RimWorld

RimWorld

Bill Doors' Plasma Weapons
212 kommentarer
RojoMuerte 13. sep. kl. 16:57 
This was a lot of fun to play with way back when lol. If someone updates it... :)
Salabencher 24. aug. kl. 0:08 
1.6 Please?
lechkingofdead 19. aug. kl. 22:27 
im willing to return to 1.5 just to try this mod.
Slam 27. juli kl. 1:43 
Where has this been in all my thousand short hours :lunar2019piginablanket:
skillpower 17. juli kl. 18:10 
1.6 pls
Dealer Mangan 17. juli kl. 4:50 
The super-involved ammo management in this mod really makes it stand out from the rest, nothing out there even remotely tries to replicate that aspect, so i hope this gets updated :lunar2020ratinablanket:
arashii77 16. juli kl. 16:22 
1.6 pls ?
Drunken Eagle 8. juli kl. 8:09 
Any good armor set to go along with it? Looks gorgeous.
Mask of Humble 7. juli kl. 0:30 
I'd love a plasma mortar xD
Yuuka 100KG 2. juni kl. 5:16 
@摸鱼肃正 去CE GitHub里下本地版 有人提了 不过CE又更新了 不知道有没有修复这个
摸鱼肃正 16. maj kl. 0:12 
CE更新后会导致等离子射弹无法正常生成
RealLifeHobgoblin 3. apr. kl. 23:13 
The turrets in this mod are no longer compatible with Combat Extended.
猫雷Kiss 17. mar. kl. 20:22 
这个YAYO COMBAT3能用吗
csfireworks 16. mar. kl. 7:03 
tips缺少汉化
3HST有限公司  [ophavsmand] 13. jan. kl. 19:41 
@阈限旅者 如果有本地CE那就只用本地CE,如果同一个mod有本地版和steam版那么游戏的loadfolders只认本地版
Ender_Arquerite 13. jan. kl. 19:13 
同样在原版无法手动装填粒子,在没有背包的情况下等离子重炮打两发掉到20能量上不去下不来既无法装填也无法开火
赫斯 13. dec. 2024 kl. 17:59 
一堆报错直接把hud干崩溃了,是不是因为ce更新了?其它磁轨武器也有这样的问题
AmberBlack 4. dec. 2024 kl. 15:38 
唔怀疑有bug。没有用CE,目前发现枪械能量耗尽后会自动去找装罐机装填,但手动右键都没有反应,没法主动控制小人补充。同时穿上L粒子背包后也没有能给武器装填的选项。但第一次刚装上背包的时候明确是有这个选项的,可后来不知道什么时候就消失了,不知道是哪里冲突。
背包通过排气或跳跃消耗一点能量后,就可以主动右键装罐机进行装填。但武器不管剩余能量多少,哪怕用完了也没法主动右键去装填,只能等小人自己去。同时穿着背包的状态下也没有给武器补充能量的选项,不知道该怎么办(´;ω;`)
Liminal Voyager 3. dec. 2024 kl. 7:05 
额,我又测试了一下其他Billdoor系列的武器,发现了类似的问题,不清楚我这是不是特例;当使用快照版CE时,磁轨武器能够正常开火和显示弹药(但是开火时会伴随着大量红字弹出),使用创意工坊版CE时,则是原版的开火方式。。。其他原版武器都是正常的,且能正常显示弹药口径,唯独Billdoor系列的武器不行,不清楚具体怎么回事。
Liminal Voyager 3. dec. 2024 kl. 6:46 
我分别用github上的快照版CE和创意工坊上的CE进行了测试(采用rimpy自动排序),使用快照版CE时,等离子武器无法开火,且会疯狂跳红字。而创意工坊版本的CE环境下,等离子武器虽会开火,但是使用的是原版远程武器的攻击方式,同时点开属性页,口径栏显示没有CE适配:steamsad:
Liminal Voyager 3. dec. 2024 kl. 6:38 
似乎等离子武器在CE环境下无法开火。
阿飞 30. nov. 2024 kl. 20:51 
@AmberBlack 我对等离子武器的理解是:1.弹药廉价且不太依赖后勤(因为可以直接消耗L粒子不需要装填,而且L粒子罐容量也不小)。2.火力猛烈,有爆炸效果,对建筑伤害高但射程不长。所以等离子系列武器相对来说更适合地形复杂的环境。我记得可以让小人右键什么东西来强制装填的(我记得不是从储罐装填)
CTH2004 27. nov. 2024 kl. 12:04 
quick question/ idea: do you plan on adding in a warcasket one? if not, fair enough, just an idea I think would be cool!
AmberBlack 25. nov. 2024 kl. 15:20 
感觉数据有点低了,经常要充能本就增加了门槛,理应数据更高些才对……而且我似乎没找到主动充能的选项?只能等小人自己快打光了才去充,请问要怎么主动充能呀?
天梦 22. nov. 2024 kl. 5:20 
作者大大,请问武器伤害数据的修改是在哪一个文件啊
S1len7salt 21. okt. 2024 kl. 2:21 
在CE关闭掉子弹系统的状态下,开火会原地产生空等离子单元
Kiyoshi Senpai 2. okt. 2024 kl. 9:40 
nvm it works, for some reason you need to turn the shield mode off and on
Kiyoshi Senpai 2. okt. 2024 kl. 9:29 
Ive tried to use the plasmathrower but it doesnt seem to want to fire. I am using a fully topped up backback tank and CE. Errors dont seem to get thrown.
GirlSludge 4. sep. 2024 kl. 4:11 
ah i see, there is also a primitive geyser collector so ill try that and if not ill just build the regulars, ty for the help
3HST有限公司  [ophavsmand] 4. sep. 2024 kl. 3:18 
@GirlSludge geyser collector collects air. There's a primitive something I forgot that provide lizion directly
GirlSludge 4. sep. 2024 kl. 1:29 
is the geyser collector supposed to provide lizon because either ive got mine set up wrong or its producing air instead
GVLT 30. aug. 2024 kl. 9:27 
Not really sure why, but plasma carabine annihilates phoenix armor in a few shots. Looks like CE patch is bugged.
Wulfhram 29. aug. 2024 kl. 20:28 
The Lizion Poppers seems to send out tons of Object Reference not set errors. When deleted, the errors stop.
hestaby316 10. aug. 2024 kl. 10:16 
What research do i need to make empty canisters? As cannot find the recipe listed on machining or fabrication bench. Thanks
Peryn [Андрій] 13. juli 2024 kl. 6:28 
wow!
Sean ''P. Diddy'' Combs 12. juli 2024 kl. 18:46 
1.5 is out wooo!
3HST有限公司  [ophavsmand] 12. juli 2024 kl. 9:52 
@General_Nekko it's a relic from its CE-only past. opening the mod setting and save it should solve it
残响 7. juli 2024 kl. 18:08 
会有1.5吗
TracerFoxTEK 19. maj 2024 kl. 21:41 
There isn't going to be an update unless someone is able to fork/maintain it. Author has stated in another of his weapon mods he isn't planning to update.
Xair 19. maj 2024 kl. 19:33 
Will the flamethrower work like the one in anomaly after update?
Peryn [Андрій] 8. maj 2024 kl. 0:00 
1.5?
Blorpmeister 18. apr. 2024 kl. 14:56 
I also really want to plasma cannon some horrors from beyond the void.
chainlinc3 17. apr. 2024 kl. 19:36 
Yeah, I'm with BigCheeze there-- I don't mean to rush anyone, but Anomaly sure brought a lot of things I would LOVE to kill with plasma... xD
BigCheeze 17. apr. 2024 kl. 3:44 
great mod, cant wait for it to update to 1.5
Bjark 3. apr. 2024 kl. 16:23 
So what I think was happening in my case was the small lizion turrets were placed next to embrasures from CE and shooting through it but the "Plasma Bolts" were getting stuck in the same cell as the turrets and stacking every time they shot. I used the developer destroy tool to clear them and tps has returned to normal. Maybe something to look into?
General_Nekko 3. apr. 2024 kl. 11:55 
This is the full error log with just this mod and it's dependencies and ce
General_Nekko 3. apr. 2024 kl. 11:55 
Could not find class BDsPlasmaWeaponVanilla.Setting while resolving node ModSettings. Trying to use BDsPlasmaWeapon.Setting instead. Full node: <ModSettings Class="BDsPlasmaWeaponVanilla.Setting" />
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:SaveableFromNode<BDsPlasmaWeapon.Setting> (System.Xml.XmlNode,object[])
Verse.Scribe_Deep:Look<BDsPlasmaWeapon.Setting> (BDsPlasmaWeapon.Setting&,bool,string,object[])
Verse.Scribe_Deep:Look<BDsPlasmaWeapon.Setting> (BDsPlasmaWeapon.Setting&,string,object[])
Verse.LoadedModManager:ReadModSettings<BDsPlasmaWeapon.Setting> (string,string)
Verse.Mod:GetSettings<BDsPlasmaWeapon.Setting> ()
General_Nekko 3. apr. 2024 kl. 11:55 
BDsPlasmaWeapon.BDPMod:.ctor (Verse.ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke (object,object[])
System.Reflection.MonoCMethod:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MonoCMethod:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
General_Nekko 3. apr. 2024 kl. 11:55 
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Bjark 3. apr. 2024 kl. 10:45 
Oh and I forgot to add the thing causing high ticks is called BillDoorsFramework.DisintegratingProjectileCE:Tick