边缘世界 RimWorld

边缘世界 RimWorld

Deadeye Targeting (Continued)
20 条留言
晓山alreShan 2 月 11 日 下午 2:24 
@oinko sploinko works with CE.
Zaljerem  [作者] 2 月 11 日 下午 12:47 
It seems like someone below said it is, I would unsub/resub as I did make some changes and Steam can be wonky about updates. Worth a try, anyway.
oinko sploinko 2 月 11 日 下午 12:38 
Can anyone confirm it's working with CE? The ability casts, but doesn't do anything.
Zaljerem  [作者] 2 月 10 日 下午 4:41 
Thanks, I'll note above and implement a loadBefore in the next update.
晓山alreShan 2 月 10 日 下午 4:30 
If you are using Ratkin CE Patch Collection , make sure put deadeye before it. Otherwise patch will be failed, and all HAR pawn will not have deadeye ability gizmo.
Zaljerem  [作者] 2 月 8 日 上午 10:13 
Thanks for the report! I just pushed an update to enable HAR compatibility (I disabled it initially when updating, and then forgot to re-add it), as well as applying some additional fixes.
晓山alreShan 2 月 8 日 上午 9:28 
Language correction: HAR pawn with deadeye trait not show the ability gizmo. While no error logs generated.
晓山alreShan 2 月 8 日 上午 9:23 
I tried with minimal modlist, yet still, and I didn't get start errors.
晓山alreShan 2 月 8 日 上午 9:18 
Vanilla pawn has the "deadeye" ability gizmo, but Humanoid Alien Races has not.
For my case, it's Ratkin and Kurin[Deluxe Edition]
Best Username To Exist 2 月 5 日 下午 3:31 
"We just need money."
honeywhitefox 2 月 2 日 上午 2:18 
@Zaljerem Confirmed the fix on my side, thanks for the update!
Now I can finally mag dump my LMGs with CE!
Lovecraft 2 月 2 日 上午 1:34 
This would be an amazing psycast path for VPE
LZIM 2 月 1 日 上午 8:56 
instead of social fights, pistol duels
Zaljerem  [作者] 1 月 31 日 下午 8:06 
Thanks again for the report! I've just pushed an update to fix the "already queued" issue, fixed Deadeye auto-cast, verified it is working, and that AI pawns are using it as well. I added a mod option for the chance for a pawn to spawn with the trait, 5% default. (Harmony now required)
Zaljerem  [作者] 1 月 31 日 上午 6:27 
Well don't thank me yet, it seems to have a few issues. :) I may have jumped the gun on releasing it. Anyway, I'm working on it. Thanks for the report!
honeywhitefox 1 月 31 日 上午 2:09 
I was able to forcibly activate the deadeye by undrafting the pawn while the ranged cooldown (which I don't remember it was there before) is active, but it permanently disabled the activation(says Ability already queued).

So happy you've made this mod back to life on 1.5. Thought I'd never be able to use it again. Thanks.
honeywhitefox 1 月 31 日 上午 2:04 
Tested on 1.5 with only this and dependency mod installed (without DLCs).
Endless errors below showed up when activating the deadeye, failing to activate the ability itself.

Exception ticking Juanjoe (at (90, 0, 70)): System.InvalidOperationException: Queue empty.
[Ref 58C93038]
at System.Collections.Generic.Queue`1[T].Dequeue () [0x00008] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at DeadEye.DeadeyeAbility.AbilityTick () [0x000ab] in <0916993bace54491b66225b839ff3dc1>:0
at RimWorld.Pawn_AbilityTracker.AbilitiesTick () [0x00010] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.Pawn.Tick () [0x001cd] in <69945a8ed6c540cf90b578de735e0605>:0
at Verse.TickList.Tick () [0x0015c] in <69945a8ed6c540cf90b578de735e0605>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
G man 1 月 29 日 下午 2:27 
crazy
Zaljerem  [作者] 1 月 28 日 上午 9:09 
Probably should be tested against 1.5.
Dustin Echoes 1 月 28 日 上午 9:07 
СE compatible? HOWWWW OMGGGG