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Rapporter et oversættelsesproblem
Sort-of need to rush fabrication to make more, but cannot really afford a whole pawn just doing that when I have just 3 and I need other research too. I could rely on trade, but I have nothing to trade and no time to craft because I also forgot to give myself seeds (seedsplease) for farming and I use Yayo's Combat ammunition system. I don't have time to alloy steel to make industrial ammo, I need to run everywhere to harvest wild plants and remove their seeds so I can plant them so I can get a decent havest for winter. Feel like a survival game where I need to craft primitiv ammo and bows and rely on campfire/passive cooler until I stabilise.
It's interesting!
I find this mod a great challenge. Onyl issue is maybe compact machinery should yield industrial components. Otherwise we may not have any means to produce more advanced stuff outside traidng
<!-- Patch Guns but not guns based on more research or guns which are based on gunsmithing. -->
<Operation Class="PatchOperationSetName">
<xpath>/Defs/ThingDef [@ParentName="BaseHumanMakeableGun" and (recipeMaker[not(researchPrerequisite)] or recipeMaker/researchPrerequisite="Gunsmithing")]/costList/ComponentIndustrial</xpath>
<name>ComponentBasic</name>
</Operation>
Now it also checks if by accident there's a duplicate prerequisite entry for gunsmithing in the weapons def itself. Hand cannon, lever action rifle and sawed off shotgun have a redundant gunsmithing prerequisite in their code which caused the previous code I posted to overlook them.
<!-- Patch Guns but not guns based on more advanced research. -->
<Operation Class="PatchOperationSetName">
<xpath>/Defs/ThingDef [@ParentName="BaseHumanMakeableGun" and recipeMaker[not(researchPrerequisite)]]/costList/ComponentIndustrial</xpath>
<name>BC_ComponentBasic</name>
</Operation>
It basically checks if a gun has an (extra) research requirement for its construction, if it does, then it is not patched. If it doesn't have it, you can be sure it requires its parents BaseHumanMakeableGun's research prerequisite which is gunsmithing. Result: Revolver is basic while autopistol is advanced components. Is the code completely mod proof and perfect? No. But does it do the job? Yes and it probably will do it for most mods as well.
When I run this mod standalone, simple weapons are not updated to use basic components at all. But if Vanilla Framework and Vanilla Weapons are added, then this mod does update some weapons to use basic components but not some that you would expect.
Assault rifles cost basic components for some reason even when the patch file says to exclude these weapons. Bolt action rifles on the other hand now still use industrial components.
Other weird things like EMP grande launcher costing basic but EMP grenades cost industrial lol.
Any idea what is going on here?
Rename Advanced Component to Spacer Component this way the components will be listed by tech level in the stockpile. Currently it lists Advanced Components (3) first and then Basic Components (1) and finally Industrial Component (2). For a 3 1 2 order. Changing the name of Advanced Component to something like Spacer Component (or Nano component?) will ensure that they are listed alphabetically in order of value and tech level. Just an idea.