RimWorld

RimWorld

Star Wars - Fully Functional Lightsabers
bakezq 28 Mar, 2020 @ 11:28pm
Activating lightsaber without drafting[solved]!
Why my jedi defend/hunt with their fists?
Last edited by bakezq; 29 Mar, 2020 @ 6:10am
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Showing 1-15 of 17 comments
bakezq 29 Mar, 2020 @ 3:52am 
Finally solved this problem, it seems that this weird behavior is caused by the ActivatableEffect.TryStartCastOnPrefix() function in JecsTools.

Whenever a pawn tries to use he's primary weapon(lighsaber) to attack animals during hunt or conduct a counterback, this function will be called and the default implementaion is just returning true when it's activated(otherwise false is returned, do nothing).

A naive solution is try to activate the saber after the activated-test-case failed. Here is my rebuild version of JecsTools(win64):


1. Download https://www.dropbox.com/s/vybphuhw7b9hzhg/JecsTools.rar?dl=0
2. unzip and copy JecsTools into
your steam local mod directory C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods


I have tested with Melee Hunting mod and a counterback case and it works as expected. Have fun with automated jedi. :steamhappy:
Last edited by bakezq; 29 Mar, 2020 @ 4:05am
Krazyfan1 29 Mar, 2020 @ 3:17pm 
Does this work even if the Colonist is in the Berserk mental state?

Had a raid use psychic abilities to turn the jedi berserk, and they forgot how to deflect bullets because of that
bakezq 29 Mar, 2020 @ 7:59pm 
Not sure, the changes only ensures that the saber would be activated as long as it's been used.
Krazyfan1 29 Mar, 2020 @ 8:19pm 
Fair enough.

I'm subbed to JecsTools on Steam already, would adding this to the mod folder conflict with anything?
bakezq 29 Mar, 2020 @ 8:20pm 
I think not. I only changed two lines in ActivatableEffects. And local mod would be prefered in case you subbed the offical one.
Last edited by bakezq; 29 Mar, 2020 @ 8:27pm
Krazyfan1 29 Mar, 2020 @ 8:24pm 
Thanks.
bakezq 29 Mar, 2020 @ 8:36pm 
Jerctools has been updated, so no longer need to manually download.
Krazyfan1 29 Mar, 2020 @ 9:16pm 
Doesn't seem to do anything.

I have the colonist with a lightsaber out hunting, but they arent doing anything and it just says that the current weapon is deactivated
bakezq 29 Mar, 2020 @ 9:33pm 
Hi, if this is related to the loading of mods, you can delete this folder now, and reload the official one(if you are connected to network, steam would aotomatically download the newest one.)
Krazyfan1 29 Mar, 2020 @ 9:38pm 
Ah.
It was about the automated jedi bit.

I might have been misreading the info.
How did you get the Lightsabers to automatically turn on in combat?
I thought i had to replace the official Jecstools and replace it with your one?
bakezq 29 Mar, 2020 @ 9:41pm 
Can you send me a friend quest? It should work, however, since the official one is updated now, you can try to delete the downloaded version. And try to use the official one(I have tested again).

Try to exit the game and start it again to make sure jectools are the latest version.
Last edited by bakezq; 29 Mar, 2020 @ 9:47pm
Krazyfan1 29 Mar, 2020 @ 10:29pm 
It seems to work now? i set the pawn to hunt and it activated the lightsaber when hitting the animal
Krazyfan1 29 Mar, 2020 @ 10:30pm 
Lightsaber light and noise didnt turn off when it was finished though even though the weapon was put away
Krazyfan1 29 Mar, 2020 @ 10:32pm 
So how did that work? i removed the one you had to download, so wouldnt it go back to normal?
bakezq 29 Mar, 2020 @ 10:32pm 
Maybe light and noise would tun off at some point. I didn't notice this trouble.
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