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Ilmoita käännösongelmasta
It's gone when I restart game.
My colonist who has coilgun can't access and UI until that coilgun is deleted.
I will tried to recreate that bug and make report later.
For the base generation, I'm going to guess that's more likely to be caused by the base modular weapons, but I'll double check some things.
For the coilgun, what UI is breaking? I don't touch anything regarding UI, and I need more info on the "various bugs" if you can.
I also tweaked quite a few values, particularly for the lever action, energy weapon, and flintlock. Many parts, particularly barrels, stocks, and sights, are more standardized between weapons, with few exceptions. I also tweaked a lot of parts to affect warmup and cooldown downs differently. Weapons should shoot at the same rate, but way cooldown/warmup at different rates than before depending on parts. Full patchnotes and the description will give you a bigger picture than this comment, so I recommend reading those.
The Modular coilgun also had its armor piercing rounds significantly nerfed. At high values you could get 160% armor piercing which basically made armor useless. It now caps out around 90%, similar to a uranium slug turret. I may reduce this further depending on how it preforms.
There is also now a fueled version of the Gunsmithing workbench, and as such the Tinker Table has been replaced with the Advanced Smithy. The graphic for it is a placeholder.
Most likely, the "shell" and "core" upgrades may be changed and or removed, so be aware this could break existing weapons. The weapons will probably be simplified as a result, but will now be stuffable and properly use the material they're made out of.
I've already made a new one, and I'm satisfied with it.
It's not the most elegant solution, but you can use dev mode to spawn in the guns you lost.
As a result of the previous update, 2 laser guns were deleted. One was a Legendary.
I understand what you want done, but I don't think this type of update is very desirable.
I wrote it involuntarily because it is the mod that I am currently using the most.
I am very much looking forward to future updates.
Tranq darts are now pain darts. Targets can still OD, and at extreme levels still fall unconscious no matter what, but will be incapacitated from pain more often than not.
The nausea energy works similarly now, but also makes pawns vomit more frequently and lose their vision. Painstopper pawns will never fall unconscious now, but they should be so crippled as to stop being a threat.
You can still technically use these against mechanoids, but the pain darts do even worse than armor, and won't affect a mechanoid until you reach 80% buildup. The nausea energy will also only affect the mechanoid's sight., still leaving most a threat.
That's an interesting idea for the laser though. Maybe I can do something with negative values.
The main idea is to use it like a laser, but you could cut it off (forming a "bolt"), or leave it running. After all, IRL, a laser takes time to burn something, and unless hitting a small area, requires the target to not move. It is best on metals, hence the main useage being shooting down missiles.
I have some ideas for plasma weapons, but I will put it down in a bit.
Finally, maybe to not cause damage, the gun would also heal all burns caused by that type of laser? Basically, the naseua one will cause nasea, cause a burn, then heal all burns caused by nasue lasers! It looks like it never caused damage, but in the background, it did!
Plasma is what laser gun is right now. You could rename it to energy gun, left it vague and let player fill the blank in their head.
I tried mimicking the beam graser's solid beam for the laser projectiles, but it uses a different Verb than standard shots that does more of a sweeping attack rather than a single blast, so I decided against it. Maybe one day.
I'm still debating if I even bother adding a plasma weapon. It would do heat AND sharp damage maybe? I'll have to see if it will be affected by both armor types. Dunno if that makes it stand out enough, so I may honestly skip that idea. Plasma weapons are also iffy on if they can be realistically made, while laser weapons are theoretically possible. That said, it's sufficiently sci-fi to overlook any possible "realism." Maybe if I get interesting suggestions I'll do it.
BTW, chain shotgun is the most cost-effective weapon early to mid game still quite effective late game as long as you don't fight against very heavy armor.
so, you play that game to? I will not admit my adiction to it!
the black shift is the nausea one.
also, yeah. Almost all games and shows show what is clearly a plasma weapon... I could honestly write a paper on it, with all the differences between the 2. Maybe I should, for fun...
PS:
- Red Laser > Blue Laser > UV Laser (Dark Purple) > X-Ray Laser (Green) > Gamma Laser (Yellow)
-Laser ingame is look like plasma than beam weapon. Tesseron's beam graser could be use as base for actual laser.
That said, I am making a modular minigun that at base is a copy of the vanilla one, but you can slap on higher caliber rounds, explosive rounds, big magazines, and barrel lengths to affect damage, accuracy, bursts, etc. Should provide a more unique option of heavy weapon that isn't just another rocket launcher, but someone slots into the explosive or high firepower niches.
This weapon will make you SLOW though if you try to put on all the high firepower options. You'll see once it releases. I already did all the art, so it should be out before the end of today.
You should put most of gun's weight on barrel instead.
PS: Default maximum weight for sidearm (simple sidearm mod) is 2.7 kg for range weapon