RimWorld
[XND] Proper Shotguns (Continued)
119 opmerkingen
Brandon12340987 16 okt om 20:54 
iirc no, Yayo's combat has its own shotgun system
Feelthequake 14 okt om 22:56 
Does this work with Yayo's combat/
Jellypowered  [auteur] 26 aug om 7:59 
Merged and updated!
Jellypowered  [auteur] 26 aug om 7:53 
Oh Don't even worry about it, i'm still bashing my way through git too haha, I had to update some things last night and I mistakenly commited too soon, then had to merge and stuff... that might have caused issues on your side lol
Isla 26 aug om 6:48 
Great! After a little branch shuffling, I've submitted a pull request for GTek's Arsenal support, too. One day, I'll figure out how to use Git properly-
Jellypowered  [auteur] 25 aug om 22:00 
Merged and Updated! Thanks!
Isla 25 aug om 15:26 
I submitted a pull request to update the Rimmu-Nation 2 patch to cover the Pancor Jackhammer that was added to it. I've also got a patch for GTek's Arsenal waiting to be submitted after that's merged in.
AcetheSuperVillain 26 jul om 17:43 
Gtek's Arsenal?
Gene 22 jul om 16:24 
So glad that this got fixed - sweeping/getting swept by militors was fun but kind of silly. Thanks a ton!
Farbott 19 jul om 23:44 
fun fact! it does work!
Jellypowered  [auteur] 19 jul om 20:24 
Someone would likely need to make a patch for it. When I start playing again I may add it to the mod. Or, the Source will be up to date soon on Github, I accept Pull Requests!
Farbott 19 jul om 20:12 
Does this work with Odyessy's unique chain shotguns? not a dealbreaker if not but it'd be awesome
lucky_one 🍀 18 jul om 13:37 
Thanks for the fix boss lov ya :er_heart:
Jellypowered  [auteur] 18 jul om 12:49 
Should be fixed now!
Summary:
CanStartFleeingBecauseOfPawnAction is no longer in the game in 1.6 and this broke the harmony patches, resulting in damage not being divided, but curiously enough allowing the full damage of the weapon to go into each pellet.
GapeHole 16 jul om 22:17 
anyone unarmored instantly dies and has their head blown off
GapeHole 16 jul om 22:16 
yeah having the same issue, one shotgun blast totally erases anyone in the general direction and can do upwards of 150 damage per shot
Jellypowered  [auteur] 15 jul om 4:34 
I’ll look into getting this fixed this weekend. My apologies everyone!
Spicy 15 jul om 1:49 
It's not a Combat Reloaded thing
Spicy 14 jul om 23:26 
The mod is absolutely unusable in its current state
Jellypowered  [auteur] 12 jul om 22:23 
I wonder if loading after V Combat Reloaded makes a difference, I'll look into this when I have more spoons.
Farbott 12 jul om 22:15 
for the love of all that is holy do NOT run this with vanilla combat reloaded every pellet gets the damage of a full blast, this will rip you and everything else apart
Rulet 12 jul om 19:57 
You guys forgot to change damage value so each pellet feels like all of them at the same time
Brandon12340987 11 jul om 23:37 
if your on mac it could be a harmony issue, saw in the smart speed mod discussions mention a problem
Fungus Kreeman .$ 11 jul om 23:06 
Good afternoon,

I'm getting the following error when booting up this mod:

Error in static constructor of ProperShotguns.HarmonyPatches: System.TypeInitializationException: The type initializer for 'ProperShotguns.HarmonyPatches' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static System.Void ProperShotguns.CanStartFleeingBecauseOfPawnAction::Postfix(Verse.Pawn p, System.Boolean& __result)

I can't post the rest due to comment character limits, and HugsLib has yet to be updated.
Brandon12340987 22 jun om 0:04 
iirc you should be able to modify the damage numbers via the mod settings if that part still works, if its totally broken then it could be a mod incompatibility
Cr0ssley 21 jun om 20:54 
Really weird, but the damage isn't being divided, So its dealing full damage with each and every bullet. Any ideas as to how to fix or solve this? Like any known incompatibilities?
Shira 18 jun om 5:29 
amazing
Jellypowered  [auteur] 17 jun om 21:55 
1.6 update!
Shira 13 jun om 7:43 
1.6 please?
hardbrocklife 19 mrt om 16:34 
This is a criticism of the mod in anyway, just an inquiry. Im running quite a few mods, like most people, and running a colony of probably 30 pawns.

