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Rapporter et oversættelsesproblem






plsss.
This mod adds a job that is parented under the "Drafted" state, and aborts if the auto-combat toggle isn't on.
Unless those drone are drafted it shouldn't affect them.
Thinking for example to VPE where several Psycasts aren't used, or others ability mod.
So I wonder if this mod take also enemies in to account or is limited to your drafted colonists.
Now works with the old VEF Abilities such as those from Dragon's Descent, probably psycasts, etc. as well.
It hooks into their code which includes things like random-chance-to-not-use, etc., so if a pawn doesn't use an ability it might be due to that kind of setting.
I've not checked how friendly-fire prone they are, but probably exactly the same how the VEF-style autocast usually is.
@Albino Monkey
It would be interesting, but I'm a bit worried that might over-complicate things. While the mod lets you turn off buttons I still don't want to go too crazy on the complexity, and options hidden in the mod menu 98% of users probably never learn about.
Exception in Verse.GizmoGridDrawer.DrawGizmoGridFor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 1A58987C]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x0000c] in <75e8245ce183483ca398166bbf6ac5d7>:0
at BigAndSmall.DraftGizmos.ClearPrioritizedWorkAndJobQueuePostfix (Verse.PriorityWork __instance) [0x0002a] in <75e8245ce183483ca398166bbf6ac5d7>:0
at Verse.PriorityWork.ClearPrioritizedWorkAndJobQueue () [0x00017] in <24d25868955f4df08b02c73b55f389fe>:0
- POSTFIX RedMattis.AutoCombat: Void BigAndSmall.DraftGizmos:ClearPrioritizedWorkAndJobQueuePostfix(PriorityWork __instance)
Full thing: https://hastebin.com/share/qopegiwoce.txt
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 56CFA0E4]
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.DraftGizmos.GetGizmosPostfix (System.Collections.Generic.IEnumerable`1[T] __result, RimWorld.Pawn_DraftController __instance) [0x00031] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:88
at RimWorld.Pawn_DraftController.GetGizmos () [0x00026] in <24d25868955f4df08b02c73b55f389fe>:0
Can't reproduce it myself though.
What is the error? The copied text is just pointing at a line. Is it a NullReferenceException?
at BigAndSmall.DraftedActionHolder.GetData (Verse.Pawn pawn) [0x00000] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\DraftedJobsUtils.cs:332
at BigAndSmall.JobGiver_AutoCombat.TryGiveJob (Verse.Pawn pawn) [0x00013] in C:\Games\Steam\steamapps\common\RimWorld\Mods\1 BigSmall_Framework\1.6\Base\Source\BigSmallFramework\Auto-Combat\AutoCombatJob.cs:84
Added a full-auto mode.
When enabled they will hunt down any hostile threats (which you are aware of/aren't fogged), beating down doors if required to reach them.
As always you can disable any extra buttons in the mod setting.
Try updating it again. The name of the settings menu button had gone missing.
Added mod settings menu and ability to toggle on and off display of buttons.
Also added the ability to make the main button be a dropdown menu instead.
@Roque the Rogue
The problem with swapping the state on abilities individually is that when you use it on a large group of pawns the behaviour becomes a bit chaotic.
I might add it as a right-click-menu option though.
What if when you click to autocast, it shuffles between;
-Normal mode (just the usual autocast, for basic abilities)
-1 Cast Once (like buffing or triggering a shield)
-2 Cast Twice (useful for certain powerful abilities)
It does another layer of utility.
I think doing this can solve some of the spam issues pawns seem to have with certain abilities, especially ones that consume a resource pool, like force abilities, like hemogen abilities, some mods, allows you use shield abilities and pawns will proceed to spam the ability quickly depleting resources.
Awesome if possible, thanks for your contributions.
Correct. This is a standalone version of the optional built-in auto-combat. :)