RimWorld

RimWorld

Buckle Up
35 kommentarer
kinngrimm 14. nov. 2023 kl. 10:30 
has someone taken over this mod ? I think it needs to change its dependency to community framework
https://test-steamproxy.haloskins.io/workshop/filedetails/?id=2585162118
instead of D9
Lord of the Hold 12. jan. 2023 kl. 19:16 
miss this working, the luminary belts particularly were great with some of my darkness mods
weregamer 27. dec. 2022 kl. 3:37 
@moonlightfox: Did you make the non-D9 version of Buckle Up? Is it 1.4 compatible?
V∆ŁĶẎŘĒΞ 28. jan. 2022 kl. 23:06 
Go 1.3 pls
Moonlightfox 21. jan. 2021 kl. 13:15 
No sign of problems on 1.2, at least for the windforce, luminary, deflector and bandolier belts.

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.
Clunt the mighty warrior 2. okt. 2020 kl. 15:04 
I have been using it in 1.2 and haven't noticed any issues with this mod. I have only used the deflector belt though
Foreshadowing Peanuts 8. sep. 2020 kl. 2:23 
That's totally fair and understandable. Just wish this mod wasn't one I was lusting after so fiercely. XD
The Great Glumbini  [ophavsmand] 6. sep. 2020 kl. 10:13 
Additionally, I would like to announce that all my mods are currently available for adoption if any talented modders would like to take them. Just message me on discord and let me know what it is you plan on doing with it and I will consider you.
The Great Glumbini  [ophavsmand] 6. sep. 2020 kl. 10:11 
Currently, I'm not sure when I will be updating this or my other mods but I'm hoping it will be soon, within the next month or so. I've had a lot on my plate lately but things are clearing up, so hopefully I'll have more time for RW and modding again soon. Also, once I do start playing RW again, I'm going to have to be very careful to moderate how much I do so because this game has always been a highly addictive vice for me, and I spent the bigger half of a 2 week period playing it when the outbreak started in March.
Foreshadowing Peanuts 4. sep. 2020 kl. 22:34 
Will there be an update to 1.2?
Hatcher 29. juli 2020 kl. 7:14 
CE compatible?
Hykal 19. juli 2020 kl. 19:18 
@BoeDankles

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.
The Great Glumbini  [ophavsmand] 27. juni 2020 kl. 18:13 
Yea pretty much what Hykal said regarding belts appearing on pawns.

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.
Hykal 22. juni 2020 kl. 6:33 
@sawdust

Youll have to learn how to mod it yourself, I assume.
sawdust_covered_man 22. juni 2020 kl. 1:58 
@Hykal

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.
Hykal 21. juni 2020 kl. 7:07 
@sawdust

Belts dont show on pawns ever on vanilla, it doesnt show it in the mod either.
sawdust_covered_man 20. juni 2020 kl. 21:45 
I'm having an issue of the belts not visually showing on my pawns. Buckle Up is at the very bottom of my load order, Any help would be appreciated.
Hykal 13. juni 2020 kl. 6:57 
@Author

Hello, I have the Luminary belt on a colonist, and despite putting it on 'Automatic', it still lights up during the day and indoors.
shadowk 21. maj 2020 kl. 14:30 
Hi, I stared a new colony and immediately got an error message that mentioned Object reference not set to an instance of an object, D9Framework, and RangedShieldBelt. I think this is the only mod I have that uses the D9 framework. The full error log is Here. [gist.github.com]
Not sure if it makes a difference, but one of my colonists started off with a smokepop belt.
The Great Glumbini  [ophavsmand] 16. maj 2020 kl. 23:14 
I just rolled out an update that should fix that issue. Additionally, all these belts except the deflector belt now have a small amount of armor so they can benefit from their quality in a meaningful way.
Arnovitz 16. maj 2020 kl. 21:55 
I don't have Royalty and I get this error. Your previous mod without the psyfocus belt worked for me.

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)...
The Great Glumbini  [ophavsmand] 14. maj 2020 kl. 21:28 
Just updated: Royalty is no longer required for this mod to be installed, but it is required for access to the Psyfocus belt. The Royalty Free version of this mod is no longer required, and will be removed from the workshop.

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.
The Great Glumbini  [ophavsmand] 14. maj 2020 kl. 17:41 
Thanks for the tip :) I'll make the correction soon
Galzein 14. maj 2020 kl. 13:12 
Create the folder Patches, inside put an xml with something like this:

<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
Galzein 14. maj 2020 kl. 13:05 
@BoeDankles you dont need 2 mods to make it royalty free
The Great Glumbini  [ophavsmand] 11. maj 2020 kl. 18:17 
Its entirely possible, I've been warned that wearable lights can cause lag in some situations. Personally I haven't run into issues myself, but if its really bad on certain people, I may include a lightless version of the Windforce belt for those who wish to use these without the lights.
5katz 11. maj 2020 kl. 14:31 
i think the light effects lag the game, but it might just be the lag of a heavily modded years old colony
weregamer 11. maj 2020 kl. 13:08 
You just made my day, thanks!
The Great Glumbini  [ophavsmand] 11. maj 2020 kl. 11:36 
I've just uploaded a Royalty Free version which can be found here: https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=2093214155

Enjoy :)
weregamer 11. maj 2020 kl. 3:41 
Alas that it requires Royalty - I was looking forward to the light belt :)
Paradox 11. maj 2020 kl. 0:15 
Huh. Good to know, I think I'll have a look at that one too. Thanks
The Great Glumbini  [ophavsmand] 11. maj 2020 kl. 0:09 
There's an advanced shield belt mod that includes a ranged belt similar to it, however it has a higher capacity and much slower recharge. I wanted to make something that recharges very quickly but also has a low capacity. This can successfully deflect 1 or 2 bullets without breaking allowing for a quick recharge to deflect again after a brief pause, but will easily be overwhelmed by larger bursts of gunfire. Essentially, they'll block the first couple of hits you take in a fight, maybe a couple more, but once it breaks it probably won't come back online until after the fight.

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.
Paradox 10. maj 2020 kl. 23:57 
Nah, it's a modified Crashlanded with 4 dudes :P

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.
The Great Glumbini  [ophavsmand] 10. maj 2020 kl. 23:50 
Yea, most of them are more late game oriented, but you might be able to get a luminary or bandolier belt decently early as they only require machining. Unless you started tribal that is :P
Paradox 10. maj 2020 kl. 23:45 
This looks handy. Subbed, though I might not get to the point where I can try it out for a bit, having just started a new colony.