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报告翻译问题
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?
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.
Added special ammo types for weapons settings
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Inform me if you run into any issues
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)
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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)
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.).
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
Though it sounds like there is nothing I can do, so hopefully the other mod's authors figure it out
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.
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
https://codefile.io/f/msoLkUZZat
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
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
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.
Either way, appreciate all of your contributions and the added joy they provide =D