RimWorld

RimWorld

Enable Oversized Weapons
202 Comments
flango 13 Jul @ 5:49am 
nvm, it's a problem on my end
flango 13 Jul @ 5:45am 
although it still throws a harmony error on startup
"Null method for rimworld.carnysenpai.enableoversizedweapons"
Yippo the Clown 13 Jul @ 5:43am 
Thank you for updating :) Re: error, assuming the error only pops up once on game start I think you're better off just letting it stay rather than risking issues - I don't think it would have any technical impact on the game itself, but there's a chance it could cause compatibility issues with other mods so probably not worth the risk. Just my opinion though :)
flango 13 Jul @ 5:35am 
thank you for updating!!
Carny Senpai  [author] 13 Jul @ 5:04am 
I updated the mod to 1.6 and added a Known issues section in the mod description. I will try to find a solution for these issues, but if you have an idea let me know.
I could patch the vanilla method to suppress the errors for weapons only, but i don't know if that is a good solution.
I also could patch the button generation on pawns to ignore drawSize for weapons. But since 1.5 made it vanilla, this mod doesn't do anything with drawSize anymore and i don't know if i should do that in this mod or if it is an issues that is better brought up to the attention of the Rimworld devs.
Carny Senpai  [author] 12 Jul @ 6:58am 
Good and bad news.

The good: This mod still functions in 1.6 without me having to change the code.

The bad: Rimworld now checks if a weapon has drawOffsets in its graphicData and instead of ignoring it like in 1.5 it now throws a config error. This is harmless but annoying. (this can be circumvented by setting "rotatable" to true in the weapon def, but i dont know what other technical impact this has)

The other bad news: Rimworld now uses drawSize when generating the button on the bottom of the screen when a pawn with a weapon is selected. This can make the weapons bigger than the button if the weapon is very large.

Neutral news: Weapons can now have equippedDistanceOffset. This will draw the weapon a certain distance from the pawn in the direction the pawn is aiming, but only when the pawn is actually attacking, not in idle.

I could update the mod now, but the changes in Rimworlds behaviour are annoying me and i am trying to find a solution.
AVNlover67 11 Jul @ 11:02pm 
When is the update for this?
Carny Senpai  [author] 26 Jun @ 2:04am 
yes
Moz 25 Jun @ 6:38pm 
are you updating to 1.6?
Cat Burglar 22 Jun @ 4:40pm 
o7
AzoorFox 15 Jun @ 1:20pm 
UPDATE WHEN???????????????
katie kat 16 Nov, 2024 @ 8:42am 
now thats a big gun
odyocl2b 1 Jun, 2024 @ 3:49pm 
hello. I downloaded the mod and tried editing the xml file. I can't find the xml file, only the dll file. help me
Carny Senpai  [author] 13 May, 2024 @ 10:09am 
@Arnis would be nice to get more info about this. Imagine you go to an Uber, tell them something is broken with their car and then f*** off and proceed to tell other people to take care. Doesn't really help at all.
The Dutchman 12 May, 2024 @ 7:44am 
Obviously an incompatibility. But thanks for doing nothing to help diagnose it
Arnis 10 May, 2024 @ 6:54pm 
caused a lot of lag in my game when a kid was holding a weapon, could be incompatibility so take care yall
Solarius Scorch 27 Apr, 2024 @ 4:10am 
Thank you! <3
Carny Senpai  [author] 19 Mar, 2024 @ 9:52am 
Updated for 1.5
Carny Senpai  [author] 30 Nov, 2023 @ 10:04am 
@linnea101011 There is no functionality that only works while aiming in this mod. This mod allows you to change the weapon position for each of the 4 directions the pawns can look at. Usually pawns always look south when drafted and only change the direction they look at for aiming and while walking. You can rotate the weapon with equipmentAngleOffset (or something like that) in the weapon xml, but that is vanilla.
linnea101011 30 Nov, 2023 @ 6:27am 
Is there any way with this mod to adjust the weapon position while aiming? It's a bit janky with the mod I'm messing with.
TheEpicTroll 16 Aug, 2023 @ 10:02pm 
my dream of creating the perfect african warlord in rimworld can now be realized
how bikers eat there sketty 15 Jun, 2023 @ 12:33pm 
"Oi mate, can I get a blast of firepowder?"
"Only a minuscule burst, my friend."
*whips out a pair of outrageously gigantic shooters, ridiculously exaggerated for the occasion*
CTH2004 25 May, 2023 @ 2:40pm 
thanks!

I read that section, just didin't understand what it meant at first (:
(In hindsight it's obvious)
Carny Senpai  [author] 24 May, 2023 @ 2:14pm 
@CTH2004 It is explained in the section directly under that. This mod still has a function. It will make the game use offSets which you can set in the graphic settings of the weapon XMLs. So for example you can make a katana getting rendered more to the right when the pawn is looking right, so the hilt is at the pawn and not the middle of the katana.
CTH2004 24 May, 2023 @ 1:27pm 
what's "We did it!
Taking weapon drawSize into account is Vanilla Rimworld now."

mean? Does it mean this is vanilla now? If so, do we still need this mod?
Videogames 9 May, 2023 @ 10:38am 
Pretty cool.

