Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I appreciate your report!
From now on I will change my description to say that I am compatible with melee animation.
Just loaded up and spawned some weapons in to check and I can confirm that all your melee weapons have working animations with the mod installed.
The player doesn't need to do anything, they just work.
For Melee animations: in the compatibility section of the mod page, the first entry is a link to their GitHub which has a list of all the mods they've patched and Neo Samurai is on there.
For combat extended: in compatibility section at the bottom of their mod page is a similar link to their built in patches. I don't think they announce new patches other than in the GitHub changes so the only way is to check that list to see if it's been added.
I'm not quite sure what's going on here, but if a patch is created on the melee animation side and I have this mod installed, does that mean the animations will work?
No not at all, it was just a thought I had that could be interesting, if you where looking for ideas.
I apologize, but making that change would require altering the textures, so I hope you don't mind.
@Gunmar
Just an idea, feel free to ignore. With the bodysuits now being different pieces, would you consider creating versions of the armour textures that don't have the bodysuit parts in and instead layer over the bodysuits.
With both parts equipped it would look the same, but it'd allow for greater control like pairing with the white suit for contrast or using on of the colour mods on just one part.
I am very sorry, but the reason I am not considering supporting CE is that I do not use CE and do not understand its specifications. I would greatly appreciate it if someone else could make a patch, but please let me tell you that I do not have one.
Sorry, I have not installed both and do not know what the specifications are.
Thank you very much. I am glad you like it.
It does not appear that there has been any change in the code description in 1.5 regarding the display of item performance, nor has there been any change in the specification of the display of item performance in Rimworld itself.
I apologize, but all I can say is that I honestly don't know what is going on.
No other mods are having issues.
I'm a little confused because I'm still playing on 1.4 even after the main unit updated to 1.5, but what is the information that is missing?
Also, this mod, like my other clothing mods, does not include any changes to Dialog_ManageApparelPolicies. No other clothing mods have been reported like this one.
For example, are there any other mods that you have installed that have been recently updated that are affecting you?
Exception filling window for RimWorld.Dialog_ManageApparelPolicies: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C05BC22] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
It might be due to an incompatibility with another mod, but I've never seen this in any other mod that adds items. That should point to this one being the culprit.
I don't know what the "info tabs" are, but do you see any information like the one in the screenshot?
Or is it possible that another mod you have installed is affecting it?
Sorry, no plans to do so.
This mod is not compatible with [Melee Animation].
[MeleeAnim] gunmar.neosamurai 'Neo Samurai' has 7 missing weapon tweak data.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Warning_Patch3 (string)
AM.Core:Warn (string)
AM.Core:LoadAllTweakData ()
AM.Core:<AddLateLoadEvents>b__25_1 ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Entry:Update ()
Log: https://gist.github.com/HugsLibRecordKeeper/ddbe3f14ca970917af9b8ba163b301b8
When adding neo bōshuriken, I tried to see if armorPenetration worked for melee attacks, but then forgot to remove it. I have just uploaded the corrected version.
https://gist.github.com/HugsLibRecordKeeper/54f35c7b3c3d42ec4fd33eb146ea6005
XML error: <armorPenetrationBase>0.8</armorPenetrationBase> doesn't correspond to any field in type Tool.
Context:
<li>
<label>
point
</label>
<capacities>
<li>
Stab
</li>
</capacities>
<power>
20
</power>
<armorPenetrationBase>
0.8
</armorPenetrationBase>
<cooldownTime>
1.5
</cooldownTime>
</li>
You are right. Considering the long research to create it and the cost of the material, I would think that this is about right.
For me they feel really good to use now, especially paired with the movement speed boost from the ninja gear.
I also think the new bullet speed is good, but it might be too high for some people now. I wouldn't want to make a suggestion about that thought, because I personally like how fast it moves now.
The number of shurikens thrown at one time was changed to 1.
Changed warmupTime from 1.25sec to 0.5sec.
The bullet speed was changed from 55 to 75. For reference,the bullet speed of a vanilla
auto pistol is 55. The bullet speed of a bolt-action rifle is 70,
so it is slightly faster than that.
I would appreciate your feedback on the use of these.
I was thinking sight speed faster but 1 projectile, so the same number would be thrown overtime.
That way the DPS would be the same but you could use them for hit and run attacks, which better fits the weapon.
For the bullet speed, it currently travels as fast as a grenade but an aerodynamic knife thrown flat should get to the target faster than a brick shaped thing thrown in an ark.
Range is good I think.
Damage felt low but only because of the short range and long wind up. The other weapons do the same or more damage with less drawbacks.
So them being weak but faster would give them a good niche as an up close/indoor weapon or as a way for a ninja to harass and cause bleeding before the real fight starts.
Hmmm, your idea is to make the sight and bullet speed faster instead of making the number of projectiles 1.
By the way, is it correct that the damage and range should remain as they are?
I think they'd be better if they had a much faster aiming time and flying time, but to compensate you only threw one at once.
It is a ranged weapon that fires three shots at a time.
Like all neo weapons, it also has a high armor penetration value.
It has a high melee damage value, so it can also be used in melee combat.
The kunai was originally used like a dagger or shovel and was never thrown. Now I am working on adding bōshuriken instead of kunai.
Although the perception may be fixed by dramas and animated cartoons, the bitterless was originally used like a dagger or a shovel, not a throwing object. A similar object is the stick-like shuriken.
●Added neo ninja suit.
Both reduce the damage received by 10%.