Large raids are a snail fest, which is to be expected to a degree with what I am doing. I am using rocketman and see what I can gain from it, but also looking over other mods that would increase overhead in combat. What are the odds that the math for the shotgun pellets could make a mild to moderate impact on performance during raids? Im an FFL irl and love the greater realism of this mod as it acts like proper buckshot should. Just curious of the likelihood that it could cause enough overhead to impact performance during large raids.

Thank you for the mod!
Brandon12340987 30 nov 2024 om 12:22 
"FlamingLlama's Proper Shotgun Patches" adds militor proper shotguns linked at the bottom of the mods description be warned militors become extremely lethal with that small change with so many wounds its hard to save pawns
cubicPsycho 23 nov 2024 om 17:46 
Does this work for the shotgun militors use?
Brandon12340987 24 aug 2024 om 10:29 
if the gun is only firing 1 3-4 damage pellet and not many then you have a mod conflict or are using a unsupported shotgun
michallenik8 20 aug 2024 om 1:13 
Pallets deal ridicilously little damage. It is nearly impossible to down anyone. No matter how many times he got hit he is still standing. this mod makes even chain shotgun wielded by skilled pawn almost uselss in the face ofa single guy with poor autopistol.
interdimensional shpongler 7 jun 2024 om 23:37 
It's a small request, but the high-quality guns of Misstal's Armory https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3250588215
has a nice looking shotgun I would love for this mod to work with.
StoicLemming 16 mei 2024 om 21:46 
Just as a note, this WeaponTech is no longer compatible.
Content *******ed 13 mei 2024 om 10:27 
some of the guns arent marked as shotguns
i noticed the aa-12 doesnt work as a shotgun
Unverified 16 apr 2024 om 7:44 
seems funny to me that irl the shotguns are actually pretty accurate, though in rimworld bullet can leave your pawn's gun in a 65' degree angle so that seems more then accurate here
Farbott 9 apr 2024 om 16:42 
time to see if this works in 1.5
Lexlag 5 mrt 2024 om 10:39 
I tried to make a patch for a turret but when I try to put the turret it doesn't appear.
mod https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2009766414&searchtext=more+vanilla+turrets%2B
Brandon12340987 6 feb 2024 om 22:29 
linked in mods description is a patch for the militor's mini shotgun, warning they become scary then if you throw on mods that add on more militors they become an army
Rulet 6 feb 2024 om 22:15 
really wish this mod worked for militors
#1 Kestrel Fan 21 okt 2023 om 5:27 
@Jellypowered Hello?
#1 Kestrel Fan 26 aug 2023 om 8:23 
Could you make compatible with "Guns Galore" please

https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2817581053
GwenBlanketSpecter 27 jul 2023 om 11:56 
would you consider adding support for the makeshift shotgun in vanilla weapons expanded: makeshift or the reapting shotgun in vanilla weapons expanded: frontier? ? https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2419690698&searchtext=
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2454918139&searchtext=
Ъ 13 jul 2023 om 6:20 
oh sorry didnt see th epatch in the comments. anyway greate mod thx for the patch:steamthumbsup:
Ъ 13 jul 2023 om 6:18 
does not vork with VE mods (exept the ones in the description)
Andromeda 26 jun 2023 om 21:44 
Its weird work with yayo combat ammo system. 1 bullet per pellet its ok, can be deal with it, but mechanoid militors cannot reload if in yayo settings not checked "Refill mech ammo" and otherwise they dupes full stack of ammo everywhere on reload
TIIKKETMASTER 10 mrt 2023 om 14:23 
wondering if there is a combat extended patch?