register (Verse.Thing)
(wrapper dynamic-method) Verse.Thing:Verse.Thing.set_Position_Patch0 (Verse.Thing,Verse.IntVec3)
CombatExtended.ProjectileCE:set_ExactPosition (UnityEngine.Vector3)
CombatExtended.ProjectileCE:TryCollideWith (Verse.Thing)
CombatExtended.ProjectileCE:ImpactSomething ()
CombatExtended.ProjectileCE:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
(Accelerator with ce not working)
Mlie  [author] 11 Dec, 2022 @ 7:40am 
@Romeo Okay, then I guess they have some work to do
Romeo 11 Dec, 2022 @ 7:16am 
Я написал только то что мне написали, просто мод классный и на 1.3 работал идеально, я удалял все моды и оставлял только СЕ и твой мод и как раз оружие из твоего не работало, отдельно да а вместе нет(
Mlie  [author] 11 Dec, 2022 @ 7:11am 
@Romeo No defNames have been changed in this mod. Only the redundant compOversized was removed.
Romeo 11 Dec, 2022 @ 5:22am 
Написал я СЕ и вот что они мне написали "its patch is already updated on the dev build of CE on github, the steam version is not updated with the fixed patches
CWSW was updated with defName changes that broke our patches so...", поставил их локальный мод но всё равно ничего не изменилось
Mlie  [author] 2 Dec, 2022 @ 11:43pm 
@Romeo I dont use CE or know anything about it so it might be better to ask on their discord if someone there can fix it
Romeo 2 Dec, 2022 @ 11:20pm 
Мод супер, только вот после 1.4 стал конфликтовать с Combat Expandet, очень надеюсь что скоро эту проблему решат
MeatBeatMarv 20 Nov, 2022 @ 11:23am 
Next time you get a chance to take a look at this mod, do you think you could get rid of the oversized weapon defs? It doesn't take long for them to start slowing down a game, even without any of this mods weapons on the map.
hamed91211173 11 Nov, 2022 @ 8:15am 
find the reason by mistake (!) i've been add this in the base for my guns that stop them from rotating in shelves
<rotateInShelves>false</rotateInShelves>
hamed91211173 11 Nov, 2022 @ 6:06am 
hi Mile and thanks for your great support of modding
have a question about weapon position in shelf in 1.4
working on a personal mod and weapons i created when put in shelf unlike vanilla gun that when 3 of them put in shelf stand verticaly they stay horizontialy
idont know anything about C# and only made them with XML

want know it's possible to do it with XML or simply how to do it
Mlie  [author] 10 Nov, 2022 @ 4:38am 
@TimmyMittenz Try the steps described under ”Reporting Issues”
TimmyMittenz 10 Nov, 2022 @ 4:27am 
there looks to be an incompatibility using this mod and "Vanilla Animals Expanded — Caves" -- the weapons in it dont work/fire when both mods are loaded -- reposting this on their mod as well :)
SakuraKoi 1 Nov, 2022 @ 2:14pm 
An Error/Naming Issue with CONN I found while rending my awful mod list apart:

"Could not resolve cross-reference to Verse.ThingCategoryDef named ANN_BodyPartsArtificial (wanter=thingCategories)"

https://gist.github.com/0759775a85228e7d5568863ec0347cc7
Earth 26 Oct, 2022 @ 6:44pm 
+1 on the issue, pawns become undraftable when they have a weapon from this mod equipped, the entire button just disappears from the menu. still trying to find out if its a mod conflict
Sea's 25 Oct, 2022 @ 9:57am 
Thanks for updating the mod! I noticed that the shocker displays no information once it is installed on a colonist. It's not that big of a deal since the information is displayed in the recipe, but just letting you know about it.:lunar2019grinningpig:
Mlie  [author] 25 Oct, 2022 @ 7:40am 
Ill look into this mod again when im done with the bulk of the 1.4 updates
pedroekh 25 Oct, 2022 @ 7:35am 
For some reason, Accelerator is not working (colonists won't fire it, charged fires, but extremely slow projectile, active fires, but extremely slow aiming time), and the ballistic weapons don't work right (combat gun and shredder have no noise, enforcer fires only 1 shot even in burst mode and extremely slow aiming time). While using the crypto crossbow, pawns will unequip it Instead of shooting. Plasma Rifle works, but all firing modes fire the same. Haven't tested the rest, but maybe it'd be good to review these.
Bailey26108 23 Oct, 2022 @ 10:44pm 
For me they certainly did. I could draft a colonist and they'd just pick and choose their targets in accordance to the firing mode selected on the weapon. Never Used CE Or any combat/ ranged combat mods before, and certainly havent started now. I'm not very good with debugs and reading. I've done all i can to ensure these mods stay in the spots they're supposed to. including dependancies and so forth. But yes, for me they'd autofire the weapons in this mod.