- Even thought there's other mods for it, a implementation as lightweight as this for allowing oversized pawn apparel sprites & xenotype deco sprites would be amazing. Although pawn rendering code is really weird so I can understand if that's not really feasable.
Carny Senpai  [author] 25 Apr, 2023 @ 12:56pm 
@LambdaFan i will look into it, but i dont have time this week sadly.
LambdaFan 25 Apr, 2023 @ 10:28am 
@Carny Senpai Yes, it does only happen with your mod enabled. I after I disabled it any persona warcasket weapons I spawned in got their traits unlike the persona warcasket weapons I spawned in with your mod enabled
Carny Senpai  [author] 25 Apr, 2023 @ 2:02am 
@LambdaFan have you confirmed that this only happens with my mod and Persona Warcasket Weapons (and of course the mods they depend on) enabbled? All this mod does is change where the weapon is rendered when a pawn equips it. I do not touch anything related to Traits.
LambdaFan 24 Apr, 2023 @ 4:51pm 
@Carny Senpai there's a compatibility issue with Persona Warcasket Weapons, with this mod enabled the weapons in Persona Warcasket Weapons do not generate persona traits
g0jira 16 Jan, 2023 @ 3:45am 
ok thanks
Carny Senpai  [author] 16 Jan, 2023 @ 3:07am 
@g0jira I was just making sure you use the latest Rimworld version, because it does the size rendering in vanilla now. My mod only adds the offset stuff in 1.4 because the size stuff is not needed anymore. So my guess is, that one of your mods is messing with the drawSize rendering.Try to disable the big mods like CE first to find the culprit.
g0jira 16 Jan, 2023 @ 2:27am 
@Carny Senpai my version is 1.4.3580, isnt that up to date?
Carny Senpai  [author] 15 Jan, 2023 @ 1:09pm 
@g0jira which version of Rimworld are you using?
g0jira 15 Jan, 2023 @ 11:11am 
i have problem with this, im using CE. when i put <drawSize>2.0</drawSize> in def, icon in inventory is big, but weapon rendering on pawn, is still same size, any idea whats going on??
Reprogrammed Automaton 31 Oct, 2022 @ 6:14pm 
Mechanoids don't seem to respect weapon draw size, is there any chance you could fix that for them?
sa.hanser 26 Oct, 2022 @ 7:12pm 
how i can channge ?! i dont nderstand this mod, my english is bad and i need help
Jiopaba 22 Oct, 2022 @ 5:57pm 
Whoo, congratulations! Nothing against this mod, but CompOversizedWeapons has been a looming nightmare in the back of my mind since it first started wrecking performance years ago. Even if there's much better versions now (thanks for that!) I'll be glad to see it go the way of the dodo in the long term.

This is one of those things where it just seems like there's no particular reason it ever didn't work this way in the first place. Here's hoping offSets make it in sometime soon!
Carny Senpai  [author] 21 Oct, 2022 @ 11:50am 
UPDATE: We did it. Taking weapon drawSize into account is Vanilla Rimworld now. What is left of this mod is making the game take offSets into account when rendering carried equipment. Maybe this will also be implemented in Vanilla Rimworld after the next DLC, who knows.
4ydra 19 Oct, 2022 @ 2:44pm 
@Carny Senpai

Thanks. Your mod is a must have for my own mods, so I hoping for a 1.4 update.
Carny Senpai  [author] 14 Oct, 2022 @ 4:18pm 
I will look into it when i am back from vacation.
Baskerville 12 Oct, 2022 @ 1:22pm 
@ALIEN
What mod did you test it with? On 1.4 strangely enough I've found that oversized weapons are scaled properly even without this mod or the JecsTools alternative. I say it's strange because I couldn't find anything related to drawSize in the public RimWorld changelog, but I got that result anyway after testing Hellsing ARMS on 1.4 with no other active mods. The directional offsets are defunct, however.
ALIEN 9 Oct, 2022 @ 12:19pm 
I report that this mod does not work with 1.4. Weapons return to their normal size.
I am counting on you sir.
Carny Senpai  [author] 7 Sep, 2022 @ 4:39am 
Can you confirm that the issue with pawnsize happens with only my mod and Crystosentients enabled and no other mods? That would narrow it down enough for me to start testing the exact interaction between my mod and whatever is increasing the pawn size. Also when exactly do pawns become massive? Do they spawn massive? Do they, grow in size and get bigger and bigger? If you save while a massive pawn is rendered and reload the save or restart the game do they become normal again?
Vizoplez 7 Sep, 2022 @ 3:33am 
Mod suffers from extreme compatibility issues with other size-modifying mods, including one of the mods that use this mod as a prerequisite, Crystosentients.

Can cause pawns to become massive for unknown reasons.

May be due to how you're modifying the drawsize.
󠀡󠀡 15 Aug, 2022 @ 7:33pm 
I can also confirm it acts iffy with Android Tiers, sometimes itll make em big, sometimes it wont, if a mod is conflicting Ill try to find it and say what it is here
Carny Senpai  [author] 17 Jun, 2022 @ 2:09am 
It should work with the Android mod. Can you try using only Adnroid and this mod and tell me if that works, so i can make sure there is no other mod interferring with it?
Unoki 16 Jun, 2022 @ 2:04pm 
Does this mod still work with android ? I tried using it and weapons don't get bigger for the big boy droids, If someone as a fix I can do in the mod files, i would be very thankful :steamthumbsup:
Zhilsir 10 Jun, 2022 @ 4:32am 
hope yayo's animation fixes this, cause its kinda a big bummer, as far as i can tell its been said on their steam page but i dont see a response
Carny Senpai  [author] 18 May, 2022 @ 11:01am 
@Z钢大侠 I think "Yayo's Animation" uses a prefix to make it's own rendering and skips the vanilla method. I modify the vanilla method. So the code i modified also gets skipped. I cannot change that on my end. Yayo has to use a transpiler instead.

@4ydra Please try to add the <drawSize> in the style def. Also can you test if the offsets work properly for the styles? Maybe try a real big value like one tile to the right, so you can spot that easily. If the offsets work, it's not a "deeper" problem xD