RimWorld

RimWorld

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Combat Extended Propellant
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Mod, 1.5
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55.144 KB
18. kvě. 2022 v 6.32
3. pro. 2024 v 8.12
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Combat Extended Propellant

Popis
Description
This mod makes Combat Extended industrial tech ammunition more time consuming to manufacture, and require propellant to craft.

Propellant is crafted from cloth in biofuel refinery (20 to 10), or at 50% yield at a crafting spot. Propellant refining is locked behind gunpowder tech.

Mod Settings allow adjusting steel, propellant, and other costs, as well as work needed and market value.
Traders' stock of Ammunition, Medium Ammunition and Heavy Ammunition can be scaled as well.

Additionally this mod adds volatiles category, contaning chemfuel, propellant, FSX and Prometheum.

Source
Github[github.com]
Počet komentářů: 34
ecliptin před 2 hodinami 
1.6, ammo is too easy to get without it
WA2000 před 10 hodinami 
1.6pls
Azuraal  [autor] 10. lis. 2024 v 14.00 
@5150 Something broke while processing recipe defs, so it's "mostly" harmless. It's probably due to another mod that adds CE ammo of its own. I will add appripriate null checks.
5150 10. lis. 2024 v 12.14 
https://gist.github.com/HugsLibRecordKeeper/26fa1794253f90e2d65ab6d63b231490

Error in static constructor of Propellant.AmmoProcessor: System.TypeInitializationException: The type initializer for 'Propellant.AmmoProcessor' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object


I’m reporting this log just in case, though it seems like a harmless error for gameplay.
Jackledead 9. lis. 2024 v 13.55 
@flamangos use Resource Dictionary mod to make it do that
Azuraal  [autor] 3. lis. 2024 v 8.49 
I decided to play with CE some more, so I went back to this mod and rewrote the patching in C# rather than relying on XML extensions. For now it covers (almost) everything that the previous version had.

The current plan is to:
- Add an option to automatically calculate appropriate market value based on the patched ingredient count and value.
- Add an option to adjust the factors for individual ammo set types (AP, HP, AP-I etc.)
JasonGriffin 17. srp. 2024 v 12.35 
@Azuraal would it be possible to add in the functionality from combat extended important ammo to this mod? I love that there's a slider for costs, but not a way to make it more expensive for AP vs HP ammo. I'd like to make it more difficult for better ammo
Flamangos 15. srp. 2024 v 10.48 
Does this work with medieval overhauls gunpowder?
Azuraal  [autor] 7. srp. 2024 v 6.47 
I have not noticed that, but I generally abstained from mods that added new guns, especially multiple such mods. However, there is not much I can do about it. The patch operation doesn't try to do anything fancy, just go over every ammo recipedef and make the adjustments.

Rewriting the mod in C# rather than using XML Extensions would probably make the startup processing faster, but I no longer use CE and so lack the motivation to rewrite a mod I will not be using.
Dealer Mangan 6. srp. 2024 v 10.28 
This mod increases start up time very significantly with every mod that adds more weapons to the game. The process patching adds about 50% of time compared to what combat extending patching takes.