边缘世界 RimWorld

边缘世界 RimWorld

Yayo's Combat 3 - Addon
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

---

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?
Syrus  [作者] 9 月 28 日 下午 4:09 
Did you restart the game after disabling the ammo?
They don't show up for me when I disable them - only thing I noticed is that existing jobs won't be deleted, but that's not an issue imo.
Hedgehog 9 月 28 日 上午 6:53 
L and H ammo shows up in the recipes of the craftign spot WITHOUT activating it in the mod settings
Syrus  [作者] 9 月 27 日 下午 12:17 
Version 1.6.3
Added special ammo types for weapons settings

---

Inform me if you run into any issues
Syrus  [作者] 9 月 27 日 下午 12:10 
Version 1.6.2
Added optional light/heavy ammo types, automatically applied according to weapon damage when activated
Added adjustable settings for each gun's ammo type & max charges ("magazine"-size)

---

Why light/heavy ammo types?
To make fast refiring weapons more viable. The ammo types are optional and should not appear ingame unless activated. En/disabling requires restarting the game.

With the settings for ammo type and "magazine"-size you can now adjust any weapon to your liking as to which ammo it will use and how many charges it will have before it needs reloading. Revolver with 42 bullets in the drum?! No more!...if you want to.

(Just noticed that I didn't include special ammos for that, will add it and push an update)
Syrus  [作者] 9 月 1 日 下午 1:18 
Version 1.6.1
Added check to ensure only primary-equippable items are reloaded

---

@nanufrog
Should be fixed. Items that can't be equipped will no longer be attempted to be reloaded via this mod's logic (from inventory etc.).
nanufrog 8 月 31 日 上午 1:39 
Hello!
This seems to conflict with VFE:Pirates, particularly the Shock Warcasket which uses Chemfuel to jetpack/drop-pod transport pawns to other tiles on the worldmap. When pawns attempt to reload the Warcasket with chemfuel from inventory, it will remove the Warcasket from that pawn and give the 'Tried to set non-primary equipment as primary' error. Removing Yayo's Addon resolves the issue.

https://gist.github.com/HugsLibRecordKeeper/fac20533f38e2e1595e337620bda1355
Syrus  [作者] 8 月 24 日 下午 1:48 
Hm...unsure how that mod works. I'll note it down, might look into it at some point. No promises though
Bebop_ 8 月 22 日 下午 3:11 
Hello, loving the mod, would like to know if could be possible to make something to be able to reload the underbarrel attachments introduced by modular weapons 2 for example, thanks in advance and again, the mod is awesome
Syrus  [作者] 8 月 12 日 下午 3:58 
Thank you for the testing
Though it sounds like there is nothing I can do, so hopefully the other mod's authors figure it out
Grimmas 8 月 12 日 下午 12:23 
I have isolated the problem to be between Yayo Combat and Animal Apparel Framework, see Mile's discord for further logs etc.
Grimmas 8 月 12 日 上午 7:24 
I'm having the same issue as Darkmoon. I haven't made much headway with tracking down the cause so far except for a few observations:

1) I ran a different combination of mods earlier, with the addon, and without ever getting this error.

2) Removing Altered Carbon but keeping the addon did not fix this error.

3) Removing the addon did not fix this error.

4) Removing Yayo Combat itself finally did fix this error.

So currently I believe it is some sort of incompatibility between Yayo Combat and another mod, and is actually unrelated to this addon.
Syrus  [作者] 8 月 9 日 上午 3:58 
No idea. Not sure I understand that error report correctly tbh, but even if I do, there is not enough information there to narrow down what could be causing it.

Does the error go away when disabling the addon mod?


Also, another mod may be involved seeing "Altered.Carbon" in the stacktrace. Don't know that mod though
Darkmoon 8 月 8 日 下午 8:22 
I get this error every few seconds in the console, and I can't figure out what might be causing it:

https://codefile.io/f/msoLkUZZat
Hypersomnia 8 月 7 日 上午 8:14 
Oh I see. They do finish the kill first before going back. Thanks for the clarification!

I think hunting and hauling are two separate instances, since I sometimes see other pawns hauling the corpse while the hunter goes back to reload
Syrus  [作者] 8 月 7 日 上午 6:01 
Previously hunters would go back after firing a few shots, with this mods they will keep on hunting until out of ammo or the hunting task ends.
Going back to reload after killing their target might be because the hunting task ended and instead a hauling task starts. Not sure if hauling the kill back still counts as hunting.

Maybe they changed something though, this mod only checks for the hunting job, maybe they added a new job for hauling the kill...not sure
Hypersomnia 8 月 7 日 上午 4:40 
"- Fixed hunters going back to reload all the time"

I am still getting this issue. My pawns seems to prioritize reloading over hauling their kills after hunting.

So it goes like Kill > Go back to base to reload > Haul.
Rycon 7 月 31 日 上午 7:11 
Many thanks! Very excited to have this one =D
Hexacon 7 月 29 日 下午 12:53 
THANKS A LOT
Alihon 7 月 28 日 上午 5:57 
YOU ARE GOD
WhY 7 月 27 日 上午 9:50 
Wooooooh! Thank you!!!
Unit Zanto 7 月 26 日 下午 7:04 
@Flapdoodle Thanks for the heads up on the github update
冰谌团子 7 月 26 日 上午 4:38 
1.6!!!!!!!
Psycho Penguin 7 月 24 日 上午 11:48 
Hi, Yayo's combat is updated to 1.6. Really thanks if you can update it! Thank you
Rycon 7 月 24 日 上午 6:17 
Hey Syrus - thanks for all of your work with this and your other mods! Politely showing interest in a 1.6 update now that the main mod had ported over.
Either way, appreciate all of your contributions and the added joy they provide =D
Aura 7 月 23 日 下午 12:54 
Very excited for the 1.6 update!
kyrambox 7 月 22 日 上午 5:32 
Main mod is updated to 1.6. Waiting for the sun addon!
Syrus  [作者] 7 月 11 日 上午 11:10 
Yayo's Combat itself needs to be updated first, can remind me after that!
Crazy Dog 7 月 11 日 上午 10:02 
Only love for this mod. Hope for 1.6 ofc :D
Huehuecóyotl 5 月 6 日 上午 7:25 
Are there any tools out there to manually configure what kind of ammo certain weapons use (if at all)? Some mods, like VWE Heavy weapons and the Warcasket weapons don't consume ammo at all, and some like Milkwater's Pipe Gun Mod make the normal weapons use special class ammo. A utility to manually configure which ammo is assigned to each gun would be really useful to fix these incorrectly automatically assigned ammo designations.
Nyx 4 月 14 日 下午 11:12 
Also works fine with the "shooting a few bullets" recreation activity with the training dummy, only reloads from a pile after the activity is done.