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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711.303 KB
2022 年 4 月 18 日 下午 2:12
10 月 4 日 下午 1:35
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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
热门讨论 查看全部(1)
1
8 月 10 日 上午 3:26
Mod conflict
Dealer Mangan
164 条留言
Geihro 10 月 5 日 下午 12:18 
actually you are correct i thoug this mod ( https://psteamcommunity.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://psteamcommunity.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).