Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://test-steamproxy.haloskins.io/workshop/filedetails/?id=2585162118
instead of D9
I had to remove D9 Framework because of a mod conflict, but I like the other belts so I'll probably make a local copy of this mod with deflector removed.
The upcoming update changed how belts work. There's now a utility slot, this is where your smokepop and shieldbelts go. The former can now be activated on command. It's also where you put on your new jump pack and broadshield units (like a non-psycast bullet shield).
Just a head's up in case your mod doesn't work with the new update.
As for the automatic lighting, to be honest I didn't code that part, I merely borrowed it so I'm not too sure about the specifics.
Also, I recently started a new job and don't have much time for video games or modding, as such I will be taking a hiatus from Rimworld and modding, I apologize for any inconveniences caused by bugs, new updates, etc. as I will not be able to address them in the near future.
Youll have to learn how to mod it yourself, I assume.
Ah. I see. Thank you for the response. I guess the question now is, how do I make them visible? there are textures for the belts, so I imagine it wouldn't be too difficult to make the textures actually show.
Belts dont show on pawns ever on vanilla, it doesnt show it in the mod either.
Hello, I have the Luminary belt on a colonist, and despite putting it on 'Automatic', it still lights up during the day and indoors.
Not sure if it makes a difference, but one of my colonists started off with a smokepop belt.
XML error: Could not find parent node named "PsychicApparelBase" for node "ThingDef". Full node: <ThingDef ParentName="PsychicApparelBase"><defName>BuckleUp_PsyfocusBelt</defName></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)...
Also, I added a switch option to luminary and windforce belts if you wish to turn the lights off, and quality has been removed from belts that don't benefit from it.
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Royalty</li>
</mods>
<match Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="YourBelt"]</xpath>
<value>
* XML with values
</value>
</match>
</Operation>
</Patch>
https://rimworldwiki.com/wiki/Modding_Tutorials/PatchOperations
just create an empty belt, and if royalty is loaded, then you pacth the belt to add the royalty stuff, and a way to craft it or buy it
Enjoy :)
I mention the advanced shield belt mod however, because the creator of it is actually the creator of the same framework that allows for ranged shield belts, which I used for the deflector belt. So I believe his work is worthy of mentioning.
The bandolier does sound useful, but I'm most excited for the deflector belt. I've been wanting a ranged shield belt for a while, but I've never known about any good (and at least relatively balanced) mods with them, until I saw this on the RW discord.