yes, it's implicitly compatible with mags redux (no patch needed)
yes, it's implicitly compatible with mags redux (no patch needed)
1. This is a balancing issue, and done for simplicity. If I were to make certain weapons have removable barrels, I would need to have custom logic for those specific weapons and then extend it to encompass weapon mods, which would lead to inconsistency. I chose to use barrels because damage to barrels does not cause jams, and gives the user a reason to keep pushing for repair kits. The alternative is to use something which is hard to remove, like triggers, but it would be an awful experience to deal with a jamming weapon and have no recourse until unlocking toolkits.
2. This is actually addressed with the newer updates that allow certain cleaning items to fix dirty parts inside the gun. Implementing two healthbars vastly increases the complexity.
3. This is, as mentioned, inherent to BaS.
The idea is that once you /do/ get your hands on a gun with good parts, it is very easy to maintain the weapon - just lube it down once the main condition degrades enough.
And regarding the P90, it has no parts - same with the Protecta. This is inherent to vanilla Anomaly and not something I want to address due to conflicts.
oh that's bad, i didn't realize it would tamper with quests
i'll disable this feature while i figure out a way around it
I have just uploaded the fix to both here and on Moddb.
Someone else reported this too. I think it's because superjams sent a message without something causing it to crash. Will fix.
Sorry for the inconvenience with the crash. I do not have much time to check Moddb now, so the easiest thing to do is either PM me on discord or create an issue on the github. That is the fastest way to let me know if there is a problem.
Great work! Can you add this to the main project file? Github.com
Default is now alt+use.
Yeah I just reuploaded it, it should work
In case it does not here is the manual fix
arti_jamming_repairs.script L367
local parts = item_parts.get_parts_con(obj, nil, false ) -> local parts = item_parts.get_parts_con(obj, nil, true)
Yeah someone else caught this, pushing fix
EDIT: Fix here, will upload Github.com
This is/was definitely an issue with Fluid Aim causing uncontrollable fullauto on bringin weapons up. I did update it to fix the damage formula, which was actually off by a power of 10. This should be addressed now.
Delete inventory_upgrades.script.
originally it was like this, but having parts damage > outfit damage meant the parts would die faster than the outfit, this would lead to bad things like max condition being lower thn actual, which would lead to worse things like repairing the armor and actually breaking it
Good idea! I've implemented this in the one_in_chamber branch: Github.com
send the log if you still have it
are you using ToggleScope? drag-dropping the scope can cause this to happen
New build is out that should fix a bunch of memory corruption issues and reduces lag on loading with the sort option ticked. Thanks Zerghandus for extensive testing.
FYI there are some issues with Alt + Reload unjam. Next WPO update will default it to Alt+Use.
Shouldn't be normal unless you're using outfit with only fabric/retardant components, ballistic should take reduced damage from bullet and mutant
1. I can look into a way to incorporate fixing headgear. Only tricky thing will be keeping it logical across helmets with integrated gasmasks vs. combat helmets.
2. I can also look into this. The durability of ballistic components is higher across the board (mostly), I can maybe make sewing kits restore durability to ballistics with reduced effectiveness.
I found out it was partially implemented, so I reverted it.
You can get the latest 'complete' BAS patch here: Github.com
looks like the build is straight broken right now, i'm going to revert what's here so it's at least stable
This is implicitly compatible with both my magazine mod and wuut magazine mod (with small compat patch)
They should have patches for each other - it's only a defines.ltx change. There is additional implicit support to work with my magazine mod, before it would cause issues if you tried to upgrade a weapon or clear jams.
Someone showed me a screenshot where they made 40k from selling mags. This was unacceptable to me.
You can sell mags to plain ol stalkers, but not traders.
New build is up!
As always, you can find the newest here: Github.com
Yep, the rus translation isn't done at all. We had a guy (not naming names) who was asked to do it but didn't.
Thanks, this is really bizarre behavior but it's been fixed.
The empty mag sale is not actually a bug, just poor balance. I will rework it.
artifax
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I do not pay attention here frequently. Please create issues on my github (github.com forward slash ahuyn) or ping me on Discord (arti#3278)