Combat Realism:This mod is an extensive overhaul of the game's combat to make it both more realistic and more tactical and engaging.
(http://i.imgur.com/mcZo0lr.png)(http://i.imgur.com/6aPkISr.png)(http://i.imgur.com/iLXDz5A.png)
Features:All weapons have been rebalanced:
- All weapons have ranges corresponding to their real life effective range. This means sniper rifles and heavy machine guns can easily cover half the map provided they have line of sight.
- All weapons do damage in accordance with their calibers. No longer does putting a scope on your weapon make your bullets fly 5 times harder. Bullet speed is 1/5 of real world muzzle velocity.
- Rate of fire is based on real world values.
- Cooldown times are based on a weapons action type. Automatic weapons have very low cooldown, while pump- and bolt-action take significantly longer. For sniper rifles it is also based on type: .50cal anti-materiel rifles cannot be fired from the shoulder and need time to set up and tear down.
- Weapons inflict penalties based on their loaded weight: -0.1c/s movespeed and -2% workspeed per kg.
- Market values have been rebalanced in accordance with weapons' new power.
- Shotguns fire 8 low damage pellets instead of a single projectile with damage depending on how many hit.
- Many explosives now use a new fragmentation effect, scattering lethal shell fragments over large distances.
- And more...
The health system has been rebalanced:
- Generally, limbs are tougher while organs are squishier and bleed much more. A rifle shot to an unprotected heart is lethal, but it does not send an arm flying. Only repeated hits or a high power round (.50cal, Lasgun, etc.) can destroy limbs.
- Internal body parts are significantly more likely to be hit. The human body is chock-full of vital organs and you are much more likely to hit one of them rather than this generic "torso" area that 80% of vanilla bullets would hit.
- Battle wounds cause more pain, more bleeding and more penalties overall.
- Walls and rocks are nearly impervious to bullets while explosives deal increased damage.
The aiming system has been redone:
- Pawns have two stats, one for aiming and one for shooting
- Pawns have to lead and estimate range on a target
- Guns have inherent shot spread and dynamic recoil
- Bullet height is tracked to determine collision. If a squirrel is behind a wall of sandbags you can't hit it
- Collision is now dependent on how close the bullet actually passes to the target instead of pure RNG
- And more...
New inventory and ammo system:
- Pawns can carry various sidearms and items in their inventory
- Carrying items confers penalties based on weight and bulk of carried items
- Inventory space is limited
- Weapons have magazines and need to be reloaded
- Reloading consumes ammo
- Different ammo types give different effects
- Ammo can be looted from raiders, bought or crafted
Armor system has been redone:
- Projectiles have armor penetration now
- Deflection chances and damage depend on the relation of armor penetration to armor reduction
- If penetration is too low damage won't go through the armor
- Shots absorbed by armor might still cause bruises
- And more...
New suppression mechanic:
- Pawns have a suppression threshold dependent on their mental break threshold and current mood
- Bullets flying past pawns will add to their suppression meter depending on the bullet's base damage and chances to penetrate the pawns armor
- Once the threshold is reached pawns will run for the nearest cover
- If suppression keeps building past the threshold a pawn will eventually hunker down
- Hunkered pawns gain a lower profile, becoming impossible to hit through most hard cover but they also can't move or shoot
Important note: As many people have been asking about this, improvised turrets have been changed. Instead of being built they are made at the machining table and placed as minified furniture.
(Already included) Combat Realism Defence:(http://i.imgur.com/J79V4Zz.png)
This is an addon introducing various defensive structures:
- Barbed wire: Slow the enemy, cheap to build and lets gunfire through without providing cover.
- Embrasures: Walls that let you shoot through them.
- M240: Medium manned machine-gun turret, excellent for decimating enemy forces as they approach your colony.
- Cannon Turret: A manned cannon emplacement. Fires HEAT shells that are effective against enemy armor and clustered infantry alike
- AGS-30: Light-weight automatic grenade launcher, punches through even the heaviest cover.
- Heavy Turret: Heavy automatic gun emplacement with a high caliber gun and improved health.
- Charge Blaster Turret: Rapid-firing advanced auto turret with high rate of fire and range.
- KPV: Heavy machine gun firing large caliber rounds, good for suppressive fire and taking out heavily armored targets.
The embrasures and barbed wire can be built while the new turrets have to be bought from combat suppliers.
License:(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (http://creativecommons.org/licenses/by-nc-sa/4.0/)
Note that as far as I'm concerned taking donations falls under "commercial use" and you do
not have permission to use my work if you plan on collecting donations.
Compatibility:Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod.
Known issues:- Sometimes enemies don't properly attack pawns behind embrasures.
- When hunting, pawns will close to point-blank range for an execution but will be unable to hit particularly large animals like rhinos.
Contributors:
- NoImageAvailable - mod author
- Killface - coding, updating
- Alistaire - coding, misc art
- fluffy - coding, misc art
- Latta - coding, Korean translation
- Spoonshortage - translation
- A friend - art
- stinkycat752 - art
- Shinzy - art
- DaemonDeathAngel - consultant on the topic of pain caused by bullet wounds and knife attacks.
Credits:- Realistic Weapons (https://ludeon.com/forums/index.php?topic=5807.0) by AY - The original inspiration for this mod.
- Defend That Colony! (https://ludeon.com/forums/index.php?topic=9492.0) by elStrages - Adopted the trenches and barbed wire.
- Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0) by eatKenny - Adopted cannon turret sound effects.
- BBream - Original code for minified turrets
Tips:- Combat is very lethal as most weapons have the potential to oneshot a pawn. Wear body armor to eliminate this risk as only a few weapons are capable of destroying organs through an armor vest.
- Weapons are generally best at their individual range brackets. Shotguns, SMG's and sub-carbines rule close range combat, assault rifles dominate the fields and sniper rifles can take out enemies from far away. MGs also have a lot of range and firepower, however they are highly inaccurate and are therefore best used against clusters of enemies.
- Make sure to build up your defenses in time. You don't need killboxes but a well placed heavy machine gun can make a group of tribals turn tail before they even reach the colony.
- Stick to cover and watch your flanks. Pawns in the open are very vulnerable. Make sure you bring appropriate weaponry for the battlefield, charging through rifle fire to get into shotgun range is a good way to get killed.
- Use rapid fire on automatic weapons to suppress high value targets. Suppression prevents the use of aimed shot and can make pawns hunker down. Putting a lot of MG fire on a pawn with a rocket launcher might make the difference between him whiffing or blowing up your pillbox.
- Make intelligent use of aim modes. Use aimed shot to hit far-away targets and snapshot to get the first strike in close quarters. Use single and burst fire to take out single targets and auto fire to suppress or break up clustered enemies.
- Choose the right ammo for the enemy you are facing. Hollow-points shred unarmored opponents but are easily deflected while armor-piercing rounds excel against body armor and Mechanoids.
- Mortar shells are lethal but their fragments can be stopped by sandbags and other obstructions. Take cover to increase your chance of survival.
- If you're having trouble with Centipedes, try crafting EMP weapons. Wait until they are in range of your defenders, then hit them with the EMP, it will stun them and do a fair bit of electrical damage. To take them down you will need weapons with high armor penetration or explosives so plan your loadouts accordingly.
Current release available from GitHub here (https://github.com/skyarkhangel/CombatRealism/releases)Installation:
- No CCL required
- Download and install the CR Core using standard installation procedure (https://ludeon.com/forums/index.php?topic=18272.0)
- Disable Achtung mod if exist (already included)
- Place Combat Realism Core below Core in your load order
You crazy lunatics! Awesome. Looks like great piece of work
Is it compatable with other weapon packs / turret packs? Just need to know which ones to disable.
my respect for you grows every day, gj on this
Quote from: kaptain_kavern on November 11, 2016, 03:51:26 PM
You crazy lunatics! Awesome. Looks like great piece of work
Thanks kaptain kavern :0
Quote from: SteelRev on November 11, 2016, 04:08:46 PM
Is it compatable with other weapon packs / turret packs? Just need to know which ones to disable.
For now, nope.
I hope soon other packs make update for a15 version. Not much changes = Easy update, for some minutes.
Quote from: SteelRev on November 11, 2016, 04:27:38 PM
No I mean like A15 rt weapon pack ect. Any conflicts?
RT author could make it easy, its has a14 version (need to update to a15). Plz inform :)
Thank you, starting a new game for this.
Hope CCL is making progress. I also thank them too!
Is this compatible with EPOE and if not any plans of making a patch?(No rush or need to do it cause its already great that its updated to A15)
I have a question about the armor piercing mechanic and shotgun pellets.
I've done a test with the shotgun. Loaded buckshot, slug then birdshot, then shot a colonist in full power armor at melee range. I was expecting the birdshot to merely glance over the armor, while the buckshot managed to get some damage in, and the slug to deal less damage, but overall more than the other two.
Unfortuntately, it seems like it is functioning the other way around. Birdshot right now pierced through the power armor more effectively than buckshot and the slug. If this mod is supposed to be realistic, I'm just giving my two cents in this specific issue. There needs to have some sort of mechanic to prevent pellets from dealing any damage if they fracture too much (birdshot is, after all, 77 lead pellets which would have a lot of trouble penetrating a metallic surface).
I've also never fully understood why the pistol needs to be severely nerfed in its range department. Other than that, fantastic job translating the job to A15 without CCL. Keep up the good work.
@Razz, the bird shot being over powered is a bug from previous versions.
I am probably being blind but how do you craft ammo? Loading bench doesnt do anything. It has no bill options. What is it for?
A guide would be nice...
Bug report: If you right click ammo on the ground 1 of the options is CR_PickUpHalf and the ammo type's name
Quote from: SteelRev on November 12, 2016, 09:58:20 AM
@Razz, the bird shot being over powered is a bug from previous versions.
AFAIK, it was not a bug, it was an issue of armor concepts.
Since percentages are laid off, and I believe they round up, a shotgun shooting 30 pellets of birdshot which deal 2 damage each would deal 15 maximum damage to pawns with 15% armor and also to those with 90% armor. So what happened was power armor pawns would reduce birdshot damage by 1, and still take 50% of damage from each pellet.
Quote from: Kapun on November 12, 2016, 10:21:21 AM
I am probably being blind but how do you craft ammo? Loading bench doesnt do anything. It has no bill options. What is it for?
A guide would be nice...
Bug report: If you right click ammo on the ground 1 of the options is CR_PickUpHalf and the ammo type's name
I have the same, not being able to craft ammo, at first I thought it might have been a conflict, but then i made a fresh world with just Core and Combat Realism enabled andthe same thing happens.
Update: I've had a poke around in the files, Neolithic and Hand Grenades are able to be manufactured, but poking around in the RecipeDefs_Ammo the Recipes_AmmoNeolithic.xml and the Recipes_HandGrenades.xml has
<RecipeDef Name="AmmoRecipeNeolithicBase" Abstract="true">
<workSpeedStat>SmithingSpeed</workSpeedStat>
<effectWorking>Cook</effectWorking>
<soundWorking>Recipe_Machining</soundWorking>
<allowMixingIngredients>true</allowMixingIngredients>
<workAmount>2000</workAmount>
<workSkill>Crafting</workSkill>
<targetCountAdjustment>500</targetCountAdjustment>
<recipeUsers>
<li>ElectricSmithy</li>
<li>FueledSmithy</li>
</recipeUsers>
</RecipeDef>
and
<RecipeDef ParentName="AmmoRecipeBase" Name="GrenadeRecipeBase" Abstract="true">
<recipeUsers>
<li>TableMachining</li>
</recipeUsers>
</RecipeDef>
in them respectively, but everything else seems to be missing the code defining the primary recipe base for each class of ammo I'm no coder but perhaps this has something to do with it.
Or it may have something to do with the BenchBase error that gets kicked up when I load the game with just CR enabled.
http://images.akamai.steamusercontent.com/ugc/151262938619127663/206633343720ABEF977C180C50E7F0D949A8FE5F/
Sky: Do you have someplace where we can donate to thank you for your efforts? I've given a decent amount to DF modders over the years, and frankly, your work beats them hands down.
Quote from: skyarkhangel on November 11, 2016, 03:20:29 PM
Embrasures: Walls that let you shoot through them.
Using the hardcore sk build as of a couple of days ago, embrasures are not walls. They are slowly passable, like parapets or sandbags. How are they supposed to work?
Is there something I can change in the XML files to alter how fast people die?
For instance, 1 swipe from a powerful melee weapon hit a guy in the leg, took it down to 4 health - he died instantly.
Literally from that 1 wound, no bleeding time.
This seems to happen a lot.
I can understand someone going down from being in too much pain, but dying on the spot seems wrong.
I have a possible bug to report, and just spent some time going through the mods to figure out which one(s) it was.
Rimworld ver 0.15.1729
The problem exists with Core and Combat Realism enabled, with those being the only two mods selected.
For building items, and deconstructing too, it doesn't list any resources as being required. i.e. if want to build a wooden wall, doesn't list anything material requirements. Did not try building anything but did deconstruct existing "default" walls that exist when first land, and no stone blocks were left after deconstruction.
Again, this happens only when combat realism is enabled.
Thoughts? Could it be older version of RimWorld, but still 15?
Either way, must say great work!
Mwahahahahhaha...
