RimWorld

RimWorld

[DHM]MechaWeaponChanger
35 Comments
Latex Santa 20 Jul @ 11:42am 
I see that this is a LOVELY mod with a lot of potential... which needs more work.
白金trigger 18 Jul @ 9:05pm 
Every Mech will drop a weapon. This is not good. Change this to: if a Mech is not in the player's faction, it will not drop a weapon. Thank you for your attention.
白金trigger 11 Jul @ 7:37am 
Config error in MechaWeaponChanger: has costStuffCount but no stuffCategories.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.BuildableDef>:ErrorCheckAllDefs ()
System.Reflection.RuntimeMethodInfo:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass33_0`2<System.Type, object>:<ForEachWorker>b__0 (int)
System.Threading.Tasks.Parallel/<>c__DisplayClass19_0`1<object>:<ForWorker>b__1 (System.Threading.Tasks.RangeWorker&,int,bool&)
System.Threading.Tasks.TaskReplicator/Replica`1<System.Threading.Tasks.RangeWorker>:ExecuteAction (bool&)
XYM04689733 10 Jul @ 11:22am 
I hope a feature can be added to sort mechanoids by name.
Failure 6 Jul @ 5:34am 
would this work with dual wield?
VelxraTV 4 Jul @ 4:07am 
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FotisP68n 29 Jun @ 11:15am 
@Metalocif at least it's balanced/realistic that way
Metalocif 28 Jun @ 4:48am 
Harmless red error on startup, easy XML fix.
Config error in MechaWeaponChanger: has costStuffCount but no stuffCategories.

All mechs drop their weapons on death, which lets the player get free charge lances and beam grasers, among other things. I imagine you are Harmony patching TryDropSpawn; maybe the thing's holdingOwner can be checked for player control?
Roque the Rogue 19 Jun @ 4:51am 
Mod [DHM]MechaWeaponChanger dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
白金trigger 15 Jun @ 9:14am 
When used with Combat Extend, mechanoids will not pick up weapon ammunition into their inventory, and there will be no response even if the "instantly retrieve ammunition" option is clicked.
Meka 6 Jun @ 1:45am 
Didn't realize you updated it a few days ago. Works great now. Thanks
刀刀闪 3 Jun @ 10:33am 
:steamthumbsup:use rimsort Sorting,Working perfectly in a set of 400
Drilled_Head  [author] 2 Jun @ 9:41pm 
Meka : It may not run depending on the status of the Overseer. Please check the Overseer. There is a plan to fix the forced allocation.
Meka 2 Jun @ 8:03pm 
Pretty buggy on my end. Works sometimes, doesn't work other times. After assigning a mech, it'll sometimes continue to work and not change its weapon. Might be a compatibility issue on my end. I think a force assign button where the mech drops everything else and prioritize changing its weapon would be better for compatibility.
Drilled_Head  [author] 31 May @ 6:10am 
lunatic_TH : 바이오텍 기본코드만 써서 아마 될거임
lunatic_TH 31 May @ 3:24am 
제가 루CE페륨 환자라서그러는데 CE랑 호환되냐여?
Drilled_Head  [author] 31 May @ 2:41am 
seppi141 : If you click on the building and look at the left side of the screen, there is a filter window. If you click on it, a list of items that can be stored will appear. Like a stockpile. You need to select the weapon you want to store there. If it is not there, reinstall it.
seppi141 31 May @ 1:28am 
i dont know what weapon filter but i have weapons in the building but the assign mech & weapon window is empty maybe its a mod conflict
Rapturous 29 May @ 8:58pm 
Would you consider adding a cost to swapping? (As an optional toggle in settings).

This would be fantastic if it was expensive to use this machine in my opinion, as it otherwise invalidates using some niche mechs (especially in mods that add more mechs) whose primary reason for existing is their varied weapons.

I would propose mod settings that let you select an item and a quantity as optional costs so the users can decide what they want to pay. 10 plasteel? 200 steel? 5 components? an advanced component? Whatever they want.
Drilled_Head  [author] 29 May @ 4:58pm 
seppi141 : Have you put your weapon away? Check the weapon filter window.
seppi141 29 May @ 1:09pm 
i cant assign a mech to change the weapon the window is completely empty
DeathTomato 26 May @ 4:52pm 
@Drilled_Head Thank you
Prophet 26 May @ 3:20am 
don't worry mod author
i was merely responding to the comment below mine :steamthumbsup:
Drilled_Head  [author] 26 May @ 3:08am 
刀刀闪 : ??? pardon???
Prophet : ???
DeathTomato : All type mechanoid is compatible
Nathanlasvegas : maybe.
刀刀闪 25 May @ 11:52pm 
A collection of 400 modules, moving backward is effective
刀刀闪 25 May @ 11:27pm 
Could a forced exchange button be added? Perhaps it can provide better compatibility
Prophet 25 May @ 11:09pm 
since they are separate systems i would guess that it should work along side DMS
perhaps as long as you don't try to use the machine on DMS mechs
DeathTomato 25 May @ 9:59pm 
compatible with dead man's switch? It has its own system for its mechs swapping weapons
Nathanlasvegas 25 May @ 8:18pm 
CE compatibility?
5150 25 May @ 6:41am 
Sex
Drilled_Head  [author] 25 May @ 6:34am 
Block : 일단 모드 230개 깔고 테스트 했을 땐 문제 없음.
La Blue 25 May @ 6:29am 
ㄱㄷ 지금 테스트해봄
Drilled_Head  [author] 25 May @ 6:25am 
Block : 모드 다 빼고 바텍이랑 바닐라만 남기고 테스트 해보셈. 문제없으면 모드 충돌임
La Blue 25 May @ 6:19am 
랜서 무기 변경하면 수리가 필요한 메카노이드라고 뜨면서 수리해버리던데 수리하면 무기 원래무기로 돌아오는데 이거 어케 해결함? 나만 그런거임?
seobongzu 25 May @ 4:39am 
:spacehamster: