RimWorld

RimWorld

Bladelink
57 Comments
Heavenly Guardian  [author] 6 Oct @ 9:05am 
@cass Apologies for the very long delay, it should be fixed now. The issue was caused because gold is considered a "light" material so on the item description it appeared as 30 but the cost of the actual bill was 300 because light materials have a x10 multiplier to their costs. Thank you!
cass 22 Sep @ 12:19pm 
Is the prestige bladelink meant to cost 300 gold? Vanilla prestige helmets only range from 40-90, so it seems a little steep.
Alma_S 28 Aug @ 8:17am 
thanks for the update!
Heavenly Guardian  [author] 28 Aug @ 8:12am 
@Lanceyy242 Thank you! A few people have brought up the prestige gunlink already, it's on my to do list but I haven't had much free time to do art. However, I did have the time to patch in eltex for the crafting for the prestige bladelink, I honestly just forgot about it.
Lanceyy242 27 Aug @ 11:15pm 
Really cool mod, kinda weird this isn't something in vanilla ngl. A prestige gunlink would be sweet to go alongside the prestige bladelink. Also, might wanna add eltex as a crafting material, since most (if not all) prestige items need eltex to use it for the psy-enhancing abilities. Sorry for being a lil demanding with it, just some positive feedback. I'm gonna patch this for Combat Extended for ya! <3
Alma_S 25 Aug @ 6:50pm 
will you consider adding prestige gunlink? it feels a bit incomplete having prestige counterpart for bladelink but not one for gunlink
Lojo Jojo 25 Aug @ 12:35pm 
Thanks mate, they don't appear to be equipping more than 1 now! The invisibility was on my end from having the 'Show hair mod' - have to go into that and re-check any hats I add mid game.
Heavenly Guardian  [author] 25 Aug @ 12:48am 
@Lojo Jojo Layers: Capes and Armor has now been patched
Lojo Jojo 24 Aug @ 9:01pm 
The bladelinks are invisible for me when equipped and my colonist are able to equip more than one of them for some reason. Might be a conflict with capes and layers mod(I think it's called) allowing colonist to wear helmet and gunlink.
Heavenly Guardian  [author] 24 Aug @ 7:29pm 
@Futstub Unfortunately, as of writing, I have no experience with C# so I can't have mod settings
Futstub 24 Aug @ 10:19am 
Are there mod settings to make this less op, or is it fixed?
Heavenly Guardian  [author] 14 Aug @ 7:30pm 
@Noisy Koi I did this because the Vanilla Expanded Empire's Deserter helmet has an integrated gunlink, and since the bladelink is a counterpart to the gunlink I wanted an equivalent version of the helmet. If you want bladelinks with helmets I have another mod for bladelinks with helmets. https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3537755784
Noisy Koi 14 Aug @ 5:09pm 
instead of the deserter helmet one, why not just make it able to be worn over helmets? perhaps add a "link" slot to pawns for the gunlink and bladelink?
Smoker 11 Aug @ 8:09pm 
I kneel
tide{S}haper industries 11 Aug @ 10:08am 
So... last comment - I guess. ^^

I just brought the case up with Sam from Ludeon, apparently they had similar issues with their textures for unique weapons as well, here's the quote:

> try to have them find all pixels with transparency that are white (RGBA FFFFFF00) and replace with black transparent (RGBA 00000000)
this works for us

> note you cannot do this with adobe software
because all their software just automatically exports transparent as FFFFFF00
you have to use something like paint.net
tide{S}haper industries 11 Aug @ 10:02am 
Thx, but also not really any priority I guess. My best guess is that it specifically affects pixels that have transparency and lie directly along the steep 'diagonal' outlines. Probably something that happens with certain mipmap levels the game generates while loading. Weird that it affects .dds just as well, but hell if I know what the game does exactly with textures at startup. :)
Heavenly Guardian  [author] 11 Aug @ 9:55am 
I'll do some more intensive testing when I have the time.
tide{S}haper industries 11 Aug @ 9:54am 
Ahh, yeah - that would explain it. Yeah, then it clearly is the basegame's compression. Well, not much you can do about that I guess. My initial idea COULD work (changing the opacity %age slightly) - but I honestly have no clue if it would make a difference.
Heavenly Guardian  [author] 11 Aug @ 9:52am 
@tide{S}haper industries Ah I see, my bad. I double checked and apparently I had the texture compression setting off for my test. Yeah it's also happening on my end, thank you for your input.
tide{S}haper industries 11 Aug @ 9:45am 
Yeah... sorry - no, I can't really find what's doing that on my end. It's neither ToDDS, nor Faster Game Loading, nor Simple Camera Settings - I get the same result with Camera+ and other mods disabled that affect textures/texture-loading. So that only leaves actually my GPU settings or something I'm 0% aware of. ^^

I might look into it at times, but it really seems like your textures are not to blame. Just weird it's the only helmet visor that seems to be affected by it.
tide{S}haper industries 11 Aug @ 9:32am 
Interesting... no .dds textures when I made that screenshot. But even after converting them earlier today (with that new mod that popped up, adding .dds support) I load a test-save right now, since I remade all of them with ToDDS just a minute ago. The .dds from that mod at least showed the same artifacting...

...and yeah. Same thing with the ToDDS-converted textures. That only leaves one potentially culprit... lemme test that as well
Heavenly Guardian  [author] 11 Aug @ 9:17am 
@tide{S}haper industries I'm using the Camera+ mod and I can't find any issues on my end. Are you using .dds textures by chance and if so could that be the reason? Otherwise I have no other leads as of now. https://imgur.com/HdD9LwX
Heavenly Guardian  [author] 11 Aug @ 9:12am 
@szmtex Prestige bladelink should now be patched. Prestige gunlinks shall be whenever I get to them.
Heavenly Guardian  [author] 11 Aug @ 8:53am 
@tide{S}haper industries Thank you for your hard work.
Heavenly Guardian  [author] 11 Aug @ 8:51am 
@szmtex I knew I missed something. I'll get to it when I have the time.
szmtex 10 Aug @ 1:05pm 
@Heavenly Guardian my sir you forgot to include Prestige Bladelink in the mod Bladelink with helmets
tide{S}haper industries 10 Aug @ 8:45am 
Yeah, seems like texture compression is really messing with them. Seems to be only visible above vanilla zoom levels - so might not even be relevant for many - but just so you're aware.

The source textures look more than fine. So it's just after loading them into the game. https://imgur.com/a/oasprOk
tide{S}haper industries 10 Aug @ 8:42am 
And while I'm at it (having restored colorability ^^) there seem to be some graphical glitches with the transparency of the visor. Might just be RW itself wrecking the textures while loading, but just you know. Might work better going with a bit less opacity there... :thinking:

https://imgur.com/a/Dk0GmfP
lucky_one 🍀 10 Aug @ 8:42am 
@tide{S}haper industries Keep it up bossman :WH3_clasp:
tide{S}haper industries 10 Aug @ 8:33am 
Oh, btw - found an issue when adding recoloring to the prestige bladelink.
Looks like you added <shaderType>CutoutComplex</shaderType> to the regular bladelink as well in the last update, which doesn't have any texture masks though. You only need that one on the prestige variant with the masks.

Putting a temporary fix into my mod as well.
tide{S}haper industries 10 Aug @ 7:56am 
@lucky_one It was to be expected. The main reason I only published ONE tweak-collection mod for now and wait with other stuff until this one has most of its coverage & features. :) Luckily most older armor-mods tend to not add new stuff regularly - could be worse tbh. ^^
szmtex 10 Aug @ 7:16am 
@Heavenly Guardian Hello I must point out that by making Prestige Bladelink you created imbalance in the force you should now make also Prestige Gunlink :)
lucky_one 🍀 10 Aug @ 6:43am 
@tide{S}haper industries You are doing extra hours at this point haha :er_heart:
tide{S}haper industries 10 Aug @ 6:41am 
Sounds like I have to add more patches to my mod again? :)
Well... had to add the feature to make the helmet craftable anyways I guess.
lucky_one 🍀 10 Aug @ 5:20am 
Based
Heavenly Guardian  [author] 10 Aug @ 1:06am 
@Smoker The future is now.
Smoker 4 Aug @ 7:56pm 
I love this, hopefully a prestige bladelink in the future.
Heavenly Guardian  [author] 2 Aug @ 7:23pm 
@Airblast It is an honor
Anemone 2 Aug @ 4:56am 
"Q: Can I still ask if this is compatible with Combat Extended anyway?
A: Sure, but make sure it's funny." best quote ive seen today. take my steam points:BlackSquadShiningStar:
Wolfette 1 Aug @ 4:43am 
The Deserter helmet from VFE: Empire does indeed have a built in gunlink
Heavenly Guardian  [author] 29 Jul @ 11:25pm 
@Lives2DieAgain I believe the deserter helmet from Vanilla Expanded Empire already includes a gunlink no?
Lives2DieAgain 29 Jul @ 11:03pm 
Any chance you could add a gunlink deserter helmet to complete the set?
PyroRaider47 #ILikeIt0001 29 Jul @ 10:11pm 
Doktor turn off my pain inhibitors
LZIM 29 Jul @ 9:25pm 
who would create such mod that would make busted OP psy-focus melee builds even more disgustingly OP. i wub dis
turkler 29 Jul @ 8:49pm 
awesome mod
Heavenly Guardian  [author] 29 Jul @ 7:38pm 
Heavenly Guardian  [author] 29 Jul @ 7:37pm 
step bro 29 Jul @ 4:36am 
Cool mod, question though, are you able to add some vacuum resistance to this?
Heavenly Guardian  [author] 28 Jul @ 6:18pm 
@SlowPokeDerp Thank you! I have no ideas for something like that as of right now though.