I love this mod too much. :)
Quote from: kutch on November 12, 2016, 12:44:37 PM
I have a possible bug to report, and just spent some time going through the mods to figure out which one(s) it was.
Rimworld ver 0.15.1729
The problem exists with Core and Combat Realism enabled, with those being the only two mods selected.
For building items, and deconstructing too, it doesn't list any resources as being required. i.e. if want to build a wooden wall, doesn't list anything material requirements. Did not try building anything but did deconstruct existing "default" walls that exist when first land, and no stone blocks were left after deconstruction.
Again, this happens only when combat realism is enabled.
Thoughts? Could it be older version of RimWorld, but still 15?
Either way, must say great work!
Can confirm. Buildings are being built with a cost for me of 4 wood each.
Also, several messages are not correctly assigned. For example: trying to assign a pawn to make a task he isn't assigned to will not provide the correct message (happened when i tried to tell a pawn not assigned to Smithing/Crafting to create arrows).
Quote from: Razzoriel on November 12, 2016, 04:19:21 PM
Quote from: kutch on November 12, 2016, 12:44:37 PM
Also, several messages are not correctly assigned. For example: trying to assign a pawn to make a task he isn't assigned to will not provide the correct message (happened when i tried to tell a pawn not assigned to Smithing/Crafting to create arrows).
I confirm, i also had the bug. Has anyone seen a strange rightclick menu option about picking up half the pile of ammo?
It says CR_PickUpHalf and the ammo type's name. I dont know if 1 am the only one who has the bug. Please write if you have it too.
Yup.
I'd say the message bug is pretty minor compared to all structures costing 4 wood, though.
Does this work with Rimsenal / other gun mod?
Well how do I craft Ammo in this? when I put down the only table that the mod seems to add there is "none" bills that I can add, tested it with the base game only.
Quote from: Razzoriel on November 12, 2016, 04:19:21 PM
Quote from: kutch on November 12, 2016, 12:44:37 PM
I have a possible bug to report, and just spent some time going through the mods to figure out which one(s) it was.
Rimworld ver 0.15.1729
The problem exists with Core and Combat Realism enabled, with those being the only two mods selected.
For building items, and deconstructing too, it doesn't list any resources as being required. i.e. if want to build a wooden wall, doesn't list anything material requirements. Did not try building anything but did deconstruct existing "default" walls that exist when first land, and no stone blocks were left after deconstruction.
Again, this happens only when combat realism is enabled.
Thoughts? Could it be older version of RimWorld, but still 15?
Either way, must say great work!
Can confirm. Buildings are being built with a cost for me of 4 wood each.
Also, several messages are not correctly assigned. For example: trying to assign a pawn to make a task he isn't assigned to will not provide the correct message (happened when i tried to tell a pawn not assigned to Smithing/Crafting to create arrows).
That's the CCL bug that has the whole thing held up.
Quote from: Devon_v on November 12, 2016, 10:26:33 PM
That's the CCL bug that has the whole thing held up.
Harump... Phooey....
Thanks for letting us know!
Nearest patch will be small and fast that will repair small issues like uncraftable ammo, or over powered birdshot, or we have to wait for big update that will repair a lot of bugs?
Ammo can't be crafted because recipes are broken in the CCL, that's why everything takes 4 wood to build.
This is a test build. It's still not going to work correctly until the CCL is finished.
Injected recipes in loader bench. Updated.
It were the main bug?
The other bugs later. Such lack of time :/
The issues wih building costing the wrong resources was a A15b bug. Update to 15c.
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
hmm.. I "fired up" ILSpy and checked the code and interactAnimal has it's own detour. Now I am thinking, maybe the pawn had a full inventory but then the alert & message didn't apear and pawn was stuck. Could be just that.
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
That's an old bug, it's been in CR for longer than SK has been maintaining it I think. I always fixed it by telling them to pick up the food manually.
I've found another bug in new version, embrassure is not "working", pawns can't shot through it, it's just like a wall.
Here's pic: http://imgur.com/a/P9lzj
Quote from: KrolCwanPL on November 15, 2016, 09:29:03 AM
I've found another bug in new version, embrassure is not "working", pawns can't shot through it, it's just like a wall.
Here's pic: http://imgur.com/a/P9lzj
tested. With last version, i don't see problems.
http://image.prntscr.com/image/c739b9cd82f94050bdadb82db7f6b37a.png
If you use mods that change pawn, need compatible patch.
Need to add comps and change ITab_Pawn_Gear to Combat_Realism.ITab_Inventory in <inspectorTabs>
like in CR Example:
<ThingDef Name="BasePawn" Abstract="True">
<thingClass>Pawn</thingClass>
<category>Pawn</category>
<selectable>true</selectable>
<tickerType>Normal</tickerType>
<altitudeLayer>Pawn</altitudeLayer>
<useHitPoints>false</useHitPoints>
<hasTooltip>true</hasTooltip>
<soundImpactDefault>BulletImpactFlesh</soundImpactDefault>
<inspectorTabs>
<li>ITab_Pawn_Health</li>
<li>ITab_Pawn_Needs</li>
<li>ITab_Pawn_Character</li>
<li>Combat_Realism.ITab_Inventory</li>
<li>ITab_Pawn_Training</li>
<li>ITab_Pawn_Guest</li>
<li>ITab_Pawn_Prisoner</li>
<li>ITab_Pawn_Social</li>
</inspectorTabs>
<comps>
<li>
<compClass>CompAttachBase</compClass>
</li>
<li>
<compClass>Combat_Realism.CompPawnGizmo</compClass>
</li>
<li>
<compClass>Combat_Realism.CompSuppressable</compClass>
</li>
<li>
<compClass>Combat_Realism.CompInventory</compClass>
</li>
</comps>
<drawGUIOverlay>true</drawGUIOverlay>
</ThingDef>
Since CR works without CCL, need this patch. Bcs, previously CCL injects this comps, itab automatically into other mods.
Ok, my bad, sorry for taking your time, I found the problem. I just forgot that CR can't be last while loading mods...
Vest sprites are kinda off...
(http://dump.bitcheese.net/files/rureliz/vests.png)
Otherwise, great job!
Hmm... is it just me or are the mortar shells VERY slow? They seem so slow that I could simply make my colonists walk away from them... if the siegers actually had any mortars, I don't know if this is a load order issue but twice I've gotten sieges that didn't had any mortar, so they built their defenses, chilled there for a while and then attacked my colony.
It's probably kinda old, by how to get FSX? Only from traders?
farm blazebulb.
I don't want pyrotheum, I want FSX. Pyrotheum is for incediary ammo, FSX for HE ammo.
Quote from: KrolCwanPL on November 15, 2016, 09:29:03 AM
I've found another bug in new version, embrassure is not "working", pawns can't shot through it, it's just like a wall.
Here's pic: http://imgur.com/a/P9lzj
Can your other pawns shoot through the embrasure? If so that's an issue (or feature if you want to call it that) that was present from A13 CR. Basically what happens from what I understand is CR calculates the height of the shooter and the height the target and tries to figure out if the shot can be made through the height of the embrasure/sandbag. Your pawn is 16 years old, which CR considers to still be a child and it thinks that the kid is not tall enough to shoot through the embrasure.
Also FSX is harvested from Boomalopes. I can't remember the mechanics of it though.
Fax mechanic was the same as milking a cow or muffalo
First off, I'd just like to say excellent work on Combat Realism. The depth of gameplay here is amazing.
I'm trying to incorporate a "charges remaining" mechanic into certain weapons in my mod, using a display like your GizmoAmmoStatus. I've managed to get the display showing on weapons while they are on the ground, but I can't seem to figure out how to show it once the weapon is equipped.
Could you possibly point me towards a solution, or refer me to where in your source this is accomplished?
Thank you, and keep up the good work!
Quote from: KrolCwanPL on November 16, 2016, 01:41:57 PM
It's probably kinda old, by how to get FSX? Only from traders?
Tame Boomrats, you get FSX from them like you get wool from sheep. Boomalope presumably work as well, but I haven't tried it.
Thank you for all the hard work updating CR!
Since this is an early release, I might have a bug to report. The drug system seems to be out of order. Pawns do not take the drugs they are scheduled to and don't put it them in their inventory. Even when manually ordering them to pick them up. Perhaps the load-out system is conflicting with that mechanic?
On the inventory system:
Does this update of the mod fix the issue where selling a crapton of things to a trader visiting the colony overencumbers them to the point that they cannot leave the map without dying of hunger before that? (Inventory gets force-filled to such a level where their walking speed is barely existent)
With Hospitality this makes pretty much certain that you'll be at war with all factions due to traders dying on your turf.
A suggestion on how to fix this is capping the max amount that the slowness debuff can stack.
Quote from: Cassiopea on November 20, 2016, 04:24:59 PM
Thank you for all the hard work updating CR!
Since this is an early release, I might have a bug to report. The drug system seems to be out of order. Pawns do not take the drugs they are scheduled to and don't put it them in their inventory. Even when manually ordering them to pick them up. Perhaps the load-out system is conflicting with that mechanic?
Include the drugs in the loadout. You can also have them carry extra food and anything else they might need that way.
They do take the drug in their inventory if specified in the loadout, however they do not consume it. It just sits in the inventory despite having a drug policy that allows consumption. I guess the drug schedule function is tied to the inventory system somehow.
there is no patch for high caliber right now, right?
Quote from: Cassiopea on November 21, 2016, 11:20:14 PM
They do take the drug in their inventory if specified in the loadout, however they do not consume it. It just sits in the inventory despite having a drug policy that allows consumption. I guess the drug schedule function is tied to the inventory system somehow.
That's odd because they'll eat food in their inventory when hungry.
Quote from: katjezz on November 22, 2016, 08:56:24 AM
there is no patch for high caliber right now, right?
I don't believe there are any patches because CR isn't officially released until CCL is. Without the ability to inject changes to existing data I don't think the compatibility patches would work.
I can't be sure whether this behavior is due to a mod conflict (as I never play with just CR and nothing else), but:
Normally, I only see a couple yellow warnings that relate to Combat Realism. And, normally, saved games will load.
But, sometimes, when I try to load a newly-generated map, it will crash and refuse to load it. And the output_log will contain several "Object reference not set to an instance of an object" errors that specifically mention Combat Realism.
Here is my recent output_log.txt after this happened:
http://pastebin.com/JWYBhaPW
Is there a way to disable this mod's inventory system? I used to love it in the previous versions (before the addition of the system) but unfortunately I find this to be such a huge break from the vanilla mechanics that it's completely and utterly unplayable for me. Issue is, I'm so used to the way the mod makes combat that I don't really want to start playing RimWorld again and have to deal with how lacking it is in the base game.
Quote from: Evelyn on November 23, 2016, 09:57:14 PM
Is there a way to disable this mod's inventory system? I used to love it in the previous versions (before the addition of the system) but unfortunately I find this to be such a huge break from the vanilla mechanics that it's completely and utterly unplayable for me. Issue is, I'm so used to the way the mod makes combat that I don't really want to start playing RimWorld again and have to deal with how lacking it is in the base game.
The way NoSuchImage designed it, no. I'm sure it could be done, but it's not a switch or anything.
So what are ingredients and why is this preventing me from. Rafting anything in the mod? Any help would be great.
http://i.imgur.com/S2F6vc8.jpg
Sorry Topaz but that image isn't too clear. Could you upload a bigger one please? :)
Hey it may just be my slowass laptop, but does anyone else experienced significant lag and or hangups when in the creating loadout screen, when in the all items category? I found it helps to always have some letters in the search bar, then type the start of the next thing i want at the end of whatever was there, then delete the old text to avoid having the whole list be displayed again. Any other way around this, as when you first click all, it clears your search bar.
Quote from: Rock5 on November 25, 2016, 01:12:01 AM
Sorry Topaz but that image isn't too clear. Could you upload a bigger one please? :)
I uploaded that on mobile so uh, that might've had something to do with it.
honestly laughing my ass off
Edited it to just have the link.
"ingredients" is what the game uses when there are multiple items that could satisfy the requirement. Like a simple meal requires ten ingredients, which can be any nutritious items. What specifically are you trying to craft there?
Quote from: Devon_v on November 25, 2016, 08:18:21 PM
"ingredients" is what the game uses when there are multiple items that could satisfy the requirement. Like a simple meal requires ten ingredients, which can be any nutritious items. What specifically are you trying to craft there?
That is the thing, Devon, it simply says 'INGREDIENTS'.
The items that combat realism adds into the game, like armor vests or the automated turret (which I could really use right about now :[ ) , all require these 'INGREDIENTS'. I can have all the steel and all the components needed for it; but, it says "not enough materials" due to me not having the 'INGREDIENTS'. I submitted a photo above.
any chance of your embrashers and barb wire to be split off version ?
a streamer ( disnof ) used ur mod and he found that sieges did not get any steel dropped with the "siege raid" so they search the whole map for steel in order to build the mortars ( inc players base ) resulting in the siege raiders to wander'ing into player base/bullets without fighting back,
he also had problems making the colonists auto pick up 50-100 ammo before each raid I dunno if auto pick up is a mod or mod conflict.
he used the mod on 3 diff runs the last run was,..... Core + CR = same problems as above.
Am I the only one with this ingredients bug?
It really smells sour for me as the only way to get a turret is to buy them for thousands from a rare combat supplier trade ship.
Wow, I missed this version existing for a while...
Quote from: Topaz on November 27, 2016, 02:17:39 PM
It really smells sour for me as the only way to get a turret is to buy them for thousands from a rare combat supplier trade ship.
You should be able to make them at the bench you can make guns at, I dont remember what its called. It takes a while and costs alot though.
Quote from: tonsrd on November 27, 2016, 04:07:01 AM
he also had problems making the colonists auto pick up 50-100 ammo before each raid I dunno if auto pick up is a mod or mod conflict.
Was he using the loadout screen to get them their gear? Ive found that if they have any form of equipment uniform assigned they wont carry anything thats not included in it if not drafted.
Hey, I love the mod from previous game versions, i keep getting a mass of errors when i try to play with it though, i'm going to post my used mods, and i in no way expect you to look through all the mods for problems and make patches, but i was wondering if you have any idea as to which of these may be causing the issues, it's been a few hours and i'm still stumped! thanks for any support (a15 btw)!! :)
Rimsenal_Feral
Rimsenal_hair
Rimsenal_Security
Rimsenal_Storyteller
RT's Weapon Pack
RW_FacialStuff-0.15.3
TechAdvancing
T-ExpandedCrops
TilledSoil
T-MiscStuff
T-MoreBedsVanilla
T-MoreFloors
Trap Defence V1.1 A15
Turrets+
zombie_apocalypse_a15
[A15] Expanded Traits 1.4
AlienRaces_0.8
AllowTool
AlphaAnimals-AlphaAnimals-1.0
CaveworldFlora
CombatReadinessCheck
CombatRealism-1.6.8.1
Core
CraftingHysteresis
EdBPrepareCarefully
EdBPrepareCarefullyAlienRaces
ExpandedProsthetics&OrganEngineering
Faction Discovery
Hospitality
Izzyssentials Core
Izzyssentials Furniture
Izzyssentials Hydro
Izzyssentials Lights
Izzyssentials Solar
Izzyssentials Switch
LessIncidentTrolling
MarvsPleaseHaulPerishables
Medieval Times (v. 1.33.A15c)
Miscellaneous_Core
Miscellaneous_MapGenerator
MoreTradeShips
PetFollow
QualityBuilder
RimFridge
RIMkea 1.1
Rimsenal
Rimsenal_Federation
Its probably the rimarsenal mods that are doing it. CR does not play well with mods that add ranged weapons that havent gone out of their way to include compatability with CR.
tried it without rimsenal same issues, except without rimsenal the mountains now actually spawned which is nice but it's unplayable, priorities are messed up, they don't do anything simply wander and if i set something to construct or deconstruct error spam, additionally weapon reloading wont work, and the inventory system and ammo doesnt seem to work, thanks i'm gonna keep looking, this is abit of a pain in the ass.
Start with just CR and add other mods in one by one until it breaks, that's the best way to solve these things.
Most non-cosmetic mods require a new colony if they are added/removed, so keep that in mind.
From my own experence it works fine with Prepare Carefully, Hospitality, CraftingHysteresis, and RimFridge. I would suggest removing ALL weapon mods. CR completely changes how weapons and combat work, and there is no way that any gun or combat mod for vanilla will work with it without a patch.
Quote from: Khopesh on November 28, 2016, 04:28:12 PM
...i keep getting a mass of errors when i try to play with it though, i'm going to post my used mods...
Is that your install order? Because, if it is, that looks
weird. I know several of the Rimsenal mods require the Rimsenal core (http://steamcommunity.com/sharedfiles/filedetails/?id=725947920) in order to run. And I would assume the core should be loaded
before those that depend on it. You have some at the top of your list, some at the end of your list (including Rimsenal core), and... CR loaded in the middle?
Besides, unless you use a CR compatibility patch, other weapon mods won't use CR's ammo system, so they'd be unbalanced. (Also, my limited testing of Rimsenal made me think that they were rather game unbalancing, regardless.)
Question: Should CR be loaded
first, if we attempt to add other gun or turret mods?
The OP states:
Quote from: skyarkhangel on November 11, 2016, 03:20:29 PMCompatibility:
Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod.
You may also be interested in the Incompatible Mods (http://steamcommunity.com/workshop/filedetails/discussion/797691970/224446614461957750/) discussion for CR over on Steam. The following is what they claimed were not compatible:
- All weapon mods
- More Vanilla Turrets (Only Rocket Complex and Shredder Turrets Work)(Use the shells you use for mortars for the rocket)
- "That Warhammer mod thing"
- Zombie Apocalypse (compatibility patch being worked on)
- RT Quantum Storage (ammo gets buried in a stockpile and you can't get it back out easily)
- Medieval Times (it seems more vanilla turrets and C.R are compatible, but if you also have medieval times, you lose the ability to craft ammo for guns)
You should note that, currently, RT's Weapon Pack (https://ludeon.com/forums/index.php?topic=25272.0) is
not compatible with CR. There
was a compatibility patch. However, that was for A14:
Quote from: AseaHeru on August 31, 2016, 04:22:41 PMAny chance of this eventually being made to work with Combat Realism?
Quote from: rhtstm on August 31, 2016, 11:58:46 PMThere is a compatible patch for A14 of this mod on steam, not sure if he posted on here or not. Due to things are quite changing, I don't really have the time to make another version of this mod that works with CR. When the game officially release I might make one :)
RT+CR Compatibility Patch (http://steamcommunity.com/sharedfiles/filedetails/?id=738997771)
QuoteA15 version will be available after Combat Realism mod is updated.
I actually tried that idea a couple of minutes ago and something strange is going on.. with just core and combat realism, all other mods removed from the folder, equipping works ammo works, looting all that jazz, but when drafted and firing at a wall i get the error (handwriting this because im crap with this kind of stuff)
Exception tickingBullet_6x24charged17899: system NullReferenceException: object reference not set to an instance of an object
it's in red and appears everytime there's a shot with the "17899" increasing with each burst? shot or volley of this weapon, this was one of the main problems i was having besides the ammo problems which i fixed by removing the weapon pack, anyone know what's causing this? i've tried with combat realism 1.6.8.1 and 1.6.8, same issue.. im bedazzled.. thanks for the help guys.
it seems combat realism really doesn't like the alien races mod, which is an awesome mod, and a shame since alien races lets you customise from backstory to appearance in depth, I'll post to the creator and see if he could look into it :) thanks for the support guys i'll rebuild my list and see what can be done about alien races before my next playthrough, i had an exciting idea for an extreme randy random alien tribal cannibal colony eating zombies in a freezing climate! c:
Quote from: Khopesh on November 28, 2016, 07:46:08 PM
it seems combat realism really doesn't like the alien races mod, which is an awesome mod, and a shame since alien races lets you customise from backstory to appearance in depth, I'll post to the creator and see if he could look into it :) thanks for the support guys i'll rebuild my list and see what can be done about alien races before my next playthrough, i had an exciting idea for an extreme randy random alien tribal cannibal colony eating zombies in a freezing climate! c:
funny, the mod does not work for me either, but since I dont have the alien races mod I'd guess the lack of CCL might have something to do with it. Tomorrow I'll do some testing to see which mod is breaking CR in my case...Silly me xD Should have started a new save :P
Quote from: Topaz on November 27, 2016, 02:17:39 PM
It really smells sour for me as the only way to get a turret is to buy them for thousands from a rare combat supplier trade ship.
You should be able to make them at the bench you can make guns at, I dont remember what its called. It takes a while and costs alot though.
Quote from: tonsrd on November 27, 2016, 04:07:01 AM
he also had problems making the colonists auto pick up 50-100 ammo before each raid I dunno if auto pick up is a mod or mod conflict.
No, as I said
before I can't craft composite vests, armor vests, and turrets for the most part because of this bug.
I might have encountered a bug, but it might be from something i changed while working on my modpack.
Bug: "Cannot prioritize {0} (Is not {1})" is not showing correctly.
Steps to reproduce: Start a new game with the mod enabled. Designate a Tree to be cut down. Try to cut the tree down with a pawn that has Plant-Cutting disabled manually.
Fix: Add a LanguageData "<CannotPrioritizeIsNotA>Cannot prioritize ({0} is not a {1})</CannotPrioritizeIsNotA>" under English/Keyed
Again, this might be a bug on my end only, but thought i would post it just to be sure.
Edit: Same thing seems to be happening when the game should display "Can not prioritize (Will never do {0})". This is prob broken somewhere in the assembly since the LanguageData for the text is there.
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
So wait, is there a fix for this bug or no?
Quote from: doofustroofus on December 02, 2016, 04:34:16 AM
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
So wait, is there a fix for this bug or no?
i'll play with CR for a long time and never seen such error EVER.
http://image.prntscr.com/image/c5fc30617fb648eba633da2b819c7e48.png
http://image.prntscr.com/image/3eb2a21ca04e4ea7a5c537c5590d832a.png
Tame/training works fine without ANY errors for me.
Quote from: skyarkhangel on December 02, 2016, 04:52:33 AM
Quote from: doofustroofus on December 02, 2016, 04:34:16 AM
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
So wait, is there a fix for this bug or no?
i'll play with CR for a long time and never seen such error EVER.
http://image.prntscr.com/image/c5fc30617fb648eba633da2b819c7e48.png
http://image.prntscr.com/image/3eb2a21ca04e4ea7a5c537c5590d832a.png
Tame/training works fine without ANY errors for me.
Thats...nice for you I guess?
Edit: For anyone else experiencing the issue: in the process of starting a new game with just CR and core to reproduce the bug I found a workaround that's effective so far. If you put a food that can be used in training into the pawns loadout (berries for example) they'll train and tame without issue and replenish their inventory normally.
Edit Edit: Spoke too soon. If they stick with the loadout and only take say 10 units then they're fine. If they decide to take 40 instead for some reason (large number of animals marked for taming/training maybe?) then they get stuck. Equipping a backpack seemed to mitigate it to a large degree but its still happened once or twice. Not sure if that's coincidence or if the bug is connected to the bulk system.
Quote from: doofustroofus on December 02, 2016, 05:53:27 AM
Quote from: skyarkhangel on December 02, 2016, 04:52:33 AM
Quote from: doofustroofus on December 02, 2016, 04:34:16 AM
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
So wait, is there a fix for this bug or no?
i'll play with CR for a long time and never seen such error EVER.
http://image.prntscr.com/image/c5fc30617fb648eba633da2b819c7e48.png
http://image.prntscr.com/image/3eb2a21ca04e4ea7a5c537c5590d832a.png
Tame/training works fine without ANY errors for me.
Thats...nice for you I guess?
Edit: For anyone else experiencing the issue: in the process of starting a new game with just CR and core to reproduce the bug I found a workaround that's effective so far. If you put a food that can be used in training into the pawns loadout (berries for example) they'll train and tame without issue and replenish their inventory normally.
I got the "pawn started 10 jobs in 1 tick" bug too but it existed because of Killface's "Storage Search". Turns out it was conflicting with other hauling mods (Refactored Work Priorities for example) due to the existence of "Hauling Hysteresis".
I'd suggest publishing Hauling Hysteresis as a separate patch/mod to prevent compatibility issues, as soon as I removed Storage Search the "pawn started 10 jobs in 1 tick" never appeared again
Quote from: joaonunes on December 02, 2016, 06:37:30 AM
I got the "pawn started 10 jobs in 1 tick" bug too but it existed because of Killface's "Storage Search". Turns out it was conflicting with other hauling mods (Refactored Work Priorities for example) due to the existence of "Hauling Hysteresis".
I'd suggest publishing Hauling Hysteresis as a separate patch/mod to prevent compatibility issues, as soon as I removed Storage Search the "pawn started 10 jobs in 1 tick" never appeared again
I was able to reproduce pawn getting stuck picking up food to train with just Core and Combat Realism enabled in mod list. Though I wouldn't be surprised if other mods can exacerbate the issue.
I had early psychic ship event and thought it would be like 1 scyther. There were three, but my colonists one-shooted them with Lee Enfields and one frag grenade. Not what I expected, it was waaaaay too easy.
Another issue - raiders don't engage until they are very close or they are being shoot at. Again, it makes the game too easy with increased weapon range. But I have no clue yet how to even approach fixing this.
Just to remind you guys: still having a bug where everything that can be built costs just 4 wood.
Re-asking since there was no answer last time (busy thread, no biggie).
Trading with on-land peoples makes them overencumbered to the point where they can walk at the rate of 2 squares a day (not even joking). With mods such as Hospitality if someone dies on your terrain it gets a negative effect on the relations. This causes preeeetty immediate hate since the main trader gets overencumbered, cannot reach the border of the map to leave, everyone dies of starvation. Even without Hospitality, this is kind of.... Silly
Suggestion on how to fix:
Put in a statement in the code that checks if the current weight of the person is at least 5 above the max carry weight they can have. If (true) { set weight of person to 1 above max } . That way they won't be able to pick up any more items, due to weight max, but the overencumbarance (and thus speed debuff) won't be that horrifically dramatic... and you won't have to basically barely sell things to counter it.
Warning might be a bug idk but if you pick up apparel not hual pick up you cant drop it.
Quote from: Razzoriel on December 10, 2016, 06:19:42 PM
Just to remind you guys: still having a bug where everything that can be built costs just 4 wood.
What do you mean by "still"? Are you still playing the same save without any changes? Or did you made sure you have latest versions of the game and the mod and still there's that bug?
Quote from: yavorh on December 11, 2016, 07:56:52 AM
Trading with on-land peoples makes them overencumbered (...)
It's not a real fix, but I use Hospitality automatic selling to guests. They buy as much drugs as they can carry and I don't use manual trade.
Quote from: Fafn1r on December 11, 2016, 04:09:50 PM
Quote from: Razzoriel on December 10, 2016, 06:19:42 PM
Just to remind you guys: still having a bug where everything that can be built costs just 4 wood.
What do you mean by "still"? Are you still playing the same save without any changes? Or did you made sure you have latest versions of the game and the mod and still there's that bug?
I've downloaded the latest version, started a fresh save, and then tried building a generator. It was costing 4 wood to be created.
Quote from: Razzoriel on December 11, 2016, 04:34:44 PM
I've downloaded the latest version, started a fresh save, and then tried building a generator. It was costing 4 wood to be created.
Rimworld 0.15.1284? If everything else fails, reinstall the game and delete your Ludeon Studios folder in AppData/LocalLow.
Quote from: Razzoriel on December 11, 2016, 04:34:44 PM
Quote from: Fafn1r on December 11, 2016, 04:09:50 PM
Quote from: Razzoriel on December 10, 2016, 06:19:42 PM
Just to remind you guys: still having a bug where everything that can be built costs just 4 wood.
What do you mean by "still"? Are you still playing the same save without any changes? Or did you made sure you have latest versions of the game and the mod and still there's that bug?
I've downloaded the latest version, started a fresh save, and then tried building a generator. It was costing 4 wood to be created.
Latest game and mod works fine for me. Something may be lingering from an earlier install.
I still have the core game "Turrets" research in the game. Researching it provides no turrets as I assume the mod replaces them with its own.
EDIT: Oh so the turrets are built from the machining table.
In that case there doesn't seem to be a point in even having the core turret research available. Can I just delete it from the defs?
Quote from: eeke1 on December 13, 2016, 04:12:21 PM
I still have the core game "Turrets" research in the game. Researching it provides no turrets as I assume the mod replaces them with its own.
EDIT: Oh so the turrets are built from the machining table.
In that case there doesn't seem to be a point in even having the core turret research available. Can I just delete it from the defs?
You can't delete it, because that def is defined by Core. What you can do is copying code from new research to the old def and then removing the new, unnecessary one.
Do you mean copy the new research defs to core? Or link turrets to the CR turret research by editing the dependency there?
Additionally what are the rules for reloading turrets?
I got it to work.. once, and now I can't reload it anymore (M240b). I've told my colonist to:
- Man the turret with the appropriate ammo
- "Reload" when manning the turret
Nothing happens. Any thoughts?
Quote from: eeke1 on December 14, 2016, 04:58:16 AM
Do you mean copy the new research defs to core? Or link turrets to the CR turret research by editing the dependency there?
No, no, no, don't copy anything to the Core. I prefer to gray out (with comments <!-- -->) new research, redefine old research, then change dependecies - leaving things where they are creates less confusion when someone else updates CR.
But you can just rename research defs and change dependency def name of automatic turrets recipe.
QuoteAdditionally what are the rules for reloading turrets?
I got it to work.. once, and now I can't reload it anymore (M240b). I've told my colonist to:
- Man the turret with the appropriate ammo
- "Reload" when manning the turret
Nothing happens. Any thoughts?
Are you pressing reload button of the turret or of the colonist? I had this problem once. ;)
That sounds reasonable.
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.
I've also tried simply hitting the "reload" button on the turret with no colonist manning it.
In both cases there is no reloading bar, it simply says that the state is "reloading" and it never goes anywhere other than that.
Quote from: eeke1 on December 14, 2016, 06:40:54 AM
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.
Turret ammo has to be lying on the ground, a pawn must be manning a turret, then press reload on the turret. Just drop the ammo before doing what you have been doing.
:P
Quote from: Fafn1r on December 14, 2016, 06:56:51 AM
Quote from: eeke1 on December 14, 2016, 06:40:54 AM
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.
Turret ammo has to be lying on the ground, a pawn must be manning a turret, then press reload on the turret. Just drop the ammo before doing what you have been doing.
Being on the ground isn't enough, it needs to be in an accessible stockpile. I find it good practice to leave 1x1 high priority stockpiles of ammo next to the turret for easy reloading.
Quote from: doofustroofus on December 02, 2016, 05:53:27 AM
Quote from: skyarkhangel on December 02, 2016, 04:52:33 AM
Quote from: doofustroofus on December 02, 2016, 04:34:16 AM
Quote from: Knedl on November 15, 2016, 03:26:05 AM
I have also encountered the bug that I think was causing lot's of problems when NoImage released CR. The pawn that is designated to tame/train animals must first equip the food so it can tame/train. But the CR mod imediately drops the pawn's food since it's not set as equipment in pawn's weapon loadout. So the pawn get stuck in an endless loop picking up and imediately dropping the food. Sometimes there is the "pawn started 10 jobs in 1 tick" error. There is a way around tho lol as I found out when the pawn was stuck in a loop and the animal that was supposed to be trained came along and ate some food. The pawn then trained it and was unstuck till next day/train event. Still it's a bug and must be resolved (I think there were similar problems with doctors that got stuck when trying to use medikit). Hope you find and easy way around it, I know NoImage had problems with it but he did it so the solution must be buried somewhere in the code. I hope CCL get released soon since it should help. Thanks for upadting this mod it's an awesome one.
So wait, is there a fix for this bug or no?
i'll play with CR for a long time and never seen such error EVER.
http://image.prntscr.com/image/c5fc30617fb648eba633da2b819c7e48.png
http://image.prntscr.com/image/3eb2a21ca04e4ea7a5c537c5590d832a.png
Tame/training works fine without ANY errors for me.
Thats...nice for you I guess?
Edit: For anyone else experiencing the issue: in the process of starting a new game with just CR and core to reproduce the bug I found a workaround that's effective so far. If you put a food that can be used in training into the pawns loadout (berries for example) they'll train and tame without issue and replenish their inventory normally.
Edit Edit: Spoke too soon. If they stick with the loadout and only take say 10 units then they're fine. If they decide to take 40 instead for some reason (large number of animals marked for taming/training maybe?) then they get stuck. Equipping a backpack seemed to mitigate it to a large degree but its still happened once or twice. Not sure if that's coincidence or if the bug is connected to the bulk system.
This has been around for a while (https://ludeon.com/forums/index.php?topic=9759.msg255176#msg255176).
Feel free to hit the issue tracker with suggestions and +1s to help get the ball moving.
Has anyone seen suppression working in this version?
Quote from: Fafn1r on December 14, 2016, 06:56:51 AM
Quote from: eeke1 on December 14, 2016, 06:40:54 AM
As for reloading turrets I'm using reload on the turret while the colonist manning it is carrying the appropriate ammo type.
Turret ammo has to be lying on the ground, a pawn must be manning a turret, then press reload on the turret. Just drop the ammo before doing what you have been doing.
Ah thanks for your patience. I feel particularly stupid here but still can't get it to work.
I believe I've met all the requirements here, and the turret simply won't load. The ammo is literally right next to it and a pawn is manning the thing, but there's never a reload bar and it's stuck on reloading.
I've even tried dis-assembling and remaking the turret, but no dice. It definitely worked at some point, I had a pawn running to reload during a fight the first time it ran out of ammo, but I cancelled as the fight was over, and i've never been able to reload since.
Will it only accept FMJ as well as the appropriate caliber?
On another note I've never seen the "suppressed" txt float above any pawn.
(http://i.imgur.com/7AXOOjU.png)
Do you mind uploading your save and modsconfig file? I've never seen a problem with turrets before, would like to see for myself what's going on.
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png
But still a lot of work.
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png
But still a lot of work.
That's awesome. I don't believe that a new alpha actually comes out until CR works with it. :)
Quote from: Fafn1r on December 14, 2016, 07:02:52 PM
Do you mind uploading your save and modsconfig file? I've never seen a problem with turrets before, would like to see for myself what's going on.
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.
Apologies for a page full of mystery.
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png
But still a lot of work.
Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.
Do you have it on a github repo? Maybe at least I can do some testing. :D
Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.
I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.
Quote from: Fafn1r on December 15, 2016, 04:28:07 AM
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png
But still a lot of work.
Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.
Do you have it on a github repo? Maybe at least I can do some testing. :D
Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.
I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.
there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.
Quote from: Plymouth on December 15, 2016, 05:01:30 AM
Quote from: Fafn1r on December 15, 2016, 04:28:07 AM
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png
But still a lot of work.
Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.
Do you have it on a github repo? Maybe at least I can do some testing. :D
Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.
I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.
there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.
Vanilla CR there should just be 7.62 NATO and Russian, but yes the Russian cartridge is slightly longer and won't fit.
Default (non charged or cannon) rounds in CR are:
30x29 grenade, 40x46 grenade, .50BMG 14.5x114, .40 Rimfire, .32 ACP, 7.62x25 Tokarev, 9x19PB, .45 ACP, .45 Colt, 5.56x45 NATO, 7.62x39, .303 Brit, 7.62x51 NATO(what the M240b uses), 7.62x54R, .410 Bore and 12 gauge. So, four flavors of 7.62 to avoid, of which two are actually able to be used or be manufactured.
Quote from: Devon_v on December 15, 2016, 03:18:32 PM
Quote from: Plymouth on December 15, 2016, 05:01:30 AM
Quote from: Fafn1r on December 15, 2016, 04:28:07 AM
Quote from: skyarkhangel on December 14, 2016, 08:05:50 PM
its already runs on a16
http://image.prntscr.com/image/33bbe14831564c80976c1878c5d42b6e.png
But still a lot of work.
Wow, you are fast. :o And here I thought I can first do some bugfixes for A15 and get it ready for A16.
Do you have it on a github repo? Maybe at least I can do some testing. :D
Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.
I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.
there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.
Vanilla CR there should just be 7.62 NATO and Russian, but yes the Russian cartridge is slightly longer and won't fit.
also russian is a rimmed cartridge, meaninng even if you ever manage to push it in somehow, it won't fire.
Sorry but I'm a little bit confused. Is the mod already playable on A15 or not ?
Quote from: Rovhar Andin on December 16, 2016, 03:44:19 AM
Sorry but I'm a little bit confused. Is the mod already playable on A15 or not ?
Playable in A15, yes. However current version has some major bugs, like disabled medicine crafting and broken sieges.
Sieges work sometimes, but yes, they like forgetting to send metal.
Quote from: Plymouth on December 15, 2016, 05:01:30 AM
Quote from: eeke1 on December 15, 2016, 12:00:24 AM
Aha, I got it. The M240b accepts only 7.62x51mm FMJ. I tried loading the same ammo but AP and it refused.
I loaded AP ammo to M240b without any issues. Makes sure you are loading 7.62 with NATO label - there are at least three types of 7.62 ammo in CR, each with FMJ, AP and HP variants, making it 9 in total.
there is at least 7.62x39mm intermediate cartridge and 7.62x54mm rimmed, neither of which are going to fire from M240b. Only 7.62x51mm centerfire NATO cartridge will do.
Ok. This stopped mattering a while ago but there is a bug here. Glad to see I'm not crazy or just inept.
Once a pawn starts to go to an ammo stockpile to reload a turret that turret will now only reload with whatever the pawn is grabbing. I.e. if your turret was shooting FMJ and your pawn goes to grab more FMJ, but that FMJ becomes unavailable for whatever reason before the pawn is able to pick up the ammo, then the turret will only take FMJ to reload and you'll need to find more FMJ. Even if you have other ammo types of the same caliber.
To reproduce:Take any manned turret -> Fire until out of ammo -> have ammo available -> Wait till a pawn starts getting more ammo to reload -> undraft pawn -> remove ammo (have a pawn pick it up) -> Try to reload the turret with another ammo type (i.e. you used AP and you have HP of the same type) -> Reload failure.
EDIT: Ah this works on the first reload of all turrets really. Including on craft (as turrets don't start with ammo). i.e. Craft a M240b -> don't have any FMJ lying around -> try to reload with any other ammo type (HE etc).
Compiled to latest unstable A16 version.
https://github.com/skyarkhangel/CombatRealism/releases/tag/1.6.9
a16 is now authorized to exist. Thank you. :)
By default, there is a chance for pawns to insta-die if they get downed. So it's not combat realisms fault that they died from getting leg chopped off
Hm.
I've looked through the bug forum, but I can't find any instance of this existing, so I'm lead to believe this may be an issue caused by this mod.
Animals that hunt will occasionally attempt to attack something very small, like a rat, and just can't do it. They WILL, however, create a gratuitous field of blood in the area around their target. In this instance it was both a wolf and a bear attempting to attack a rat, and simply following the rat around painting the landscape in a huge area.
If this is an error created by the base game, I'll make a thread there accordingly. This is A16, btw.
Quote from: Didact04 on December 20, 2016, 02:34:18 PM
Hm.
I've looked through the bug forum, but I can't find any instance of this existing, so I'm lead to believe this may be an issue caused by this mod.
Animals that hunt will occasionally attempt to attack something very small, like a rat, and just can't do it. They WILL, however, create a gratuitous field of blood in the area around their target. In this instance it was both a wolf and a bear attempting to attack a rat, and simply following the rat around painting the landscape in a huge area.
If this is an error created by the base game, I'll make a thread there accordingly. This is A16, btw.
Yeah I'm seeing the same thing, also error logs blowing up with it to the point it lags the game badly for me. I remember looking around and finding a massive area covered in blood. Also this is the A16 version as well!
Another issue I noticed, for some reason burst fire was the same as semi.
Any way to disable the actual ammo feature? I mean, i like it that the pawns actually need to reload, but having to have actual ammo is abit overkill for me.
Just tested it now, animals hunt and kill other small animals normally in A16 without mods on. It appears to be something to do with CR.
Hey! I am still in the credits lol
Quote from: sozzys on December 20, 2016, 03:24:54 PM
Any way to disable the actual ammo feature? I mean, i like it that the pawns actually need to reload, but having to have actual ammo is abit overkill for me.
You may not be following the comments on Combat Realism's Steam page (http://steamcommunity.com/sharedfiles/filedetails/?id=797691970), but on the subject of disabling the need for ammo, this is what the author wrote:
Quote from: skyarkhangelAll whining about ammo will be deleted...
Quote from: skyarkhangelPlease stop write about ammo system, ammo craft. I declare, I'm NEVER going to remove them. I DONT CARE that somebody doesnt like them. Its his problem, not my. Its a essential part of Combat Realism mod. If you do not like it, please remove this mod or make own without ammo... [snip]
Those are
the author's words, not mine. Anyway, there are plenty of other RimWorld weapon mods which do not require ammo. AFAIK, this is the only one that does and, IMO, that makes this mod special and
more realistic.
The mod is called "Combat Realism"... I use it for two reasons:
1- makes damage more real
2- adds ammo to the game.
Once you get the loading table it is so easy to manage ammo I seriously have no idea what is everybody's problem with ammo... Literally 10 mouse clicks and I never have to manage ammo ever again. And I always use several ammo types/calibers
Having a "realistic" simulation without ammo and seeds is retarded. If you want a simpler game, play without CR.
Quote from: Didact04 on December 20, 2016, 03:35:11 PM
Just tested it now, animals hunt and kill other small animals normally in A16 without mods on. It appears to be something to do with CR.
Tested it with a bunch of other A16 mods, only CR gives such an error.
Time to start another -100*c arctic playthrough for now, i guess
I havent had issues with CR causing animals to not hunt other ones.
Animals hunting painting the map with blood, yes. Them not doing it in the first place, no.
Quote from: AseaHeru on December 20, 2016, 11:27:14 PM
I havent had issues with CR causing animals to not hunt other ones.
Animals hunting painting the map with blood, yes. Them not doing it in the first place, no.
Please update to latest version. Animal bug attack fixed.
In a16 something bad with calling weapon data, through damage info. Possibilities exist but, not work correctly. Tynan said, that he don't no the reason :/
So i'am with Mrofa's help found another way to get this data.
Super excited that CR updated so fast. What? No this isn't a poorly disguised ptw and I'm offended that you would think that.
Edit: Beanbag rounds don't do anything except throw errors on impact.
Heyo folks, just wanted to say that I'm a big fan and I'm overjoyed that this mod is being brought up to Alpha 16. Just wanted to give a bit of feedback: the inventory system for CR and the caravan system are a bit at odds. You see, the caravan system lets you load up colonists with random crap, and CR doesn't seem to like that. It fills their inventory then they just sorta.. stand there, unable to pick up any more.
Edit: Hm, is there any way to, I dunno.. disable the CR inventory and just stick to vanilla weight?
Holy ccrap speedy update. Well done!
seems to work decently so far. But... did you intend assault rifles to take as much time to build as a component would?
Also, Mortar shells (vanilla) are still in the machining table
Problems attacking other outposts. Pirate bases show up fine, but the game launches an error at me whenever I attack a tribe or town faction, followed by spawning zero pawns. The battle is won immediately. The error log is attached to this post.
Edit: Pardon the quality of the picture, I had to paste together several small snippets in Paint through screen capture to get the entire log.
[attachment deleted by admin due to age]
Still have pawns instantly building walls, at least for me.
Are you folks waiting for CCL to make suppression a thing again or is it already fixed?
Hey, is there any way to disable guns using ammo? It's pretty annoying when you have multiple mods that add guns and some of guns require ammo while others don't :/
Quote from: FerretPL on December 22, 2016, 07:42:47 PM
Hey, is there any way to disable guns using ammo? It's pretty annoying when you have multiple mods that add guns and some of guns require ammo while others don't :/
sky has already made quite clear than he will NEVER disable the ammo system. Ask for a CR compatibility patch to the weapon's mods owners instead.
Quote from: Geth on December 22, 2016, 05:03:42 PM
Are you folks waiting for CCL to make suppression a thing again or is it already fixed?
Its still a thing, it just doesn't show up anywhere besides thoughts.
Megasloth wool need to be fixed due to name change. Old def not working.
How do I tell what ammo goes with which weapon? Is there a list? It doesn't show in weapon info panel or ammo info panel, with a couple exceptions (shotgun is pretty implicit)
Quote from: Draconomial on December 23, 2016, 08:13:42 AM
How do I tell what ammo goes with which weapon? Is there a list? It doesn't show in weapon info panel or ammo info panel, with a couple exceptions (shotgun is pretty implicit)
When you click on the info panel for each weapon it should tell you which ammo caliber the weapon takes. If it doesn't it was either removed in the latest patch (I seriously doubt) or the mod is not working properly (compatibility or poor installation)
What exactly would it take to make a compatibility patch with mods that add other weapons?
Is it just a matter of adding some lines of code to each weapon?
Quote from: zombojoe on December 23, 2016, 04:43:20 PM
What exactly would it take to make a compatibility patch with mods that add other weapons?
Is it just a matter of adding some lines of code to each weapon?
Kinda, yes...
CR needs weapons to have info regarding ammo so the mod knows what ammo the weapon uses. Look at one of the weapon CR edits (vanilla weapons) and adapt it to the desired weapon, you can easily see the changes
Seems I definitely can't use this mod. I was having an issue, and tracked it down to Combat Realism. It's making the maximum stacks for steel 1. So I have a thousand 1 stacks of steel all over the map.
https://gist.github.com/2de472283c9ecf1fd45b49a9ab66631d
Everything is ok with the mod except the ammo part it just adds a extra layer of annoying shit it doesn't work in my current game where my colonist cant load his gun and when he reloads it uses up the whole 300 bullets
Found my problem, it was load order.
Quote from: NeverEvil on December 23, 2016, 09:25:15 PM
Everything is ok with the mod except the ammo part it just adds a extra layer of annoying shit it doesn't work in my current game where my colonist cant load his gun and when he reloads it uses up the whole 300 bullets
The modder has made it abundantly clear that they do not care about people's opinions of the bullet mechanics and that they are mandatory for the mod. If you don't like it, don't use it.
is there already a patch for rimsenal if not can i request one i'll post this on the other mod too.
Quote from: f0xh0und696 on December 24, 2016, 05:13:46 AM
is there already a patch for rimsenal if not can i request one i'll post this on the other mod too.
Ask the other modder for a patch. It would be ridiculous if sky had to make a patch for every existing weapon mod :P
I just installed and played with the A16 version but for some reason the loading bench does not show any ammo and I don't really know why. I'm not getting any errors when loading or anything CR is also at the top of the load order (after HugsLib)
So if anyone has any idea of what's going on I'd appreciate it.
UPDATE: Fixed it. CR just had to load later (I put it behind EdB and Misc Core)
Quote from: ItHurtsToBeYou on December 24, 2016, 09:29:19 AM
I just installed and played with the A16 version but for some reason the loading bench does not show any ammo and I don't really know why. I'm not getting any errors when loading or anything CR is also at the top of the load order (after HugsLib)
So if anyone has any idea of what's going on I'd appreciate it.
UPDATE: Fixed it. CR just had to load later (I put it behind EdB and Misc Core)
I had this issue in A15 drew me crazy, searching all over the web. Finally found the answer (For my part at least.) Seems CR doesn't like Medieval Times or w/e mod for some reason it messed with the ammo crafting. If you have then you'll have to choose between CR or that mod, disable it and CR loading bench should work.
I know its a really minor thing, but the fact that the tactical vest sprite is messed up bothers the fuck outa me. Is there a fix I missed somewhere? Or am I shit outa luck? To be clear, the bug I'm talking about is the tactical vest being displayed "over" clothing, weapons, and the straps often cover the pawns face.
I'm more bothered by the fact that if you tell someone to pick something up, you can't get them to drop it again. Hope your weight didn't go beyond tolerable levels or your pawn is permanently crippled.
I think a lot of the compatibility problems are due to CCL not being available. CCL is supposed to allow different mods to ask it to inject and/or detour content in a way that avoids conflicts, but right now all the CCL mods just have parts of the code copied into themselves to get them running, so that's probably not working at the moment.
CR and Medieval Times definitely don't like each other for some reason, and CR can be temperamental about where it is in the load order.
Do i actually have to keep equiping each colonist with the ammo they need? No way to automate this for them to go pick more ammo when their running low?
I like the mod but ffs there is too much different ammo micro management. I already have tons of stuff to eat up my steel didnt really need another one, but i got past that and set up an armory that is loaded with bullets, but having to make each colonist reload their weapons and collect more ammo when their running low is kinda annoying.
Wish they would auto reload their guns when combat is over to be full and i could set it like for example if their under 50 ammo they go pick up another 200 if available.
EDIT: Oh i actually found the place where u can manage loadouts, but for some reason the moment i edit the loadouts my fps drops to 1-8 from stable 60. No idea why, i mean i have a Icill gtx 1080 and a I7 6700k so it cant be hardware problem.
I mean i can still do the loadouts but a bit annoying.
Quote from: SwiftShadow on December 25, 2016, 08:00:51 AM
EDIT: Oh i actually found the place where u can manage loadouts, but for some reason the moment i edit the loadouts my fps drops to 1-8 from stable 60. No idea why, i mean i have a Icill gtx 1080 and a I7 6700k so it cant be hardware problem.
I mean i can still do the loadouts but a bit annoying.
I actually have the same problem, it seems to just be the game trying to load all these different types of ammunition, weapons, etc. My recommendation? Play through the lag for a moment or two then search for what you need in the bar on the top right, that usually cuts the lag-from-looking-for-stuff.
I can't get pawns to use the Comm Console to communicate with trader ships or other factions. I check the debug log and see the following. Searches for the 'NullReferenceException' message indicates there is some newly required attribute related to factions missing from a def .XML file preventing usage of the comm console. That it is 'at Combat_Realism.Detours' leads me to think the issue is with CR.
NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
I am having an issue where I can not make meds at the drug lab even with it researched however if I start a new colony without cr on it works fine.
Quote from: Taishimoonshadow on December 25, 2016, 03:23:58 PM
I am having an issue where I can not make meds at the drug lab even with it researched however if I start a new colony without cr on it works fine.
Had the same problem, but I found that it's been fixed in the latest GitHub changes, redownload there.
A different problem I'm having, is it seems that none of the melee weapons or guns can be smelted for resources, only turrets and ammo. Guns are missing from the 'smelt weapon' section, and it ignores your melee weapon selections saying "need materials." Smelting slag and destroying weapons works fine though. New game without CR returns it to normal.
Is there no way to increase bulk? I mean that should literally be the point of a tactical vest to be able to carry lots of mags. But here it adds to the bulk????
Carrying mags in a vest is 10x easier then in pockets.
It should also make it easy to have sidearm and a knife ready to go. But for some reason giving a dude body armor, a shotgun and 40 shotgun slugs brings the dude to his knees already.
Irl when i was in the military i got a helmet, body armor, a tactical vest, 6 mags (thats 180 bullets of 5.56mm), assult rifle, knife,1 liter water bottle and a few other things. Carrying all that was nothing and i could still do other stuff just fine. Dont think i am some muscular guy, not at all. Here military service is mandatory so i was pretty much in the same situation as these colonists are, just forced to carry that sh1t and like it.
Now i have never used a shotgun and dont know how much shotgun pellets weight, but i feel like some body armor, a shotgun and 40 pellets should not bring the dude to his carrying bulk limit.
Quote from: SwiftShadow on December 26, 2016, 08:37:45 AM
Is there no way to increase bulk? I mean that should literally be the point of a tactical vest to be able to carry lots of mags. But here it adds to the bulk????
Carrying mags in a vest is 10x easier then in pockets.
It should also make it easy to have sidearm and a knife ready to go. But for some reason giving a dude body armor, a shotgun and 40 shotgun slugs brings the dude to his knees already.
Irl when i was in the military i got a helmet, body armor, a tactical vest, 6 mags (thats 180 bullets of 5.56mm), assult rifle, knife,1 liter water bottle and a few other things. Carrying all that was nothing and i could still do other stuff just fine. Dont think i am some muscular guy, not at all. Here military service is mandatory so i was pretty much in the same situation as these colonists are, just forced to carry that sh1t and like it.
Now i have never used a shotgun and dont know how much shotgun pellets weight, but i feel like some body armor, a shotgun and 40 pellets should not bring the dude to his carrying bulk limit.
Backpack, loadbearers increase bulk.
Quote from: skyarkhangel on December 26, 2016, 08:42:21 AM
Quote from: SwiftShadow on December 26, 2016, 08:37:45 AM
Is there no way to increase bulk? I mean that should literally be the point of a tactical vest to be able to carry lots of mags. But here it adds to the bulk????
Carrying mags in a vest is 10x easier then in pockets.
It should also make it easy to have sidearm and a knife ready to go. But for some reason giving a dude body armor, a shotgun and 40 shotgun slugs brings the dude to his knees already.
Irl when i was in the military i got a helmet, body armor, a tactical vest, 6 mags (thats 180 bullets of 5.56mm), assult rifle, knife,1 liter water bottle and a few other things. Carrying all that was nothing and i could still do other stuff just fine. Dont think i am some muscular guy, not at all. Here military service is mandatory so i was pretty much in the same situation as these colonists are, just forced to carry that sh1t and like it.
Now i have never used a shotgun and dont know how much shotgun pellets weight, but i feel like some body armor, a shotgun and 40 pellets should not bring the dude to his carrying bulk limit.
Backpack, loadbearers increase bulk.
What is a loadbearer and where to you build that?
Also a side not a backpack is something that should increase bulk lol, when ever i had to put on my, backpack then i was like plz god no, cuz adding THAT to my usual battle gear was heavy and made me want to drop down and die.
I want to report a bug. Sending large caravans is so hard. I'm sending 5 muffalos and like 4 dudes with that have about 600 bullets each, gun and everything just to use 100% of their limits. And guess what, when I've checked info (while traveling and in ambush/sieges or something) I see that these dudes has so freaking much of stuff that they can barrelly move. When I only tell them to build a sandbag they're dropping everything that is not selected in this menu. Can you please change some things just to prioritize carrying stuff for muffalos to full 70kg and then pawns?
Loadbearers are tactical vests, made in the clothing workshop along with backpacks.
Quote from: AseaHeru on December 26, 2016, 01:04:45 PM
Loadbearers are tactical vests, made in the clothing workshop along with backpacks.
Thought tactical vests did not cuz their description said "increases reload speed but their quite bulky to wear" so i thought that means they add to to bluk
Quote from: MrWeeGee on December 26, 2016, 07:14:55 AM
Quote from: Taishimoonshadow on December 25, 2016, 03:23:58 PM
I am having an issue where I can not make meds at the drug lab even with it researched however if I start a new colony without cr on it works fine.
Had the same problem, but I found that it's been fixed in the latest GitHub changes, redownload there.
A different problem I'm having, is it seems that none of the melee weapons or guns can be smelted for resources, only turrets and ammo. Guns are missing from the 'smelt weapon' section, and it ignores your melee weapon selections saying "need materials." Smelting slag and destroying weapons works fine though. New game without CR returns it to normal.
yep got the same problem
Quote from: MrWeeGee on December 26, 2016, 07:14:55 AM
Quote from: Taishimoonshadow on December 25, 2016, 03:23:58 PM
I am having an issue where I can not make meds at the drug lab even with it researched however if I start a new colony without cr on it works fine.
Had the same problem, but I found that it's been fixed in the latest GitHub changes, redownload there.
I am using steam version and having the same problem, has this been updated on steam version? Would i have to start a new game for this to work? If not can I dload github version, remove steam version swapping github in and then play the same game? Thanks for any help .
is there a reason why this mod removes nearly all turrets from the game?
They are still there, just locked behind research, and you have to build them at a workbench.
Quote from: katjezz on December 27, 2016, 07:08:26 AM
is there a reason why this mod removes nearly all turrets from the game?
The combat balance is based around man-to-man confrontations rather than horde vs. towers. There are some turrets, but they are way down the research tree, so traders are the best way to acquire them. It's all about building solid fortifications and using the right weapons - shotguns are fantastic against tribal hordes - rather than auto-turret spam.
I'd like to start by thanking Skyarkangel & all the other developers for keeping this mod alive even with all the new alphas and CCL still being updated. I really enjoy the mod and don't mind the inventory system, but I think I've encountered a bug of sorts. It seems whenever I order a colonist to pickup clothing they do and will, however if I ever want them to remove it from their inventory they can't. They can wear and take off clothing but if it's placed in their inventory, they can never remove the clothing item again. I thought it was some sort of incompatibility with other mods at first. However, when I started a fresh colony with only the core(Alpha 16A) & combat realism(1.6.9.1) I have the same issue. I'm not sure if this is user error or a bug, but any assistance would be appreciated.
Steps I took to reproduce the issue:
1: Find any item of clothing.(In my test I just asked my colonist to take off his shirt)
2: Order them to pick it up and place it in their Inventory.
3: Order the colonist to drop or drop & haul the article of clothing.
-At this point a 'Clear prioritized work' button appears, and disappears as if the order was completed a second later.
Quote from: MasterZ01 on December 27, 2016, 03:39:39 PM
It seems whenever I order a colonist to pickup clothing they do and will, however if I ever want them to remove it from their inventory they can't. They can wear and take off clothing but if it's placed in their inventory, they can never remove the clothing item again.
I reproduced this in version 1.6.9.1, but it isn't present in the master branch. Instead, when a colonist picks up an item of clothing it's immediately hauled to an appropriate stockpile (if available) or dropped on the ground.
You can grab the main development branch here: https://codeload.github.com/skyarkhangel/CombatRealism/zip/master
Quote from: dkbrk on December 27, 2016, 05:07:05 PM
Quote from: MasterZ01 on December 27, 2016, 03:39:39 PM
It seems whenever I order a colonist to pickup clothing they do and will, however if I ever want them to remove it from their inventory they can't. They can wear and take off clothing but if it's placed in their inventory, they can never remove the clothing item again.
I reproduced this in version 1.6.9.1, but it isn't present in the master branch. Instead, when a colonist picks up an item of clothing it's immediately hauled to an appropriate stockpile (if available) or dropped on the ground.
You can grab the main development branch here: https://codeload.github.com/skyarkhangel/CombatRealism/zip/master
I removed the version I had(1.6.9.1) from the mod load list. deleted it, and downloaded the version from the link provided. Started up Rimworld, activated it right after the Core, and then restarted Rimworld as the usual process of mod Installation goes. I created a stockpile and made sure the permissions accepted that article of clothing. I then tried repeating the issue once again to see if it still existed. Unfortunately, for some reason the bug still persists and my colonist picks up the clothing and places it in their inventory instead of hauling it to the stockpile like you described. I can provide further information if requested.
Quote from: MasterZ01 on December 27, 2016, 05:44:16 PM
Quote from: dkbrk on December 27, 2016, 05:07:05 PM
Quote from: MasterZ01 on December 27, 2016, 03:39:39 PM
It seems whenever I order a colonist to pickup clothing they do and will, however if I ever want them to remove it from their inventory they can't. They can wear and take off clothing but if it's placed in their inventory, they can never remove the clothing item again.
I reproduced this in version 1.6.9.1, but it isn't present in the master branch. Instead, when a colonist picks up an item of clothing it's immediately hauled to an appropriate stockpile (if available) or dropped on the ground.
You can grab the main development branch here: https://codeload.github.com/skyarkhangel/CombatRealism/zip/master
I removed the version I had(1.6.9.1) from the mod load list. deleted it, and downloaded the version from the link provided. Started up Rimworld, activated it right after the Core, and then restarted Rimworld as the usual process of mod Installation goes. I created a stockpile and made sure the permissions accepted that article of clothing. I then tried repeating the issue once again to see if it still existed. Unfortunately, for some reason the bug still persists and my colonist picks up the clothing and places it in their inventory instead of hauling it to the stockpile like you described. I can provide further information if requested.
I installed the mod directly from the link I provided, and tested it again. Here's what I did and observed:
1. Start a new colony
2. Select a colonist, tell them to drop their jacket
The jacket is dropped on the ground and marked as forbidden.
3. Tell the colonist to pick up the jacket
The jacket is immediately dropped back on the ground
4. Draft the colonist, tell them to pick up the jacket
The jacket appears in the inventory
5. Tell the colonist to drop the jacket
The colonist briefly gets the job "Removing synthread jacket (normal)", the jacket stays in the inventory
6. Undraft the colonist
The jacket is immediately dropped
7. Create a stockpile, tell the colonist to pick up the jacket
The jacket is picked up, dropped, picked up again, and hauled to the stockpile
8. Draft the colonist, tell them to pick up the jacket, and move them away from the stockpile
The jacket is picked up and stays in the inventory
9. Undraft the colonist
The jacket is dropped, picked up again and hauled to the stockpile
There is definitely a bug there, but it's not the same behaviour as 1.6.9.1 and I don't think it's critical.
Wowie, A16 really threw a wrench into this mod, huh?
Anyone having issues with mortar shells?
Aparently they are turning into Vanilla Mortar Shells.
Quote from: MrWeeGee on December 26, 2016, 07:14:55 AM
A different problem I'm having, is it seems that none of the melee weapons or guns can be smelted for resources, only turrets and ammo. Guns are missing from the 'smelt weapon' section, and it ignores your melee weapon selections saying "need materials." Smelting slag and destroying weapons works fine though. New game without CR returns it to normal.
I looked at the code in the latest release (1.6.9.2) and compared it with vanilla. The
Weapons_Guns.xml and
Weapons_Melee.xml in
vanilla A16 have <smeltable>true</smeltable> tags, while in Combat Realism they
do not.
That's why.While guns in CR do have <smeltProducts> tags, all that does is specify
how much resources to give
if it were possible to smelt them. Anyway, the <smeltProducts> is only defined in the "BaseGun" abstract which defines all guns and is defined with <Steel>20</Steel>.
Looking at the wiki page for the Electric smelter (http://rimworldwiki.com/wiki/Electric_smelter) and comparing that to the material costs for various guns, one sees that vanilla behavior is to return (roughly) a paltry 25% of the materials required to
build them. That may be vanilla, but think this is unfair and unrealistic. Also, that doesn't take the skill of the Smelter operator into consideration. The actual return is likely going to be even less.
So, in my
local copy of CR, I added
<smeltable>true</smeltable> tags for both guns and melee. Then I added
<smeltProducts> tags for each gun, so I could specify what the return should be for
each gun on a case by case basis:
- pistol : <Steel>23</Steel> : {That's 75% of the required 30 Steel to build.}
- pump shotgun : <Steel>68</Steel> : {That's 75% of the required 90 Steel to build.}
- survival rifle : <Steel>68</Steel> : {That's 75% of the required 90 Steel to build.}
- assault rifle : <Steel>75</Steel> : {That's 75% of the required 100 Steel to build.}
- sniper rifle : <Steel>75</Steel> : {That's 75% of the required 100 Steel to build.}
- Machine pistol : <Steel>68</Steel> : {That's 75% of the required 90 Steel to build.}
- heavy SMG : <Steel>98</Steel> : {That's ~75% of the required 130 Steel to build.}
- incendiary launcher : <Steel>105</Steel> : {That's 75% of the required 140 Steel to build.}
- LMG : <Steel>113</Steel> : {That's ~75% of the required 150 Steel to build.}
- charge rifle : <Steel>90</Steel> : {That's 75% of the required 120 Steel to build.}
minigun : <Steel>250</Steel> + <Plasteel>30</Plasteel> {Mechanoid, has a whopping 20 <Mass>!}- doomsday rocket launcher : <Steel>128</Steel> : {That's ~75% of the 170 Steel to build.}
- triple rocket launcher : <Steel>90</Steel> : {That's 75% of the required 120 Steel to build.}
heavy charge blaster : <Steel>250</Steel> + <Plasteel>35</Plasteel> {Mechanoid, has a whopping 25 <Mass>!}inferno cannon : <Steel>200</Steel> + <Plasteel>30</Plasteel> {Mechanoid, has a huge 10 <Mass>!}charge lance : <Steel>160</Steel> + <Plasteel>25</Plasteel> {Mechanoid, has a large 7 <Mass>!}
I tested this in-game and it
seems to work. At least, both guns and melee are smeltable for me now. And larger, more expensive guns seem to give me larger returns.
Edit:
Well... The above works for
most guns. But it seems that Mechanoid guns are not actually smeltable. A colonist will grab them and act like they're smelting them. However, the weapon disappears as soon as it's placed on the smelter and no materials are returned.
If I had to guess, I'd say this may have to do with how Mechanoid guns are missing <costList> tags. Perhaps the game assumes that they aren't supposed to be smeltable? Or maybe it ignores <smeltProducts> tags now and relies on <costList>?
As such, perhaps for guns it is wiser to insert <smeltable>true</smeltable> tags for each gun, rather than insert it into the "BaseGun" abstract for all of them - and only for guns with <costList>?
Quote from: carpediembr on December 28, 2016, 12:40:33 AM
Anyone having issues with mortar shells?
Aparently they are turning into Vanilla Mortar Shells.
Yup, I wasn't sure if it was just because I kept them in those shelves or not. It really fucked me up when I was being raided.
Quote from: Thundercraft on December 28, 2016, 12:58:34 AM
Quote from: MrWeeGee on December 26, 2016, 07:14:55 AM
A different problem I'm having, is it seems that none of the melee weapons or guns can be smelted for resources, only turrets and ammo. Guns are missing from the 'smelt weapon' section, and it ignores your melee weapon selections saying "need materials." Smelting slag and destroying weapons works fine though. New game without CR returns it to normal.
I looked at the code in the latest release (1.6.9.2) and compared it with vanilla. The Weapons_Guns.xml and Weapons_Melee.xml in vanilla A16 have <smeltable>true</smeltable> tags, while in Combat Realism they do not. That's why.
While guns in CR do have <smeltProducts> tags, all that does is specify how much resources to give if it were possible to smelt them. Anyway, the <smeltProducts> is only defined in the "BaseGun" abstract which defines all guns and is defined with <Steel>20</Steel>.
Looking at the wiki page for the Electric smelter (http://rimworldwiki.com/wiki/Electric_smelter) and comparing that to the material costs for various guns, one sees that vanilla behavior is to return (roughly) a paltry 25% of the materials required to build them. That may be vanilla, but think this is unfair and unrealistic. Also, that doesn't take the skill of the Smelter operator into consideration. The actual return is likely going to be even less.
So, in my local copy of CR, I added <smeltable>true</smeltable> tags for both guns and melee. Then I added <smeltProducts> tags for each gun, so I could specify what the return should be for each gun on a case by case basis:
- pistol : <Steel>23</Steel> : {That's 75% of the required 30 Steel to build.}
- pump shotgun : <Steel>68</Steel> : {That's 75% of the required 90 Steel to build.}
- survival rifle : <Steel>68</Steel> : {That's 75% of the required 90 Steel to build.}
- assault rifle : <Steel>75</Steel> : {That's 75% of the required 100 Steel to build.}
- sniper rifle : <Steel>75</Steel> : {That's 75% of the required 100 Steel to build.}
- Machine pistol : <Steel>68</Steel> : {That's 75% of the required 90 Steel to build.}
- heavy SMG : <Steel>98</Steel> : {That's ~75% of the required 130 Steel to build.}
- incendiary launcher : <Steel>105</Steel> : {That's 75% of the required 140 Steel to build.}
- LMG : <Steel>113</Steel> : {That's ~75% of the required 150 Steel to build.}
- charge rifle : <Steel>90</Steel> : {That's 75% of the required 120 Steel to build.}
minigun : <Steel>250</Steel> + <Plasteel>30</Plasteel> {Mechanoid, has a whopping 20 <Mass>!}- doomsday rocket launcher : <Steel>128</Steel> : {That's ~75% of the 170 Steel to build.}
- triple rocket launcher : <Steel>90</Steel> : {That's 75% of the required 120 Steel to build.}
heavy charge blaster : <Steel>250</Steel> + <Plasteel>35</Plasteel> {Mechanoid, has a whopping 25 <Mass>!}inferno cannon : <Steel>200</Steel> + <Plasteel>30</Plasteel> {Mechanoid, has a huge 10 <Mass>!}charge lance : <Steel>160</Steel> + <Plasteel>25</Plasteel> {Mechanoid, has a large 7 <Mass>!}
I tested this in-game and it seems to work. At least, both guns and melee are smeltable for me now. And larger, more expensive guns seem to give me larger returns.
Edit:
Well... The above works for most guns. But it seems that Mechanoid guns are not actually smeltable. A colonist will grab them and act like they're smelting them. However, the weapon disappears as soon as it's placed on the smelter and no materials are returned.
If I had to guess, I'd say this may have to do with how Mechanoid guns are missing <costList> tags. Perhaps the game assumes that they aren't supposed to be smeltable? Or maybe it ignores <smeltProducts> tags now and relies on <costList>?
As such, perhaps for guns it is wiser to insert <smeltable>true</smeltable> tags for each gun, rather than insert it into the "BaseGun" abstract for all of them - and only for guns with <costList>?
See https://github.com/skyarkhangel/CombatRealism/issues/45 and https://github.com/skyarkhangel/CombatRealism/pull/49/commits/1c8d780ee3241fab20f5bcc0977be125b3008d15.
I had already submitted the merge request when I saw your post, but when I did I went back to investigate if it would be viable to use <smeltProducts> to manually specify the values (I agree with you that 25% seems like a rather small return). Unfortunately, it's rather fragile, so right now we're going with <smeltable>, which works well, except for the things that aren't smeltable due to not being producible (such as the inferno cannon) and some other things like turrets.
You can try out the changes yourself here: https://codeload.github.com/skyarkhangel/CombatRealism/zip/master
In future, it would probably be a better idea to have this sort of discussion on github. You can check if there's already an issue, and it's easier to coordinate and prevent duplication of work that way.
Quote from: cerhio on December 28, 2016, 03:31:24 AM
Quote from: carpediembr on December 28, 2016, 12:40:33 AM
Anyone having issues with mortar shells?
Aparently they are turning into Vanilla Mortar Shells.
Yup, I wasn't sure if it was just because I kept them in those shelves or not. It really fucked me up when I was being raided.
Aparently the latest release fixes that issue.
New issue: Turrets not shooting over embrasures/sandbags, can anyone else confirm?
See: http://i.imgur.com/BZfOOe0.jpg
Quote from: carpediembr on December 28, 2016, 08:18:00 AM
Quote from: cerhio on December 28, 2016, 03:31:24 AM
Quote from: carpediembr on December 28, 2016, 12:40:33 AM
Anyone having issues with mortar shells?
Aparently they are turning into Vanilla Mortar Shells.
Yup, I wasn't sure if it was just because I kept them in those shelves or not. It really fucked me up when I was being raided.
Aparently the latest release fixes that issue.
New issue: Turrets not shooting over embrasures/sandbags, can anyone else confirm?
See: http://i.imgur.com/BZfOOe0.jpg
Damn, you had me excited up until that last sentence :(
Had no issues with turrets not shooting in my games, but havent tried the autoturrets.
Quote from: carpediembr on December 28, 2016, 08:18:00 AM
New issue: Turrets not shooting over embrasures/sandbags, can anyone else confirm?
See: http://i.imgur.com/BZfOOe0.jpg
Haven't tried RW at all on this alpha (waiting for the bugs to work out a bit more, and to finish my current Factorio/Bobs run), but have you tried moving the turrets back a tile or two from the bags/embrasures?
I say this, because I remember on a previous release there was a similar issue (which was either introduced, or mitigated by having 1-2 spaces between, can't recall which).
Hi, sorry for my bad english (Google translator)
Since I have installed the mod, I can build ammunition and reload but no one shoots now at pirates or animals. Also the automatic cannon does not.
Can there help me, please.
Are their weapons set to snapshot or aimed, instead of hold fire?
Have tried all shot modes, there is no shot.
By shot modes, do you mean the single, burst, automatic setting?
-edit-
(http://i.imgur.com/X3ltRBx.png)
The icon circled in red, is it set to hold fire?
Something is not true, have already loaded 20x and always taken a different attitude but the face is always the same. There is no shot.
Quote from: AseaHeru on December 28, 2016, 04:18:53 PM
By shot modes, do you mean the single, burst, automatic setting?
-edit-
(http://i.imgur.com/X3ltRBx.png)
The icon circled in red, is it set to hold fire?
The onw with the "Single" is where you set the fire rate (single shot, burst or auto). The circled button tells you how well the pawn will aim. Snapshot means he will fire fast with decreased accuracy, while the other mode will be more accuratw but will take longer to fire.
I usually let the bad shooters fire in snapshot bursts/auto for the supression, while the better shooters have snipers or long range rifles with either bursts or single shot(sniper).
The button to hold fire is the one that says "Allow firing".
On a side note, is CR fully working in A16 right now or does it still have issues? I have heard the supression mechanics weren't working... Are they working now?
It also has a "hold fire" mode, which is what I am checking that theirs arent on.
Getting a mod incompatibility error with the latest version, here's my modlist:
(http://i.imgur.com/maoqf5x.png)
(http://i.imgur.com/K7rbTEi.png)
Its probably defensive positions, the midieval stuff or DCT weapon Overhaul, though Im not certain. Try loading everything without a combination of those and see if it works.
Quote from: Alloy on December 28, 2016, 06:09:52 PM
Getting a mod incompatibility error with the latest version, here's my modlist:
(http://i.imgur.com/maoqf5x.png)
(http://i.imgur.com/K7rbTEi.png)
Use RCC (https://ludeon.com/forums/index.php?topic=25305.0) to find the problem.
I'm sorry, but compatibility issues are more or less inevitable. If you can narrow it down to a single mod that's sufficiently popular, a compatibility mod is quite possible.
I'm not going to narrow down your conflict for you. But for future reference, if you want someone else to do something like that for you, a screenshot is informative but not particularly useful. Useful is creating a steam workshop collection with all your installed mods and uploading your ModsConfig.xml.
Quote from: dkbrk on December 28, 2016, 07:28:45 PM
Use RCC (https://ludeon.com/forums/index.php?topic=25305.0) to find the problem.
Thanks mate, didn't know there was this addon at all. Will try to find the problem and report back to see what's wrong with it.
Edit: Oddly enough, it works if it's lower on the load order. Is there a recommended position for this mod in the list?
how to use achtung feature?
Quote from: minakurafto on December 28, 2016, 08:42:01 PM
how to use achtung feature?
Achtung hasn't been updated to A16 and isn't available.
Quote from: Alloy on December 28, 2016, 07:32:18 PM
Quote from: dkbrk on December 28, 2016, 07:28:45 PM
Use RCC (https://ludeon.com/forums/index.php?topic=25305.0) to find the problem.
Thanks mate, didn't know there was this addon at all. Will try to find the problem and report back to see what's wrong with it.
Edit: Oddly enough, it works if it's lower on the load order. Is there a recommended position for this mod in the list?
CR and Medieval Times don't like each other. Even if you get them to load without seeming conflict, you will run into issues like being unable to craft ammo or somesuch. I'm not sure what the real problem is, but those two mods just don't get along.
If CR is loaded on an existing save, the weapons in it from before CR was loaded throw this error and fail to fire under any circumstance.
Exception ticking Amelia: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb_Shoot.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.VerbTick () [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_VerbTracker.VerbsTick (Verse.VerbTracker _this) [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Weapons created after work just fine however.
Quote from: Kicker on December 29, 2016, 11:36:54 AM
If CR is loaded on an existing save, the weapons in it from before CR was loaded throw this error and fail to fire under any circumstance.
Exception ticking Amelia: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb_Shoot.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.VerbTick () [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_VerbTracker.VerbsTick (Verse.VerbTracker _this) [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Weapons created after work just fine however.
It's been covered a few times before, but CR is such a significant mod, it should be expected not to work when loading a non-CR save.
The developers have native/actual bugs in CR to deal with long before worrying about compatibility with existing saves, which I doubt is even on the radar to be honest.
Just start a new game (it's worth it after all, CR offers more then just end-game content here), "It's worth it!" :D
Quote from: porcupine on December 29, 2016, 01:28:14 PM
Quote from: Kicker on December 29, 2016, 11:36:54 AM
If CR is loaded on an existing save, the weapons in it from before CR was loaded throw this error and fail to fire under any circumstance.
Exception ticking Amelia: System.InvalidCastException: Cannot cast from source type to destination type.
at Verse.Verb_LaunchProjectile.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb_Shoot.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.VerbTick () [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_VerbTracker.VerbsTick (Verse.VerbTracker _this) [0x00000] in <filename unknown>:0
at Verse.Pawn_EquipmentTracker.EquipmentTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Weapons created after work just fine however.
It's been covered a few times before, but CR is such a significant mod, it should be expected not to work when loading a non-CR save.
The developers have native/actual bugs in CR to deal with long before worrying about compatibility with existing saves, which I doubt is even on the radar to be honest.
Just start a new game (it's worth it after all, CR offers more then just end-game content here), "It's worth it!" :D
I just replaced all the existing weapons with new ones using the debug menu. Didn't know if it had already been reported though so thought I should.
On modding, I have been working on making some things compatable with CR, but have hit a snag when it comes to adding in new ammo sets. Namley, I get errors about "'Ammo types' expected line X, position Y", followed by piles of errors about not being able to find said ammo set to give to various weapons. This is accompanied by errors stating that 'No Verse.ThingDef named(ammunition name)'. Any suggestions for how to go about getting it to function correctly?
Quote from: AseaHeru on December 29, 2016, 06:05:40 PM
On modding, I have been working on making some things compatable with CR, but have hit a snag when it comes to adding in new ammo sets. Namley, I get errors about "'Ammo types' expected line X, position Y", followed by piles of errors about not being able to find said ammo set to give to various weapons. This is accompanied by errors stating that 'No Verse.ThingDef named(ammunition name)'. Any suggestions for how to go about getting it to function correctly?
It sounds like you're missing some defs. Take a look at an example in CR, here are the definitions for the assault rifle and its ammunition:
ThingDefs_Misc/Weapons_Guns.xml: Gun_AssaultRifle
AmmoSetDefs/AmmoSets_Rifles.xml: AmmoSet_556x45mmNATO
ThingDefs_Ammo/Ammo_Rifles.xml: Ammo_556x45mmNATO_(FMJ|AP|HP)
RecipeDefs_Ammo/Recipes_AmmoRifles.xml: MakeAmmo_556x45mmNATO_(FMJ|AP|HP)
Depending on the weapon you're adding you may be able to use an existing AmmoSet. Also, make sure your mod goes after CombatRealism.
Weapon, check. Ammunition, check. Projectile, check. Ammo set, check. Problem is, it throws up that error about the ammo type needed in a certain place then cries and doesent do anything.
I do need to get the recipe thing with it though...
