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报告翻译问题






You can click on the message in the ingame console and see where it comes from, the "stack trace" as its called.
https://gist.github.com/HugsLibRecordKeeper/10ac8ee2fa0552a892a19da82e15cb51
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
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...
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.
Fixed weapon ammo settings not working without having loaded into a world first
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Should also fix the ammo not being saved, I hope
But everything works fine now after the update. Thanks for the quick fix!
Update for Yayo's Combat update
The game doesn’t freeze, but clicking the Assign tab simply does nothing.
I really like your mod a lot, but I’ll have to unsubscribe it for now until it’s updated.
Mostly I was just interested in not needing HugsLib to use Yayo's Combat 3 anyway, so I suppose it's back to deciding if it's worth it just to get a functional ammo system when I've divested entirely from HugsLib otherwise.
I am not. The fast update of Yayo's Combat 3 made me decide to spend my time elsewhere, no point in making a new version when it is already updated, I figured, though I already had some parts "reworked"...it was mainly just going to be a removal of HugsLib, integration of my addon and change to my coding style (where I felt it necessary) anyway
Purely out of curiosity, are you still working on an updated version of Yayo's? No pressure or anything, just idly wondering out of interest in something with a decent, capacity-configurable ammo system that doesn't require HugsLib.
Added eject ammo button to inventory, ejecting ammo immediately straight to ground
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The issue with this remains though, that pawns will immediately want to reload the weapon. But if you keep the pawn who's weapon's ammo has been ejected busy (ordering them to move for example), other pawns will be able to use the ammo before they decide to reload.
Maybe at some point I should put in a "do not reload this weapon" toggle somehow...
I'd see two ways of how to implement it, first with another widget, using the dropdown menu to select which weapon to eject the ammo from, or, the option you put forth, from inventory, though not via rightclick maybe, but via another button in there - maybe.
I prefer the second way, though I never looked into how that inventory window can be modified...that'd be a new thing to learn.
Will consider it, no promises on when I can get around to it though or whether it is possible the way I imagine it...
Well, if there's an issue of immediate reload attempt, then maybe just add the option to do it from inventory in the right click drop down menu?
I was thinking about implementing that option when I made the mod, but couldn't see any case in which it would be useful. The pawn would instantly reload the weapon unless you disallow such somehow
I have all Vanilla Expanded and Weapon Tech weapons and it works fine for me
Might be a good idea to add a search bar though...
(sorry for any fault in my english , i can try and rephrase/add info if need be)
also amazing mod btw
Fixed ammo recipes not being removed from workbenches (e.g. when using VFurE - Production), also removes recipes from Yayo's Combat itself if ammo is disabled
Added icons to ammo and weapon settings
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Alright, recipes should be removed properly now.
This is actually also a problem with the base mod - its recipes will show up on the benches when using VFurE - Production as well, but there's not much I can do about it, since using the Addon mod without ammo is quite pointless, still I added functionality to remove all ammo recipes if ammo is disabled.
Hope it works fine.
Without having light/heavy ammo active, they should not show up at the tables though...
Could you post a list of your active mods?
- Make industrial ammo
- Make industrial ammo 10
- Make industrial explosive ammo
- Make industrial explosive ammo 10
- Make industrial special ammo
- Make industrial special ammo 10
- Make industrial ammo(light)
- Make industrial ammo(light) 10
- Make industrial ammo(heavy)
- Make industrial ammo(heavy) 10
At electric smithy i see:
- Make primitive ammo
- Make primitive ammo 10
- Make primitive explosive ammo
- Make primitive explosive ammo 10
- Make primitive special ammo
- Make primitive special ammo 10
- Make primitive ammo(light)
- Make primitive ammo(light) 10
- Make primitive ammo(heavy)
- Make primitive ammo(heavy) 10
At crafting spot i see:
- Make primitive ammo
- Make primitive ammo 10
- Make primitive explosive ammo
- Make primitive explosive ammo 10
- Make primitive special ammo
- Make primitive special ammo 10
P.S. When i disable this mod entirely, at electric smithy i do not see any ammo making bills at all.
This means the bow is already reloaded to full. clicking the reload button should then state "No weapon to reload". (Probably should have made it say "All weapons full" or such instead, or disable the button if there are no weapons to reload...)
If they have any other weapon in their inventory, even when just carrying it using a "haul to inventory" mod, it will try to reload those as well. (At least if Simple Sidearms is enabled.) If they can't find any ammo for that weapon, it will state that no ammo could be found if you don't have the fitting ammo for it.
ill try tuning it on and off next time i ahve the chance
The mod is programmed in such a way that once the Defs are loaded, it checks whether the specific ammos are active, and if they are not, the recipes are removed from the respective production facilities - it pretty much works the same way Yayo's Combat handles it for ammo overall.
I don't see why this should work for me, but not for you, unless there's maybe an error somewhere when you start Rimworld.
do i ahve to turn it on and of once for it to register?