RimWorld

RimWorld

Lego Bricks [Obsolete]
39 Comments
Ulas 8 May, 2022 @ 7:14pm 
Guessing that if this framework is obsolete, its no longer required and can be safelly uninstalled from my mod list?
Lustique 28 Aug, 2021 @ 2:01pm 
Oh, bad timing then. :D
legodude17  [author] 22 Aug, 2021 @ 5:07am 
@ZzZombo Already did, actually
ZzZombo 22 Aug, 2021 @ 4:49am 
Are you gonna update "Vanilla Weapons Expanded - Heavy - Reloading Patch" to refer to the framework as its dependency?
legodude17  [author] 21 Aug, 2021 @ 7:17pm 
@Lustique That is due to the reloading framework being added to Vanilla Expanded Framework, and it reacts poorly when there's multiple versions loaded. Has been fixed.
Lustique 21 Aug, 2021 @ 1:13pm 
There seems to be a problem on Linux with both of your reloading mods: https://gist.github.com/HugsLibRecordKeeper/fa79fe7c9a9a304f625fab0272d933b3 (from line 585 onwards). If I remove both mods and re-sort with RimPy, the exception is gone.
legodude17  [author] 20 Aug, 2021 @ 10:50pm 
@Xurker: That is a very old error, which indicates you had an outdated version of the mod installed somehow.
Xurker 20 Aug, 2021 @ 5:34pm 
I have been unable to reproduce the error again for some reason (i did notice VEF has been updated after i made my comment, could be related) but here is the error message itself: https://pastebin.com/hafu8M4X
legodude17  [author] 20 Aug, 2021 @ 4:29pm 
@Xurker what’s the error? I need a log.
Xurker 20 Aug, 2021 @ 11:51am 
while using the mod "Heavy Melee Weapons" that has this as a prereq and also Vanilla Expanded Framework, I found out it throws an error at startup if you load Legobricks after VEF(atleast for that mod) could it be helpful to have this mod always load before VEF or would that cause issues for other mods reliant on this one? for now I used Rimpys sorting rule to make sure this always loads before VEF
legodude17  [author] 15 Aug, 2021 @ 7:48pm 
@Spencer7w: This mod only adds the reloading, adding apparel or hediffs that provide ranged weapons is all done by MVCF. If you're thinking of Combat Bionics, I helped develop that, and it uses MVCF for the ranged weapons.
Spencer7w 15 Aug, 2021 @ 3:37pm 
@legodude17, Thank you! Exactly what I was looking for! Is there a similar guide/notes for your framework also? I've got another idea for 'micro' weapons installed as hediffs (supposed to be jewellery lore wise) and noticed someone else had used LegoBricks to create 'firearm arms'.
legodude17  [author] 15 Aug, 2021 @ 2:31pm 
@Spencer7w: Hi! Always good to see more people getting in to modding. For what you want, rather than using this framework, I'd recommend using Multi Verb Combat Framework (MVCF), which is a part of Vanilla Expanded Framework. See the documentation here: https://github.com/AndroidQuazar/VanillaExpandedFramework/wiki/Multi-Verb-Combat-Framework
Spencer7w 14 Aug, 2021 @ 4:07pm 
@legodude17, Hey, I'm really new to modding and have no clue when it comes to coding but I'm trying to find a way to add essentially an armour mounted assault rifle that usable when the armour is equipped.

Is there a way I can do that with your framework? Any help would be massively appreciated!
Zephyr 10 Aug, 2021 @ 11:33am 
@Val, same, I thought I could make some warcrime level caltrops
Valadin Pal 4 Aug, 2021 @ 9:27am 
My mind thought straight to these being traps like mines or claptraps...
Reprogrammed Automaton 30 Jul, 2021 @ 11:23pm 
Right, so update, I am not sure if the ranged cybernetics are here or Vanilla Expanded Framework, but IIRC you worked on both legodude...

Uhhhh, the verbs being given by cybernetics are being lost on a save and a reload, and its not just from the mod I made either.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2469409798

These ones are doing it too, I actually reported it to them first until I realized that my own are breaking as well.
Reprogrammed Automaton 29 Jul, 2021 @ 6:32pm 
Seems to have fixed it, it trigers a red error about a job driver on firing now, but no observable problems seem to be happening.

Only question I have now is is there a way to make the entire burst only take one bullet? And if not would you consider adding one?

Thanks for the help, I appreciate it quite a bit.
pgames-food 29 Jul, 2021 @ 5:36pm 
thanks legodude,

sorry for delay, i found the mod which has lego to step on :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1753026389&searchtext=Weird+Defences
legodude17  [author] 29 Jul, 2021 @ 1:05pm 
@SIVA Fox: The wiki is outdated, I'll get around to rewriting it eventually. In the meantime, the biggest change is that instead of using Reloading.Verb_ShootReloadable you just use Verb_Shoot.
@177013: I would if I had any art skill.
Wolfentanyl 29 Jul, 2021 @ 5:07am 
Somebody should make an actual lego brick trap mod
Reprogrammed Automaton 28 Jul, 2021 @ 10:25pm 
That was with the vanilla expanded framework active too, just to be sure with multi-verb combat framework.
Reprogrammed Automaton 28 Jul, 2021 @ 10:24pm 
Was attempting to use this for the reloadable hediffs, however even the example mod on the github is no longer working, complaining something along the line of.

Could not instantiate Verb (directOwner=Verse.HediffComp_VerbGiver): System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.VerbTracker+<>c__DisplayClass11_0.<ExposeData>b__1 (System.Type type, System.String id) [0x0004a] in <c9dba226d8de460c86a9518faa82e725>:0
at Verse.VerbTracker.InitVerbs (System.Func`3[T1,T2,TResult] creator) [0x0002a] in <c9dba226d8de460c86a9518faa82e725>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
zig158 24 Jul, 2021 @ 5:44pm 
I thought this mod would add a new trap that would incapacitate any pawn that steps on it. Opportunity missed.
some random skeleton 19 Jul, 2021 @ 12:53am 
i was hoping for lego walls and furniture
pgames-food 18 Jul, 2021 @ 4:51pm 
btw i think there is an actual mod which has a piece of lego.. you can use it to make weak spike traps for raiders to step on but i forgot the name of it
CheifCommissar 18 Jul, 2021 @ 11:10am 
Oh, sad i was hoping for actual legos
SquirrelWizard 17 Jul, 2021 @ 10:40pm 
0/10 mod doesn't let me litter the entrances of my colony with sharp pointy plastic blocks, would not recommend.
Rocky Bukkake 16 Jul, 2021 @ 9:16pm 
The name dicktainted me!
CatLover366 16 Jul, 2021 @ 4:36pm 
i am disappointed this isnt a lego brick mod
MrDylanScoot 16 Jul, 2021 @ 4:04pm 
lego
pgames-food 16 Jul, 2021 @ 4:01pm 
maybe adding "framework" into the name will help :)
ProfZelonka 16 Jul, 2021 @ 3:36pm 
The name clickbaited me!
Hood 16 Jul, 2021 @ 3:17pm 
The name clickbaited me!
brokolilikek 16 Jul, 2021 @ 2:11pm 
The name clickbaited me!
Wolski 16 Jul, 2021 @ 1:47pm 
The name clickbaited me!
BlueSky 16 Jul, 2021 @ 1:35pm 
The name clickbaited me!
Jakov 16 Jul, 2021 @ 1:27pm 
The name clickbaited me!
Lyn the Cookie 16 Jul, 2021 @ 1:05pm 
The name clickbaited me!