RimWorld

RimWorld

Neo Samurai
68 Comments
Gunmar  [author] 12 Jul @ 1:13am 
Version 1.6 is now supported.
Gunmar  [author] 15 Apr @ 2:43pm 
@JRSmith G S
I appreciate your report!
From now on I will change my description to say that I am compatible with melee animation.
JRSmith G S 15 Apr @ 7:48am 
@Gunmar
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.
JRSmith G S 15 Apr @ 7:22am 
@matriarch16_ceris
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.
Gunmar  [author] 15 Apr @ 5:53am 
@matriarch16_ceris
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?
matriarch16_ceris 15 Apr @ 4:54am 
@Gunmar btw u can change the note about Melee Animation compatible in description
matriarch16_ceris 15 Apr @ 4:53am 
@JRSmith G S I wondering where did u found out that Melee Animation patched this mod. Because I tagged CE team to patch this and I just dont know how can I be informed, when they done
JRSmith G S 9 Apr @ 2:35am 
@Gunmar
No not at all, it was just a thought I had that could be interesting, if you where looking for ideas.
Gunmar  [author] 8 Apr @ 2:41pm 
@JRSmith G S
I apologize, but making that change would require altering the textures, so I hope you don't mind.
JRSmith G S 8 Apr @ 7:48am 
For anyone curious, according to their GIT, this mod is patched for melee animations on their end.

@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.
Derrick da Fox 26 Mar @ 1:05pm 
Very well. Lovely looking mod regardless
Gunmar  [author] 26 Mar @ 4:19am 
@Derrick da Fox
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.
Derrick da Fox 25 Mar @ 11:35am 
You should consider getting CE, it's not super complicated. At best it just changes firearms to needing ammo to fire (which can be toggled so you don't need ammo) and changes the luck-based combat into something more realistic, so your pawns aren't missing shots from 3 tiles away because of poor RNG. And it adds armor thickness, so thicker armor blocks bullets and melee better than a plain shirt or Gambeson. It would GREATLY benefit the use of this mod.
Gunmar  [author] 11 Jan @ 2:31pm 
@matriarch16_ceris
Sorry, I have not installed both and do not know what the specifications are.
matriarch16_ceris 11 Jan @ 1:28pm 
I modestly require a CE and Melee Animations patches
Gunmar  [author] 28 Oct, 2024 @ 11:05pm 
@Haxer347
Thank you very much. I am glad you like it.
Haxer347 28 Oct, 2024 @ 10:35pm 
making a cyberpunk modpack for myself and this mod is what inspired me to do it
Realm Imp 18 Oct, 2024 @ 3:13am 
wake the frick up samurai, we've got a colony to build
greensniperhat 10 Aug, 2024 @ 9:20pm 
Might be another mod that adds stats that broke info panel - does any other apparel have missing info?
Daetrax 4 Aug, 2024 @ 1:56am 
@Gunmar Fair enough.
Gunmar  [author] 3 Aug, 2024 @ 6:18pm 
@Daetrax
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.
Daetrax 3 Aug, 2024 @ 3:11pm 
@Gunmar the ingame information on each item regarding stats/attributes are missing. The info you're showing in screenshots on this page.

No other mods are having issues.
Gunmar  [author] 27 Jul, 2024 @ 3:54pm 
@Daetrax
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?
Daetrax 27 Jul, 2024 @ 7:26am 
@Gunmar by info tabs I mean the information shown in the screenshots here on the workshop page. Several items are blank. Further I'm getting this error when attempting to select the items in the apparel policies:

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.
Gunmar  [author] 26 Jul, 2024 @ 3:26pm 
@Daetrax
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?
Daetrax 26 Jul, 2024 @ 11:16am 
A bunch of the item info tabs are empty in game, known issue?
Gunmar  [author] 7 Jul, 2024 @ 2:36pm 
@RottenRuby
Sorry, no plans to do so.
RottenRuby 7 Jul, 2024 @ 2:24pm 
There won't be a combat extened patch in the future?
17 23 May, 2024 @ 1:45am 
please consider adding melee animation support, that is all. thank you :)
(≡◉‿‿◉≡) 22 May, 2024 @ 1:21pm 
I just wish the armors are separated. This would be awesome to use in a medieval run.
sirduck 14 Mar, 2024 @ 4:41am 
yay well done <3
Gunmar  [author] 14 Mar, 2024 @ 3:57am 
The next version, 1.5, is now supported.
Gunmar  [author] 11 Mar, 2024 @ 1:50am 
@Aden
This mod is not compatible with [Melee Animation].
Aden 10 Mar, 2024 @ 7:35pm 
7 weapons missing tweak data
[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
sirduck 19 Feb, 2024 @ 2:29am 
thank you gunmar >.<
Gunmar  [author] 19 Feb, 2024 @ 1:04am 
●Fixed xml code for neo bōshuriken.
Gunmar  [author] 19 Feb, 2024 @ 1:03am 
@owlthemoon
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.
sirduck 18 Feb, 2024 @ 5:54am 
i found this problem appeared on the loading screen warning that there is this error and I found this source of problem with this mod and I hope I can fix this in the future, thank you.

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>
Gunmar  [author] 27 Jan, 2024 @ 2:20pm 
●Added neo kanasaibō.
Gunmar  [author] 26 Jan, 2024 @ 5:06pm 
@JRSmith G S
You are right. Considering the long research to create it and the cost of the material, I would think that this is about right.
JRSmith G S 26 Jan, 2024 @ 4:59pm 
I think I've been playing with combat extended too long, I'd forgotten vanilla bullets were that slow.

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.
Gunmar  [author] 26 Jan, 2024 @ 2:34pm 
●The performance of neo bōshuriken has been partially adjusted.
 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.
JRSmith G S 26 Jan, 2024 @ 6:01am 
Basically.
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.
Gunmar  [author] 26 Jan, 2024 @ 4:20am 
@JRSmith G S
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?
JRSmith G S 26 Jan, 2024 @ 4:02am 
I like the idea of the bōshuriken but I think it feels too sluggish currently. You have to spend a long time in near melee range lining up your shots, but realistically you don't aim a shot with a throwing weapon in the same way you do a bow/gun.
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.
Gunmar  [author] 20 Jan, 2024 @ 3:22pm 
●Added neo bōshuriken.
 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.
Gunmar  [author] 20 Jan, 2024 @ 1:02pm 
@StormDate
The kunai was originally used like a dagger or shovel and was never thrown. Now I am working on adding bōshuriken instead of kunai.
Gunmar  [author] 20 Jan, 2024 @ 2:00am 
@StormDate
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.
StormDate 20 Jan, 2024 @ 1:10am 
Could you turn the neo kunai into a throwing weapon too? taking as a reference the kunai from the mod "Anbu and Leaf Flack Jacket" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2528603804&searchtext=anbu
Gunmar  [author] 13 Jan, 2024 @ 11:12pm 
●Added neo samurai suit.
●Added neo ninja suit.

Both reduce the damage received by 10%.