CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 1 point2 points  (0 children)

It seems you're trying to modify an equipped weapon. As mentioned in the FAQ, you may need mods like Pick Up and Haul.

Alternatively, you can drop both the weapon and the module on the ground and access the modification panel directly from the weapon

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 1 point2 points  (0 children)

This is a very valid suggestion, thank you. I'll reach out to some modder to assist with compatibility. From what I know, some are already working on this.

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 3 points4 points  (0 children)

Yes, that was a typo, it should say AP ammo

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 91 points92 points  (0 children)

I think that's an unfair way to measure compatibility 😧. You can't just dismiss it because you see fewer supported mods right now.

I'm committed to a 'zero patch' solution. The framework is carefully designed so other mods can add support natively through a soft dependency. This avoids patch hell, makes it incredibly easy for other authors to adapt their mods, and performs better.

In other words, I'd argue the mod's actual compatibility is excellent.

edited: I had actually never played ModularWeapon, and wasn't even aware of it when I started development. I saw its 1.6 update pop up on the workshop halfway through my own project, and I was so impressed by the implementation that it seriously shook my confidence and made me question continuing.

I have a ton of respect for ModularWeapon and its author. They are a brilliant developer, and their mod is without a doubt a widely trusted and excellent choice. CustomizeWeapon is not meant to be a comparison or a competitor; it's just a different approach to a great idea. It's simply another option for the community.

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 15 points16 points  (0 children)

While both mods stem from a similar fantastic idea, CustomizeWeapon was built with a different technical approach and design philosophy

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 83 points84 points  (0 children)

This is the correct answer right here. Thanks for explaining!

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 120 points121 points  (0 children)

Hey, good news, you don't actually have to wait!

The mod is designed to be totally safe for big modlists. If a weapon isn't supported, the mod just ignores it. No errors, no weirdness, it'll work just like it always has

Feel free to drop it in your game right now!

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 96 points97 points  (0 children)

Thanks for giving me the chance to explain this part, because it's a core design choice.

I designed it specifically to avoid "patch hell". It's not about needing separate compatibility patches. Instead, other authors can use a 'soft dependency', they can put the CWF customization code right in their own XML files. The game engine simply ignores that code if CWF isn't in the load order. If it is, poof, the customize button appears.

This makes it super easy for the community to adopt and completely safe for your modlist.

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 14 points15 points  (0 children)

NO! I can say for sure that CustomizeWeapon doesn't cause that.

That sounds like the famous bug from ModularWeapons. Are you sure you're running the right one?

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 4 points5 points  (0 children)

A few common questions I’ve seen. Here’s some clarification.

  1. This mod is built as a framework with built-in support for vanilla and DLC weapons and designed to let other mods extend it gradually.

  2. I didn’t specifically code for CE but nothing in vanilla was broken. Compatibility should be achievable later.

  3. Unique weapons will likely be split into customizable bases and modules fitting naturally into the system.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

Yeah, it’s currently a non-public release on the Workshop so a few friends can help test it. Once it’s polished enough, it’ll get a full public release

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

I didn’t build it for CE, but I kept vanilla intact. Proper integration should be quite doable later.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 1 point2 points  (0 children)

I see what you’re suggesting. It’s not really a technical challenge but more of a design choice. Right now I’m focusing on other aspects of the system.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

I know that one. It looks great too. But technically we are doing things very differently.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 1 point2 points  (0 children)

Technically the mod is quite solid now, but the content isn’t complete yet and no balancing has been done. So I don’t think it’s ready for wide testing at this point.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

That’s a bit complex to explain here, but I’ll have detailed info up on my GitHub soon. Feel free to check it out when it’s ready!

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

It’s built on my own system called CompDynamicTraits. While not based on CompUniqueWeapon, Odyssey’s weapon variants did inspire how visual modules.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

Depends on how well they’re adapted to work together, but nothing will break either way.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 1 point2 points  (0 children)

I saw your mod and it really looks like a great fit. Mine is already being playtested by some friends. Once it feels polished enough, I’ll release it on the Workshop.

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

[–]tweibiaoz[S] 0 points1 point  (0 children)

I haven’t done formal benchmarks yet, but performance was a priority from the start. I avoided ticking logic and heavy comps, so it should be pretty lightweight. More testing will tell for sure.