-
Notifications
You must be signed in to change notification settings - Fork 91
Add Forsakens patches #1208
base: master
Are you sure you want to change the base?
Add Forsakens patches #1208
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
If the Forsaken ammo is functionally identical to various core ammo sets, would it be more practical to set those respective ammos as the Parent, rather than using the generic ammo parent? If it works, it would prevent any need to have to manually adjust the stats of the Forsaken-specific ammo in the event that the core ammo stats were tweaked.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
If the Forsaken ammo is functionally identical to various core ammo sets, would it be more practical to set those respective ammos as the Parent, rather than using the generic ammo parent? If it works, it would prevent any need to have to manually adjust the stats of the Forsaken-specific ammo in the event that the core ammo stats were tweaked.
I tried using non-abstract generic CE projectile defs as the Parents for the Forsaken projectiles, in the hopes that stats would be inherited as you suggested, but this resulted in errors in the debug log - probably because the game doesn't like inheriting from non-abstract defs: Attempted optimization of Forsaken arrows
Attempted optimization of Reskinned charged projectiles
I'll see if there are other ways I can optimize ammo def inheritance, but my experience with other conditionally-patched mod-unique ammo suggests this would be highly unlikely. |
The most optimization I can do ammo-wise would be to have the Forsaken arrow ammo item inherit from the generic CE I'll take a look at some of the other problems now. |
<!-- NOTE: Black Hydra is currently disabled for CE, as the original mod incorrectly uses a thingDef rather than ThingDef, which is incompatible with CE patching --> | ||
|
||
<li Class="PatchOperationRemove"> | ||
<xpath>Defs/ThingDef[defName="ForsakenHydra"]</xpath> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Patch currently fails, needs to the thingDef
.
<li Class="PatchOperationReplace"> | ||
<xpath>Defs/AlienRace.ThingDef_AlienRace[defName="Alien_Forsaken"]/tools</xpath> | ||
<value> | ||
<tools> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
They'll need a HeadAttackTool to prevent weird AI behavior in the event they lose both of their arms.
<value> | ||
<tools> | ||
<li Class="CombatExtended.ToolCE"> | ||
<label>left fist</label> |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
For some reason, your melee attack labels aren't working. Attacks are being logged as "forsaken Left/Right claw."
Additions
References
Reasoning
thingDef
instead ofThingDef
, which is incompatible with CE'sPatchOperationMakeGunCECompatible
Testing
Check tests you have performed: