Git init. stash all previous work here.

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MADxingjin 2025-01-14 11:53:59 +08:00
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About/About.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<ModMetaData>
<name>[MXJ]Custom Patches</name>
<author>MADxingjin</author>
<packageId>mxj.local.patches</packageId>
<description>补充Patch见README.MD 和LoadFolders.XML</description>
<supportedVersions>
<li>1.5</li>
</supportedVersions>
</ModMetaData>

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<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<RecipeDef>
<defName>MXJP_CEP_BulkPropellant</defName>
<label>Bulk make propellant from cotton</label>
<description>Make a batch of propellant by chemically treating cellulose in cotton.</description>
<jobString>Refining propellant from cotton.</jobString>
<effectWorking>Cremate</effectWorking>
<soundWorking>Recipe_Cremate</soundWorking>
<workAmount>18750</workAmount>
<workSpeedStat>GeneralLaborSpeed</workSpeedStat>
<researchPrerequisite>CE_Gunpowder</researchPrerequisite>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Cloth</li>
<li MayRequire="dismarzero.VGP.VGPGardenFabrics">RawCotton</li>
</thingDefs>
</filter>
<count>150</count>
</li>
</ingredients>
<fixedIngredientFilter>
<thingDefs>
<li>Cloth</li>
<li MayRequire="dismarzero.VGP.VGPGardenFabrics">RawCotton</li>
</thingDefs>
</fixedIngredientFilter>
<products>
<AIE-Propellant>75</AIE-Propellant>
</products>
<recipeUsers>
<li>BiofuelRefinery</li>
</recipeUsers>
</RecipeDef>
</Defs>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>Defs/TraderKindDef[defName="DMS_Base_Army_Standard"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_SingleDef">
<thingDef>FSX</thingDef>
<countRange>
<min>50</min>
<max>100</max>
</countRange>
</li>
<li Class="StockGenerator_SingleDef">
<thingDef>Prometheum</thingDef>
<countRange>
<min>50</min>
<max>100</max>
</countRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>CE_Ammo</tradeTag>
<countRange>
<min>500</min>
<max>2000</max>
</countRange>
<thingDefCountRange>
<min>6</min>
<max>8</max>
</thingDefCountRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>CE_MediumAmmo</tradeTag>
<countRange>
<min>175</min>
<max>500</max>
</countRange>
<price>Cheap</price>
<thingDefCountRange>
<min>8</min>
<max>12</max>
</thingDefCountRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>CE_HeavyAmmo</tradeTag>
<countRange>
<min>100</min>
<max>250</max>
</countRange>
<price>Cheap</price>
<thingDefCountRange>
<min>6</min>
<max>8</max>
</thingDefCountRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>Ammo</categoryDef>
<thingDefCountRange>
<min>0</min>
<max>0</max>
</thingDefCountRange>
</li>
<li Class="StockGenerator_Tag">
<tradeTag>CE_Turret</tradeTag>
<thingDefCountRange>
<min>-2</min>
<max>4</max>
</thingDefCountRange>
<countRange>
<min>1</min>
<max>2</max>
</countRange>
</li>
<li Class="StockGenerator_Category">
<categoryDef>WeaponsTurrets</categoryDef>
<thingDefCountRange>
<min>0</min>
<max>0</max>
</thingDefCountRange>
</li>
<li Class="StockGenerator_Animals">
<tradeTagsSell>
<li>CE_AnimalBoom</li>
</tradeTagsSell>
<tradeTagsBuy>
<li>CE_AnimalBoom</li>
</tradeTagsBuy>
<kindCountRange>
<min>0</min>
<max>2</max>
</kindCountRange>
<countRange>
<min>-2</min>
<max>4</max>
</countRange>
</li>
</value>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationAddModExtension">
<xpath>Defs/ThingDef[defName="WVC_GeneRecharger"]</xpath>
<value>
<li Class="DS.ModExtension">
<disable>true</disable>
</li>
</value>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>Defs/TraderKindDef[defName="Base_Outlander_Standard"]/stockGenerators</xpath>
<value>
<li Class="StockGenerator_BuyTradeTag"><tag>RK_Apparel</tag></li>
<li Class="StockGenerator_Tag">
<tradeTag>RK_Apparel</tradeTag>
<thingDefCountRange>0~6</thingDefCountRange>
<countRange>3~6</countRange>
</li>
</value>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Defs>
<ThingDef Class="CombatExtended.Lasers.LaserBeamDefCE" ParentName="LaserBulletRed">
<defName>Bullet_Rimlaser_Small</defName>
<label>laser beam</label>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>CE_Laser</damageDef>
<damageAmountBase>12</damageAmountBase>
<armorPenetrationSharp>8</armorPenetrationSharp>
<armorPenetrationBlunt>0.001</armorPenetrationBlunt>
</projectile>
</ThingDef>
<ThingDef Class="CombatExtended.Lasers.LaserBeamDefCE" ParentName="LaserBulletRed">
<defName>Bullet_Rimlaser_Medium</defName>
<label>laser beam</label>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>CE_Laser</damageDef>
<damageAmountBase>20</damageAmountBase>
<armorPenetrationSharp>14</armorPenetrationSharp>
<armorPenetrationBlunt>0.001</armorPenetrationBlunt>
</projectile>
</ThingDef>
<ThingDef Class="CombatExtended.Lasers.LaserBeamDefCE" ParentName="LaserBulletRed">
<defName>Bullet_Lasgun_Large</defName>
<label>laser beam</label>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>CE_Laser</damageDef>
<damageAmountBase>26</damageAmountBase>
<armorPenetrationSharp>20</armorPenetrationSharp>
<armorPenetrationBlunt>0.001</armorPenetrationBlunt>
</projectile>
</ThingDef>
<ThingDef Class="CombatExtended.Lasers.LaserBeamDefCE" ParentName="LaserBulletRed">
<defName>Bullet_Lasgun_Tesla</defName>
<label>Tesla Laser</label>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageDef>EMP</damageDef>
<damageAmountBase>8</damageAmountBase>
<explosionRadius>1.5</explosionRadius>
</projectile>
</ThingDef>
</Defs>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
<defName>Rimlaser_LaserRifle</defName>
<statBases>
<Mass>5.5</Mass>
<Bulk>5</Bulk>
<ShotSpread>0.01</ShotSpread>
<SwayFactor>1.6</SwayFactor>
</statBases>
<Properties>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Rimlaser_Medium</defaultProjectile>
<warmupTime>1.0</warmupTime>
<range>39</range>
<burstShotCount>6</burstShotCount>
<soundCast>LaserRifle_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<recoilAmount>0.5</recoilAmount>
<ticksBetweenBurstShots>4</ticksBetweenBurstShots>
</Properties>
<FireModes>
<aimedBurstShotCount>6</aimedBurstShotCount>
<aiAimMode>AimedShot</aiAimMode>
</FireModes>
<weaponTags>
<li>AdvancedGun</li>
<li>CE_AI_SR</li>
</weaponTags>
</Operation>
<Operation Class="CombatExtended.PatchOperationMakeGunCECompatible">
<defName>Rimlaser_TeslaGun</defName>
<statBases>
<Mass>20</Mass>
<Bulk>17</Bulk>
<ShotSpread>0.01</ShotSpread>
<SwayFactor>1.6</SwayFactor>
</statBases>
<Properties>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_Lasgun_Tesla</defaultProjectile>
<warmupTime>2.0</warmupTime>
<range>19</range>
<burstShotCount>1</burstShotCount>
<soundCast>LaserRifle_Fire</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
<recoilAmount>0.5</recoilAmount>
<ticksBetweenBurstShots>8</ticksBetweenBurstShots>
</Properties>
<FireModes>
<aimedBurstShotCount>1</aimedBurstShotCount>
<aiAimMode>AimedShot</aiAimMode>
</FireModes>
<weaponTags>
<li>AdvancedGun</li>
<li>CE_AI_SR</li>
</weaponTags>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>
Defs/ThingDef[defName="Rimlaser_TeslaGun"]/tools
</xpath>
<value>
<tools>
<li Class="CombatExtended.ToolCE">
<label>barrel</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>16</power>
<cooldownTime>2.02</cooldownTime>
<armorPenetrationBlunt>1.63</armorPenetrationBlunt>
<linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
</li>
</tools>
</value>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>Defs/GeneDef[defName="VRE_BarkSkin"]/renderNodeProperties</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>Defs/GeneDef[defName="VRE_BarkSkin"]/fur</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>Defs/GeneDef[defName="VRE_BarkSkin"]/forcedHeadTypes</xpath>
</Operation>
<Operation Class="PatchOperationRemove">
<xpath>Defs/GeneDef[defName="VRE_BarkSkin"]/modExtensions/li[@Class="VanillaGenesExpanded.GeneExtension"]</xpath>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName="Apparel_CompositeBodysuit"]/costList/Synthread</xpath>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Apparel_CompositeBodysuit"]</xpath>
<value>
<costStuffCount>75</costStuffCount>
<stuffCategories>
<li>Fabric</li>
</stuffCategories>
</value>
</Operation>
<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Apparel_CompositeBodysuit"]/statBases</xpath>
<value>
<StuffEffectMultiplierArmor>2.5</StuffEffectMultiplierArmor>
</value>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Apparel_LargeCape"]/statBases/StuffEffectMultiplierArmor</xpath>
<value>
<Bulk>5</Bulk>
<WornBulk>1.5</WornBulk>
<StuffEffectMultiplierArmor>4</StuffEffectMultiplierArmor>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Apparel_LargePrestigeCape"]/statBases/StuffEffectMultiplierArmor</xpath>
<value>
<Bulk>5</Bulk>
<WornBulk>1.5</WornBulk>
<StuffEffectMultiplierArmor>4</StuffEffectMultiplierArmor>
</value>
</Operation>
<Operation Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Apparel_LocustCape"]/statBases/StuffEffectMultiplierArmor</xpath>
<value>
<Bulk>5</Bulk>
<WornBulk>1.5</WornBulk>
<StuffEffectMultiplierArmor>4</StuffEffectMultiplierArmor>
</value>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>FlakDress</li>
</mods>
<match Class="PatchOperationSequence">
<operations>
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="TW_FlakDress"]/apparel/layers</xpath>
<value>
<layers>
<li>Shell</li>
<li>Cape</li>
</layers>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="FD_HeavyFD" or defName="FD_CompFD" or defName="FD_MechDress"]/apparel/layers</xpath>
<value>
<li>Cape</li>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="TW_OnionArmor_Surcoat"]/apparel/layers</xpath>
<value>
<li>Cape</li>
</value>
</li>
</operations>
</match>
</Operation>
</Patch>

