RimWorld

RimWorld

Extended Storage Extended
Doc Cams 14 Nov, 2018 @ 6:12pm
Non-vanilla weapons rack for extended storage extended [particularly for tribal-medieval runs] (requires SIMPLE code editing)
So yeah, you can use this mod for non-vanilla weapons.
FULL CREDITS TO THE AUTHOR!
I'll post the link to the file later if the author sees this and allows it.

Instruction:
1. Download the xml (just the same xml with edited values)
2. Paste it to the mod folder (replacing the old xml file)
e.g. ExtendedStorage Extended>Defs>Thingdefs>storage>[replace the old xml with new xml]
3. Restart game if the game is running when you apply the changes
4. Reap

Disclaimer:
Since we edited the code, it will and surely affect all games until the author updates this mod.
Last edited by Doc Cams; 14 Nov, 2018 @ 6:14pm
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Showing 1-7 of 7 comments
TerraggosaurusRex  [developer] 16 Nov, 2018 @ 8:51am 
@< blank > : Thanks for for your interest, please post the link - I was planning on coding this weekend, I'll try to build anything I can into a self-patch for this mod. Please note I'll need the at least links to the source mods you are referencing so as to not cause errors for users whoe aren't using your exact mod setup.
Kenny Dave 16 Nov, 2018 @ 4:13pm 
For me, as a suggestion, you'd make the units a lot more flexible if they were one for ranged then one for mellee. It would work with anything put into those categories, and it would be fine for any mods. You wouldn't be able to split the grenades from the rest though, but matching the categories of Rimworld to the objects would be easier for sure.
TerraggosaurusRex  [developer] 16 Nov, 2018 @ 6:04pm 
I talk a lot more about why I made the choices I did over in another thread. TL;DR You certainly are not wrong that it would be easier, but runs counter to what I felt was balanced and sensible.

Still might patch in new weapon categories and use those - in my copious free time :)
Last edited by TerraggosaurusRex; 16 Nov, 2018 @ 6:04pm
Kenny Dave 17 Nov, 2018 @ 2:42am 
Ok well your mod so your choice :)
Doc Cams 19 Nov, 2018 @ 8:25am 
Was not online for a few days, laaate.
So I forgot to put another disclaimer, I only edited the large weapons rack(I'm playing medieval runs so no guns). AND, forgot about the difference between small and large weapons rack. So basically, the edited large weapon rack now accomodate all weapons regardless of size(yey).
I just copied the code from the shelf from the "core" folder and pasted it onto the ESE xml, which replaced the weapons restrictions. I dont know if it will be of much help but I guess for players needing this, it'll be better than nothing. Google drive: click here[drive.google.com]
I find it pretty hard manually editing the weapon you have to the code, can we instead base the weapons on its weight? I mean instead of manually encoding each weapon to a category, the mod will automatically detect on which rack should it belong to regardless of weapon type. e.g. 0.1-2kg :small weapons rack
2.1-8kg: large weapons rack so on and so forth.

This will be very useful for mod-added weapons. yeah
Last edited by Doc Cams; 19 Nov, 2018 @ 8:31am
TerraggosaurusRex  [developer] 20 Nov, 2018 @ 4:15am 
@< blank >: Thanks for the link. I touch on the lack of mass filters in the other thread.

If Rimworld had a mass filter I would use that in a heartbeat, but it doesn't. There is already a lot of overhead with the ES mod and trying to add a realtime, dynamic filter based on a thingdef property is just not in the cards. (If it was easy, someone would have done it already!)

My current dev build of ESE still uses the hand-curated lists, but then also allows any non-vanilla WeaponRanged or WeaponMelee to be visible (just not selected by default) in the Large Weapons Rack. I'm adding one or more containers as well, so make sure you keep your modded mod in the non-Steam mod folder (if you subscribe w/Steam) or otherwise safe.

I expect to update this weekend.
Doc Cams 20 Nov, 2018 @ 4:50am 
Yeah, seems like the game doesn't have a mass filter. If it had such then the game will be broken.
As of now, I am not playing a pirated ver. hahhaa
Thanks for the update
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