边缘世界 RimWorld

边缘世界 RimWorld

Yayo's Combat 3 - Addon
194 条留言
Cretz 4 小时以前 
Well it seems like my settings for Yayos Combat reset...
Syrus  [作者] 11 月 24 日 上午 9:56 
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 11 月 24 日 上午 12:15 
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.
HJZ2333 11 月 22 日 下午 9:10 
Thanks for your help, but I'm still getting the ammo options reset. I need to check if it's a problem with me.
Мир 11 月 22 日 上午 11:45 
It's weird, I have light and heavy ammo disabled in my settings, but I can still craft them.
Syrus  [作者] 11 月 22 日 上午 7:48 
Version 1.6.7
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
DuckGoosebear PrairieDogLover 11 月 21 日 下午 3:11 
Thank you for this
HJZ2333 11 月 21 日 上午 2:59 
After changing the ammo type on the weapon page and exiting the game, I returned to find that the ammo type had been reset
Syrus  [作者] 11 月 20 日 上午 11:18 
Without the fix I pushed yesterday, the mod would not have worked with the new Yayo's Combat version
Up To Me! 11 月 19 日 下午 9:48 
I’m not sure what exactly caused it, but unsubscribing the mod fixed the issue on my side.
But everything works fine now after the update. Thanks for the quick fix!
Rex705 11 月 19 日 下午 12:31 
@Up To Me No the issue was Yayo Combat 3 settings stopped working after the update so it was deactivated even if it was on in the settings. But that has been quickly fixed and a new update.
Syrus  [作者] 11 月 19 日 下午 12:24 
Version 1.6.6
Update for Yayo's Combat update
Up To Me! 11 月 19 日 上午 4:31 
Hi! After today’s update of Yayo’s Combat 3, this mod seems to cause an issue where the Assign tab can’t be opened.
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.
Gerewoatle 11 月 3 日 上午 11:58 
@Syrus - Thanks for the answer, I understand entirely. Time is a commodity in short supply these days.

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.
Syrus  [作者] 11 月 3 日 上午 11:14 
@Gerewoatle
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
Dealer Mangan 11 月 2 日 下午 3:26 
Thanks for the update!
Gerewoatle 11 月 2 日 上午 11:14 
@Syrus - Thanks for the update.

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.
Syrus  [作者] 11 月 2 日 上午 7:42 
Version 1.6.5
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...
Syrus  [作者] 10 月 22 日 下午 3:49 
Ah, see, I had not thought of that use case.

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...
Dealer Mangan 10 月 22 日 上午 10:33 
When carrying two or more weapons which use the same ammo type, without any spare ammo in inventory. As it is, it's possible to switch ammo around by dropping guns on the ground first, then picking them back up, but that's a bit messy, would be much quicker and more convenient if it was just possible to do so directly. I play with settings that make ammo scarce and valuable, so i often find myself with little to no spare ammo and having to juggle it around between guns depending on the moment.
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?
Syrus  [作者] 10 月 22 日 上午 10:17 
Why would you want to do that?
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
Dealer Mangan 10 月 22 日 上午 12:09 
could you add the ability to eject ammo from currently equipped gun?
Geihro 10 月 5 日 下午 12:18 
actually you are correct i thoug this mod ( https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3396420005&searchtext=arme+2035 ) and its exesive amount of guns was too much for the menu/list too handle but i also used this here mod ( https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2910865748&searchtext=mod+sort ) wich is fairly usefull but apparently also made it so the menu/list was unable to be lonb enough
Syrus  [作者] 10 月 5 日 上午 11:03 
Why would you think that? What is the problem?
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...
Geihro 10 月 5 日 上午 10:52 
hi , i think i have hit the limit of how many weapons can be displayed in the options to change their ammo type and "magazine size"
(sorry for any fault in my english , i can try and rephrase/add info if need be)
also amazing mod btw
Syrus  [作者] 10 月 4 日 下午 1:40 
Version 1.6.4
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.
Syrus  [作者] 10 月 4 日 上午 5:55 
Cool, big thanks for that info. I'll need to check how and why that is!
kyrambox 10 月 4 日 上午 5:54 
@Syrus I found the source of problem. It is Vanilla Furniture Expanded - Production module. When it's active, all light and heavy ammo bills are shown.
Syrus  [作者] 10 月 4 日 上午 3:56 
Yes, without the Addon the smithy does not produce primitive ammo, I added that because I considered it bad to need a crafting spot to make that ammo.

Without having light/heavy ammo active, they should not show up at the tables though...
Could you post a list of your active mods?
kyrambox 10 月 3 日 下午 10:36 
At machine table i see:
- 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.
Syrus  [作者] 10 月 3 日 下午 12:12 
Which ammo types show up on which?
kyrambox 10 月 3 日 上午 11:54 
I have a strange thing: light and heavy versions of ammo are disabled in mod options, but i see bills with them at machine table and electric smithy (not at a craft spot).
OminousRuin 10 月 3 日 上午 10:02 
I think I figured out the issue; maybe (probably) incompatibility with LTS ammunition system. Once the pawns shot, their ammo would go to 0/27 and they couldn't reload. LTS requires Kits, which I had, but I guess there was an issue between them so I took out LTS and believe everything is working correctly now. (*Both mods might work perfectly fine together and I just don't know how to configure them correctly but just wanted to play it safe*) Thanks for your time!
Syrus  [作者] 10 月 3 日 上午 3:13 
Well, if they have 27 shots "loaded" you will be seeing 27/27, which is the default max charges for a recurve bow.
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.
OminousRuin 10 月 2 日 下午 6:08 
I was able to get them to hunt, but now when I try to reload it says they don't have any ammo.The bow uses primitive ammo and I have 27 in the pawn's inventory and 90 in their kit.
Syrus  [作者] 10 月 2 日 上午 11:20 
Check what ammo the bow needs and what ammo your pawn is actually carrying
OminousRuin 10 月 2 日 上午 9:51 
I'm not sure what's wrong, but I have ammo enabled, and ammo in my pawn's inventory, but it still says they're missing ammo, cannot get them to hunt or anything. FYI I'm using the recurve bow and recurve arrows.
Hedgehog 10 月 1 日 上午 11:33 
i cna only check the crafting spot right now, any mods in mind that could intercept with yours? (i mean the kind like in ui, items, etc) becuse i ahve a hsitton of em

ill try tuning it on and off next time i ahve the chance
Syrus  [作者] 9 月 30 日 下午 4:28 
I'll need more info on that, like, are there any errors? What mods do you use? Is it just on the Crafting Spot (and just Light /HeavyPrimitive ammo)?

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.
Hedgehog 9 月 30 日 上午 9:42 
interesting, well that isnt the case then. never activated them yet the recipes show up at the crafting spot. :D
Syrus  [作者] 9 月 29 日 下午 2:16 
No, it should be disabled when you start with it disabled
Hedgehog 9 月 29 日 下午 1:03 
jtbc: never touched the settings so it should be turned off from the start right?
do i ahve to turn it on and of once for it to register?