RimWorld

RimWorld

Stellic Arsenal
59 Comments
jonni_d_t 1 Jul @ 10:27pm 
Thanks Mad Catter, I'l re-test this evening.
Mad Catter  [author] 1 Jul @ 9:24pm 
1.6 Working version updated. Please report any issues.
jonni_d_t 30 Jun @ 3:47pm 
Any time. And thank you.
Mad Catter  [author] 30 Jun @ 5:23am 
Thank you ill fix it when I get back.
jonni_d_t 30 Jun @ 3:38am 
Copied from the wiki:

* VFECore namespace changed to VEF. Individual namespaces created for all of the libraries included in the Framework, as specified below, and they all follow the same naming convention, VEF.Library
* Performance improvements on the more impactful patches
* All Harmony patches are now called "VanillaExpandedFramework_Class_Method" (why? This way if one of the patches fails it will point to the Framework, not to a namespace that might confuse people, such as VanillaGenesExpanded, a non-existent mod)

If you want me to report this bug any where, please let me know. :)
jonni_d_t 30 Jun @ 3:38am 
Hey @Mad Catter.

You're using the VFECore namespace in your mod, it's no longer used and has been split depending on module. This is from the Vanilla Expanded Framework.

The details about the changes on Vanilla Expanded Framework are found here:

https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes

When ever I fire a weapon with VEF and your mod installed, I get the following error spit out for every round fired:

`Exception ticking Bullet_6x24mmCharged91090 (at (145, 0, 140)): System.TypeLoadException: Could not resolve type with token 010001e9 from typeref (expected class 'VFECore.CompShieldField' in assembly 'VFECore, Version=1.1.7.0, Culture=neutral, PublicKeyToken=null')`
Mad Catter  [author] 24 Jun @ 8:32pm 
Temporary Update to 1.6. Please report any issue you encountered!
Aelflead Wayne  [author] 10 May @ 5:04am 
ops @rout sorry miss clicked delete on you comment, we can add support for muzzle flash
Mad Catter  [author] 1 May @ 9:12am 
@rout Check my artwork sometimes later
Head 1 May @ 8:50am 
I love these sprites a lot. Would it be possible to get a "Shield" in the same theme?
Ryder 🗲 9 Apr @ 4:32am 
Great to see tech prints as a method to make the weapons craftable. Will you consider something similar, a chain of tech prints for example, to craft the weapons in your other packs?
Mad Catter  [author] 1 Apr @ 12:15pm 
If you meant Stellic Valiance it is due to VE Framework
EXECUTION 1 Apr @ 9:22am 
Excellent work! But there is a small bug where "the range of validity" is displayed incorrectly.
孔凯泽 1 Apr @ 4:11am 
Is it serious that the range of valiance is 6,The error is only on the information card。and,Unable to display new shooting accuracy based on quality
Agent Washington 26 Mar @ 4:20am 
Can't wait!
Mad Catter  [author] 25 Mar @ 8:43pm 
Im working on it!
Agent Washington 18 Mar @ 9:31am 
With VE Medieval 2 out now, will you be releasing the crypto weapon pack soon?
Nitsah 15 Feb @ 4:45pm 
Great work as usual.
Nanotonium 14 Jan @ 11:57am 
I'll see if this works out in 1.4
mythicarcher 2 Jan @ 6:55am 
Stopped in for like the 10th time. Keep making sure I thumbs up-ed your work. I have all of your weapons Mods and love each of them! Thank you for your efforts and time! It has brought me a great amount of joy! Also, Stellic Arbiter for the win!
Yuka 31 Dec, 2024 @ 6:43pm 
This is awesome! I don't really want realworld firearm names in rimworld so I like these kind of inworld-ish weapon mods. Thank you for designing with mods in mind!
Kimo' 23 Dec, 2024 @ 9:59pm 
Great, will give it a try then!
Chever 21 Dec, 2024 @ 8:13pm 
It's intented for very-late game and a modded game with more threats. They're strong.
Each weapon has it's own special ability that makes each weapon stand out, some being more utility based.
Their strength is somewhat counterbalanced by it being quite hard to obtain (either via techprints from befriending the empire or provoking attacks from the empire which will eventually send dangerous enemies to you with these weapons (You'll need to decode them too)
Kimo' 21 Dec, 2024 @ 11:01am 
They looks gorgeous. Just wondering tho, where do they fall in terms of balance compared to charged weapons from Vanilla Weapons expended?
Mr. Wonderful 21 Dec, 2024 @ 9:54am 
These look very nice, as always! Thanks.
Could you add a screenshot that shows them in action (i.e. their projectiles and effects)?
Mad Catter  [author] 21 Dec, 2024 @ 9:40am 
Adds Combat Extended to loadAfter please load this mod below it.
Aelflead Wayne  [author] 21 Dec, 2024 @ 2:47am 
will fix soon
Dizzy 20 Dec, 2024 @ 11:26pm 
This mod lacks a loadAfter entry for CE, which means auto-sorts won't necessarily place it after it. When loaded before CE, the patches fail to generate ammo, causing errors (and rendering the "Spawn thing..." dev action unusable, which is what lead me to figure this out)
Aelflead Wayne  [author] 20 Dec, 2024 @ 6:35am 
is there any log?
Asep_Hejo 20 Dec, 2024 @ 2:55am 
i only have ce from workshop, i dunno why it doesnt work
Pappi_Rabbi 19 Dec, 2024 @ 9:41am 
they are destiny and firsg descendant
Literus 19 Dec, 2024 @ 9:04am 
Destiny vibe
Aelflead Wayne  [author] 19 Dec, 2024 @ 5:22am 
or does your CE have a different packageID?
Aelflead Wayne  [author] 19 Dec, 2024 @ 5:07am 
do you have more than 1 copies of CE?
Asep_Hejo 19 Dec, 2024 @ 5:02am 
doesnt work with CE, same with the other weapons pack
Mad Catter  [author] 19 Dec, 2024 @ 4:11am 
@ZAX I tested in my 400+ modlist and saw no problem with that, maybe there is something in your modlist? Anyway I plan to rework it to be offset so if a Pawn with over 100% Sight they won't be completely blind.
ZAX 18 Dec, 2024 @ 9:07pm 
Very awesome mod. However I found a bug in the Radiance skill, the illuminated hediff doesnt apply any sight debuff in the first stage. When I look into the XML, I believe setting postFactor of sight to 0 just dont apply that debuff at all (at least on UI), making it like 0.1 or 0.05 would help.
Quilava 17 Dec, 2024 @ 11:54pm 
These gun look real fancy, remind me of Prime weapon from Warframe, only thing missing is Rocket Launcher and Minigun :sad_seagull:
Mad Catter  [author] 17 Dec, 2024 @ 8:34pm 
Probably an issue with VE Framework Switch Fire Mode when you have Fire mode with different burst.
下回合就睡 17 Dec, 2024 @ 8:27pm 
thank you
下回合就睡 17 Dec, 2024 @ 8:27pm 
The error is only on the information card。The range is normal
Mad Catter  [author] 17 Dec, 2024 @ 7:22pm 
It is 35.9
下回合就睡 17 Dec, 2024 @ 7:16pm 
Is it serious that the range of valiance is 6?
ZReincarnation 17 Dec, 2024 @ 5:57pm 
The First Descendant Guns!
Themaster6869 17 Dec, 2024 @ 5:52pm 
i understand this mod is alot higher production value than mine, but was your development of this in any way related to or inspired by the mod i made, "stellic armory"?
rayman3120 17 Dec, 2024 @ 5:51pm 
looks really nice. but how strong are they? are they nicely ballanced? or just overpowered and absurdly strong?
Myf 17 Dec, 2024 @ 5:23pm 
LETS GOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!
Salty Slothy 17 Dec, 2024 @ 5:23pm 
What an absolute G.O.A.T.
Guarwo 17 Dec, 2024 @ 4:59pm 
Nice
Lava_Lamp_Enjoyer 17 Dec, 2024 @ 4:30pm 
pogpogpog