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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1447372624
Just load both them and harmony and when the dev quicktest level loads draft your colonists and melee an animal or object and you'll see the spam and FPS tanking. Hope that helps save you alot of time on fixing it :).
Did not seem to happen with Profitable Weapons as the only mod loaded. I'll see if I can track it down.
[Ref F0215936] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref A0040D26] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
I'm adding mods now that could be the issue to try and narrow it down, but here's the hugslib log with my full list installed https://gist.github.com/HugsLibRecordKeeper/1996c4967a22509eccb1348a1c02d02e
What's happening is specifically that the Melee is triggering *constantly* once engaged, like so often that my pawn went from 0-20 melee in a couple seconds and still was technically attacking even when downed by an animal which was *also* attacking just as fast.
The reasoning is that it clutters the gear tab to have all of your colonists have a weapon marked as (U) instead of the other way around.
The moment your brand new car leaves the dealership it loses 10-15% of it's value, this seems like a more immersive solution and poses some more interesting gameplay decisions imo.
Also a lot of weapons are things like... Energy blasters, or mass drivers, or plasma swords or stuff that you couldn't really do a forensic bullet analysis on; granted you could probably do a similar forensic analysis, but the bar would be a lot higher to tell if the blaster bolt that killed this guy was fired from this heavy blaster as opposed to that heavy blaster.
You do realize what's the real issue with used guns is, right?
It's not the wear and tear, it's the holes they left in people and that funny thing called law enforcement investigation.
Yeah ok maybe law isn't a popular thing at the rim, but I'm pretty sure there ARE people 'round 'ere who'd love to know who shot their sister's precious son after being caught by said son with said son's wife.
And with all the things they'll wanna do to you... well, let's just say you'd rather be dealing with the law.
So it's the clean guns that sell for premium, not the pristine condition ones. Mkay?
HugsLib log: https://gist.github.com/6dce127ffe7392bd934ddcf61fa0f288
In practice it would also reduce the text clutter on weapon names that you see often on your colonists.
That's how I think about it, but it wouldn't change anything at all. I personally would prefer a marking on the pristine guns instead of the looted ones, for no reason at all.
And that's it. literally preference. I asked because I was curious and nothing more. xD
For example, instead of putting the (U) tag on a used weapon, putting a (P) on a pristine weapon?
...Help?
If a weapon gets the (U) tag, the color is removed somehow like this https://prnt.sc/10j3xjn The red "poor" is how it is supposed to look.
I checked your CompLootedWeapon TransformLabel() method and couldn't spot any issues, then i tested it with Harmony like this: https://imgur.com/a/8lMauR6 and don't know what is going wrong there and maybe you could help me find the issue. If you have any question about my mod, feel free to ask.