边缘世界 RimWorld

边缘世界 RimWorld

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Yayo's Combat 3 - Addon
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Mod, 1.3, 1.4, 1.5, 1.6
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720.442 KB
2022 年 4 月 18 日 下午 2:12
11 月 23 日 上午 5:48
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Yayo's Combat 3 - Addon

描述
Description
A mod aiming to improve ammo handling of Yayo's Combat 3 through quality of life features.
Also includes compatibility functions for Simple Sidearms, sidearms carried in the inventory are also reloaded.

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Added or reworked features:
- Assign ammo
You can now assign ammo using the "Assign" tab, similar to how medicine can be assinged to be carried by specific pawns. (Assigning ammo via drug policies is not affected by this, whichever has the higher count will be the amount a pawn is going to pick up.)

- Multifunctional "Reload" button
Clicking the button attempts to reload from inventory.

More options are available via the right click menu:
"Reload ... from inventory" does the same as clicking the button, reloading weapons from ammo found in the inventory.
"Reload ... from surrounding" will make the pawn look for unforbidden ammo and use that to reload their weapon(s).
"Restock inventory ammo" checks assigned ammo (via Assign and Drug Policy), the pawn will try to pick up the desired amount of ammo into their inventory.

- "Eject ammo" button & "Eject ammo" designator
Designate weapons to have their ammo ejected.
Pawns assigned to hauling will take care of this.

- Improved reload jobs
Improved how reloading weapons works, pawns should no longer drop ammo on the ground when reloading and reload the guns fully.

- Improved Simple Sidearms compatibility
Pawns will now also reload their sidearms if Simple Sidearms is active.

- Out of ammo warnings
Running out of ammo without any ammo available will give a warning.

- Fixed hunters going back to reload all the time
Technically speaking this is a vanilla issue, as the hunting job fails after 2h of not "succeeding" and, as the reload job has a higher priority, they then do this next.
I disallowed reloading immediatly after a hunting job fails.

- "Base ammo capacity" adds ammo to inventory
Increasing the setting beyond 100% increased ammo in magazines of spawned weapons (on raiders etc.) beyond the actual capacity of the magazine. This mod changes it to generate ammo in the pawn's inventory instead.


- Light/heavy ammo
Additional ammo types to make using fast firing weapons more viable, balancing material cost better between different weapons. With only one ammo type, usign a submachine gun would always be a lot more expensive in materials compared to using bolt action rifles. Using light ammo for submachine guns compared to heavy ammo for bolt action rifles allows for better balance between the two and more usability of the former.


- Adjustable recipe product amounts
Set the amount of ammo that is produced when crafting ammo to your own liking.

- Adjustable ammo type per weapon
Modify what ammo type a weapon uses.
Useful when a weapon uses an ammo type that is not fitting for it, like expensive special ammo for a weapon with high fire rate.

- Adjustable ammo charges / "magazine size" per weapon
Modify the number of shots a weapon can fire before reloading.
Can be used to set the "magazine" size to more realistic numbers.


- ... and maybe more stuff I forgot about or added later?

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I also recommend using my Auto-assign Inventories on Caravan arrival mod to have ammo distributed to pawn inventories when traveling in caravans.

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Compatibility:
No known incompatibilities (yet).

Please report any issues and include the HugsLib log (CTRL+F12) when reporting bugs,
it helps immensely tracking down what went wrong, thank you!

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GitHub: https://github.com/XT-0xFF/YayosCombatAddon
193 条留言
Syrus  [作者] 3 小时以前 
That's not a message from this mod. I think.
You can click on the message in the ingame console and see where it comes from, the "stack trace" as its called.
Rex705 13 小时以前 
I get this "Failed to find sane damage amount" error

https://gist.github.com/HugsLibRecordKeeper/10ac8ee2fa0552a892a19da82e15cb51
Syrus  [作者] 11 月 23 日 下午 12:07 
The point for those is to balance ammo cost between high-powered single shot weapons and low powered spray & pray. Why should an autopistol use the same ammo as a sniper rifle? When I played I always ended up using mainly slow firing guns because of this.

Therefore I thought it a neat idea to add optional light and heavy ammo types - no need to activate them if you don't want them! I like to keep things as optional as possible so everyone can customize the mods as they like
Rex705 11 月 23 日 上午 6:58 
I like all the features of this mod but I don't understand the point of L and H ammo and don't really use them. Why would I choose L or H over explosive or flame? I'm all for some cool new ammo types like poison and sleep gas but L and H don't make sense lol. That's just my thoughts.
HJZ2333 11 月 23 日 上午 6:22 
The mod has been fixed. Thank you for your help.
Syrus  [作者] 11 月 23 日 上午 5:56 
Oh right, I also added crafting amount settings for special (emp) and explosive (fire) ammo!
Syrus  [作者] 11 月 23 日 上午 5:53 
Version 1.6.8
Fixed ammo settings resetting on restarting the game (when replacing ammo of a weapon with non-light/heavy ammo)
Fixed light/heavy ammo being selectable despite being disabled

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Hope I didn't miss anything, I distracted a few times while working on this...
Syrus  [作者] 11 月 23 日 上午 3:02 
@Мир
Strange. It works fine for me.
Can you tell me where you can craft them still?
On all benches, or just some specific ones?
Are all light/heavy types craftable (primitive, industrial, spacer)?
Have you restarted the game since disabling them?

@HJZ2333
Was working before, but I'm able to reproduce that as well now. Will look into it.
Also noticed you can select heavy/light even if you have them disabled, which shouldn't be possible.
Мир 11 月 22 日 下午 10:07 
By the way, yes. Ammo is disabled. But this may not be a problem with the add-on, but with the main mod.
HJZ2333 11 月 22 日 下午 9:37 
Okay, even if you only have this one mod left, restarting the game will still reset the options.