The vanilla weapons you have found will be replaced, but you can still find them in the Chests ( for example, I've found a vanilla sniper rifle with the fire element + grenade launcher in the last planet I've explored )
In the current public version of the mod, the vanilla ones are overwritten. In the wip private version, they are not overwritten.
Are you going to do it similar to "God dame" weapon packs? If you do it that way, compatibility will be assured, not only with "Manufacturer's touch", but with every single weapon mod out there, such as "Weapon fusion station" and "Weapon reinforce pod".
Here you have a link: God Dame Anti-Material Rifles Basically, is a two steps process: For the linked mod: commonantimaterialrifle.activeitem uncommonantimaterialrifle.activeitem rareantimaterialrifle.activeitem You need to specify an unique "caterory" ("category" : "Anti-Material Rifle"), for the rest, they are mostly copy&paste vanilla files. For the linked mod: common.treasurepools.patch weapon.config.patch Doing that will add your new weapons to chest. It's quite simple, but feel absolutely free to ask if you have any doubt or need any help
SentientSupper updated Supper's Weapons Mod (previously legacy projectiles) with a new update entry: Legendary Gun Tweaks and Compatibility! Read the rest of this update entry...
Allright, sorry, bad humor, I use steam myself, not much for mods, but it has uses and i'm no kid, maybe sometimes immature...
Allright, no problem, comment deleted Even with that, the option of patching "common.treasurepools" and "weapon.config" by yourself to remove vanilla weapons is quite easy
Good to know, I may try manufacturer's touch someday too, but last time I checked it sounded like it removes much randomness. Have a nice day.
We need to update the description, lot of people don't even try it because they get that exact sensation (Is just the opposite, it ADDS tons of randomness)
I think you should seperate the weapons and dungeons of this mod into two different mods, so people could use the weapon mod without the risk of their planets corrupting upon uninstall.
Also your mod page says not compatible with anything that changes weapon treasurepools. But since you use patching it should definitely be compatible with other patched mods. EDIT: Or is it because you use "op":"replace"? Why don't you use the "add" instead? EDIT 2: For example you should do this: Like this instead: This would greatly increase the compatibility. I am just worried that my mod won't be compatible with this mod if I make weapons drop from NPC:s or spawn in chests.
He already answered that question: Is convenient for him to have them united, if he splits them, he will need to maintain and update three mods, three forum threads and three steam pages for: Re-added weapons Re-added dungeons Patch to add re-added weapons to re-added dungeons And that's a burden, perhaps in the future when changes are less common he will consider it, who knows? The description is obsolete, using patches has make this mod FULLY COMPATIBLE with TONS of mods, for example, it's now compatible with "Manufacturer's touch", the description, both here and in the steam page, should be updated to avoid misunderstandings. "replace" is a quite aggressive move, "add" will for sure be a better option.
Please read. Somewhere above your comment, I mentioned changing the format of the patch formats to be more compatible with other mods. The only reason why it isn't yet is because there's a lot of stuff to change and I don't have the time.
Some bug here: [10:23:04.074] [Error] Exception caught in client main-loop (StarException) Unknown damage definition with kind 'explosiveplasma'. [0] 4b513a Star::captureStack [1] 4b4058 Star::StarException::StarException [2] 4b4372 Star::StarException::StarException [3] 5548e7 Star:amageDatabase::config [4] 867b4b Star::WorldClient::handleDamageNotifications [5] 870324 Star::WorldClient::update [6] 807000 Star::UniverseClient::update [7] 420bb6 Star::ClientApplication::updateRunning [8] 41f805 Star::ClientApplication::update [9] 9dcc1f Star::SdlPlatform::run [10] 9dce66 Star::runMainApplication [11] 4225bc WinMain [12] af6a66 __scrt_common_main_seh [13] 7c817077 RegisterWaitForInputIdle
The bug is probably caused by Manufacturer's Touch. My mod doesn't add the explosive element. What were you doing when the bug occurred? Were you using Manf. Touch guns, or guns added by my mod?
Seems to be a "Manufacturer's Touch" error, but I've been unable to reproduce it. @macilnor, if you can consistently reproduce it, post a full starbound.log on "Manufacturer's Touch" thread, I will take a look