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<?xml version="1.0" encoding="UTF-8"?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Save Our Ship 2</li>
</mods>
<match Class="PatchOperationSequence">
<li Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="Apparel_SpaceSuitBody"]/apparel/layers</xpath>
<value>
<layers>
<li>Shell</li>
<li>Cape</li>
</layers>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="Apparel_SpaceSuitBodyHeavy"]/apparel/layers</xpath>
<value>
<li>Cape</li>
</value>
</li>
</match>
</Operation>
</Patch>

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README.MD Normal file
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# MADxingjin `s Custom Patches for Rimworld
各种 小Patch 来联动不同mod 并去重,修补BUG
以及符合个人口味的CE兼容魔改
## 泰南(原版游戏)
TODO:使得原版游戏的防弹衣防弹裤动力装甲和海军装甲Stuffable。
## CE_Propellant
添加了菜园子生棉的直接Recipe添加了批量Recipe
## Deadman`s switch
添加了DMS 基地对CE的弹药买卖兼容性
## 鼠鼠(NewRatkinPlus)
为外来者派系鼠鼠默认基地TraderKind添加了购买鼠鼠服装
TODO:为鼠鼠基地写一个新的TraderKind 并对多个鼠鼠拓展针对性Patch。
## 原版拓展-异种-树人种
移除了树皮基因的贴图显示仅Patch移除节点应当完全兼容
## [OBSLETE] RimLaser
``已弃用``
尝试性的添加了RimLaser对CE的兼容
## Capes & Cloaks
| Mod Name | Date | Content |
|-----------------|----------|-----------|
| Flak Dress | | layer mod |
| Save our ship 2 | 20250114 | layer mod |

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{
"folders": [
{
"path": "."
}
],
"settings": {}
}

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loadFolders.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<loadFolders>
<v1.5>
<li>/</li>
<li IfModActive="solaris.ratkinracemod">ModPatches/Ratkin</li>
<li IfModActive="aoba.deadmanswitch.core">ModPatches/DMS</li>
<li IfModActive="yy.capesandarmor">ModPatches/yy.capesandarmor</li>
<li IfModActive="vanillaracesexpanded.phytokin">ModPatches/VRE.phytokin</li>
<li IfModActive="automatic.rimlaser">ModPatches/Rimlaser.CE</li>
<li IfModActive="azuraal.ammoisexpensive">ModPatches/CE_Propellant</li>
<li IfModActive="lanyv.bunnyarmourfromhoomancute">ModPatches/lanyv.bunnyarmourfromhoomancute</li>
</v1.5>
</loadFolders>