Quote from: AseaHeru on December 29, 2016, 07:11:27 PM
Weapon, check. Ammunition, check. Projectile, check. Ammo set, check. Problem is, it throws up that error about the ammo type needed in a certain place then cries and doesent do anything.
I do need to get the recipe thing with it though...
Well, there's nothing specific to any of the ammunition types in the CombatRealism code, so it should only require XML changes. You must be missing something.
Perhaps its getting aggravated that Im not editing existing ones, but putting them in a new file...
I've just tried this mod for the first time. I think it's awesome, but manually managing loadouts is very tedious, especially taking into account different ammo types and the fact you can't get someone take something other not in current loadout. Any tips?
Quote from: messiah on December 30, 2016, 05:47:37 PM
I've just tried this mod for the first time. I think it's awesome, but manually managing loadouts is very tedious, especially taking into account different ammo types and the fact you can't get someone take something other not in current loadout. Any tips?
Use the loadouts only for the ammo types.
Example:
You found a weapon that uses 5mm ammo, create a loadout that "refills" that ammo type and (hopefuly) the weapon wont go away, only the ammo will be refilled.
A few days later you find a 9mm smg, and so you create a loadout with nothing but 9mm ammo. If for any reason you want to go back to the 5mm weapon or you found a different weapon that also uses 5mm ammo just change the loadout back to 5mm.
I dont think this works but it would be a cool feature and if it does it makes the loadout way easier to manage, just change the ammo type according to the one the weapon uses.
The way I manage weapon loadouts is the moment I find a new weapon I create a loadout for it. The loadout contains the weapon and 3x the ammo the weapon can carry in a single mag, so an M4 with 30 bullets will have an extra 120 bullets in the backpack. If I ever find that weapon again (and I certainly will if I play only vanilla weapons) I only need to select the loadout I previously created.
Another thing I do is to create loadouts when I have "spare" time for weapons I have not found yet, so when I do I'll be ready. It takes about 15 secs for me to create a new loadout so it does not take much time...
Another thing I do to make it easier to manage ammo is to use weapons that use specific ammo types to reduce both space and metal to craft the ammo. What I mean is with only a few exceptions I always use FMJ ammo and sell every other type of ammo. In adition I try to use as little ammo types as possible (5mm, 7mm nato and .303 for example), ignoring weapons that use different ammo types unless it is a really good weapon (so russian 7mm will be sold most times in my colonies)
The key is keep it simple, use only a few ammo types and calibers and sell what you need.
Put the loading tables to craft ammo until you have 200 ammo for each ammo type you use and you wont have to worry about it ever again.
Quote from: messiah on December 30, 2016, 05:47:37 PM
I've just tried this mod for the first time. I think it's awesome, but manually managing loadouts is very tedious, especially taking into account different ammo types and the fact you can't get someone take something other not in current loadout. Any tips?
I make loadouts specific to a few weapons. I make one with a pistol, .45 ammo, and meals, another for the rifle and .303 British, and one for the 12-gauge and buckshot. I try to keep my colonists using standard weapons so that the ammo is interchangeable. Basically get everyone a shotgun unless they can actually shoot, then get them a rifle and the .45 submachinegun.
Once they're set, you shouldn't need to touch loadouts unless you acquire a new weapon that you actually want to use.
Quote from: messiah on December 30, 2016, 05:47:37 PM
I've just tried this mod for the first time. I think it's awesome, but manually managing loadouts is very tedious, especially taking into account different ammo types and the fact you can't get someone take something other not in current loadout. Any tips?
One thing I've been thinking of doing is adding a button in the loadout management screen to add one loadout to another. This would also allow a means of copying a loadout by creating a new -- empty -- loadout, and adding another loadout to it. If I do that, I'm thinking I might as well add a difference operation as well, so you could subtract one loadout from another. Besides bugs that need to be worked on, I'm hesitant to do this because I know I have a tendency when designing a UI to make something powerful but potentially confusing to other people. Feedback on how this might be received would be appreciated.
Also, managing loadouts also used to be much more tedious because the dialog had abysmally poor rendering performance unless you filtered the items selection down to a relatively small number. Fortunately that's now been fixed.
Why enemies do not shoot in my pawns behind the embrasures?
They just pass by, trying to destroy some base objects and die. They not even try to break the embrasures.
There is an annoying bug where the last round in a gun fails to fire and disappears if the pawn has no more to reload the gun with after firing it.
When that happens, i get this error:
Exception ticking Iris: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.Verb_LaunchProjectileCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.WarmupComplete () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_LaunchProjectileCR.WarmupComplete () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.WarmupComplete () [0x00000] in <filename unknown>:0
at Verse.Stance_Warmup.Expire () [0x00000] in <filename unknown>:0
at Verse.Stance_Busy.StanceTick () [0x00000] in <filename unknown>:0
at Verse.Stance_Warmup.StanceTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
On an unrelated note, bored playing CR with only vanilla weapons, i've made a hackjob of an update for Rimfire CR for my own use that works with the current CR. It still shows up a bunch of errors, and i'm not experienced enough with Rimworld modding to have an idea what half of them are about, but it works ok so far on a 3 season colony. If anyone is interested, PM me.
Quote from: Marduk on December 31, 2016, 11:12:17 AM
There is an annoying bug where the last round in a gun fails to fire and disappears if the pawn has no more to reload the gun with after firing it.
When that happens, i get this error:
Exception ticking Iris: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.Verb_LaunchProjectileCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.WarmupComplete () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_LaunchProjectileCR.WarmupComplete () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.WarmupComplete () [0x00000] in <filename unknown>:0
at Verse.Stance_Warmup.Expire () [0x00000] in <filename unknown>:0
at Verse.Stance_Busy.StanceTick () [0x00000] in <filename unknown>:0
at Verse.Stance_Warmup.StanceTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
On an unrelated note, bored playing CR with only vanilla weapons, i've made a hackjob of an update for Rimfire CR for my own use that works with the current CR. It still shows up a bunch of errors, and i'm not experienced enough with Rimworld modding to have an idea what half of them are about, but it works ok so far on a 3 season colony. If anyone is interested, PM me.
I can't recall what it was called, but in A12/A13, I played a mod that added considerable complexity to the game, by making adding a lot more raw materials/refinements/etc. to producing stuff. Solar panels weren't just some metal and away you go, I spent the first month or two without solar (having to refine the metal, then glass, etc.).
It made the game a LOT more interesting... anybody remember what that mod was called? It was fairly extensive, and well fleshed out.
You are 99% looking for this:
https://ludeon.com/forums/index.php?topic=12996.msg260280;boardseen#new
Quote from: Marduk on December 31, 2016, 05:01:29 PM
You are 99% looking for this:
https://ludeon.com/forums/index.php?topic=12996.msg260280;boardseen#new
Ah, that may indeed be it, danke.
Quote from: Nialkier on December 31, 2016, 06:32:26 AM
Why enemies do not shoot in my pawns behind the embrasures?
They just pass by, trying to destroy some base objects and die. They not even try to break the embrasures.
Because Embrasures don't work very well with enemy AI, which is why they're typically OP.
man i would love this mod if it didn't have the whole ammo sistem ,there are 100 types of bullets making it a micro managing nightmare always having to make sure the idiots have ammo for their guns, and making them carry too much makes them slower...
If I could make one recommendation. Just above the download link, in large, bold, red text: "Do not ask for the ammo system to be removed. It never will be." Just to quiet those who can't handle a simple "assign equipment" menu.
Quote from: nbielinski on January 01, 2017, 02:16:53 AM
If I could make one recommendation. Just above the download link, in large, bold, red text: "Do not ask for the ammo system to be removed. It never will be." Just to quiet those who can't handle a simple "assign equipment" menu.
I'll make a recommendation for you in return: stop acting like a condescending prick.
CR is an expansive mod and there are plenty of reasons to want a version without ammo. Even laying aside the fact that some people find ammo tedious (I personally don't) the system as currently implemented has caused bugs aplenty in the past (and still may) and will certainly cause mod compatibility issues for the foreseeable future.
Not saying an ammo-less version should be a priority, but pretending like its an unreasonable request is ridiculous.
Quote from: doofustroofus on January 01, 2017, 04:33:00 AM
Quote from: nbielinski on January 01, 2017, 02:16:53 AM
If I could make one recommendation. Just above the download link, in large, bold, red text: "Do not ask for the ammo system to be removed. It never will be." Just to quiet those who can't handle a simple "assign equipment" menu.
I'll make a recommendation for you in return: stop acting like a condescending prick.
CR is an expansive mod and there are plenty of reasons to want a version without ammo. Even laying aside the fact that some people find ammo tedious (I personally don't) the system as currently implemented has caused bugs aplenty in the past (and still may) and will certainly cause mod compatibility issues for the foreseeable future.
Not saying an ammo-less version should be a priority, but pretending like its an unreasonable request is ridiculous.
It's an unreasonable request, and that's not a ridiculous statement.
Ammo is central to the point of CR, it's been re-iterated repeatedly by the developers ad-nauseum.
To ask the developers to spend their personal time, to develop a specialized feature set for the extreme minority of users who want "combat realism, but wait, not that real!" is an unreasonable request.
TL;DR: If you want to develop it, go nuts, but the idea that the developers should invest time in this anti-feature is clearly ridiculous.
let me start by saying that I really like this mod.
it adds lots of content and together with Crush landing makes the game real vibrant.
one of the things that I miss is a way to set the minimum ammunition for each pawn.
my pawns go hunting coming back with no ammo or with very low ammo, and the next time there is a raid .. they are kinda useless.
I solved it by having a machine gun for each of my hunters.
Now I don't care how match ammo they have on them the MG have plenty of ammo from the cabinet next to it.
I think there should be a way to set min/max amount of ammo.
example: 100 bullets is the minimum, 200 maximum. pawn have finished hunting and have 50 bullets, it goes and restock to 200. next time it come back from hunting with 160 .. all good nothing needs to be done.
Quote from: oneiwily on January 01, 2017, 05:58:34 AM
let me start by saying that I really like this mod.
it adds lots of content and together with Crush landing makes the game real vibrant.
one of the things that I miss is a way to set the minimum ammunition for each pawn.
my pawns go hunting coming back with no ammo or with very low ammo, and the next time there is a raid .. they are kinda useless.
I solved it by having a machine gun for each of my hunters.
Now I don't care how match ammo they have on them the MG have plenty of ammo from the cabinet next to it.
I think there should be a way to set min/max amount of ammo.
example: 100 bullets is the minimum, 200 maximum. pawn have finished hunting and have 50 bullets, it goes and restock to 200. next time it come back from hunting with 160 .. all good nothing needs to be done.
Are you making use of the loadout feature also added by this mod? Check the Assign-menu and specify that your colonists should always have their weapon of choice and a sufficient amount of ammo on them (I usually do 2-3x the capacity of the weapon).
Besides, no ammo system would make it effectively impossible to balance automatic weapons at all, especially with the non automatic ones.
Quote from: porcupine on January 01, 2017, 05:14:57 AM
It's an unreasonable request, and that's not a ridiculous statement.
Ammo is central to the point of CR, it's been re-iterated repeatedly by the developers ad-nauseum.
To ask the developers to spend their personal time, to develop a specialized feature set for the extreme minority of users who want "combat realism, but wait, not that real!" is an unreasonable request.
TL;DR: If you want to develop it, go nuts, but the idea that the developers should invest time in this anti-feature is clearly ridiculous.
Just because something is a reasonable request doesn't mean a developer is obligated to implement it. Hence why I said its not necessarily a priority. Stop being unnecessarily hostile.
Also if the developers have "re-iterated it ad-nauseum" then putting something in the op probably IS a good idea. Just don't be like nbielinski and be a dick about it.
Fake edit: while you very may be correct that ammo is central to CR, the system as a whole accounts for a whopping 14% of the feature list. If you're just talking about disabling bulk/weight it drops to 5%.
Unnecessarily hostile? I made a recommendation to stop the copious amount of posts asking for ammo to be removed, so the line of posts would be trimmed down and perhaps people reporting actual issues could be noticed and you call me a prick.. I'm sorry to burst your bubble but the mod creator has said they will not be removing the ammo feature. I'm just saying put that up front so people stop book ending every fifth day with a post asking for ammo to be removed. I dunno. Don't be so defensive about a non-issue?
I dunno if this is the right place to report a bug, but, when you Pick up clothing(including backpacks and armor) when you try to drop it, you can't! i dunno if this has been reported yet, you can drop food, ammo and weapons, but not clothing from your Inventory.
Quote from: Mercain on January 01, 2017, 02:56:42 PM
I dunno if this is the right place to report a bug, but, when you Pick up clothing(including backpacks and armor) when you try to drop it, you can't! i dunno if this has been reported yet, you can drop food, ammo and weapons, but not clothing from your Inventory.
I noticed this bug too, the only work around I found so far is to use the dev mode and the "down" tool to incapacitate that pawn so they drop all their inventory, and then the heal tool to restore them to functionality. (just be careful with the heal tool as it will also remove cyber ware if you click on a body part with cybernetics in it.)
Additional BUG: I also noticed the auto turrets (both the 5.56mm one and the 14mm one) will not fire from behind embrasures.
Quote from: nbielinski on January 01, 2017, 02:23:27 PM
Unnecessarily hostile? I made a recommendation to stop the copious amount of posts asking for ammo to be removed, so the line of posts would be trimmed down and perhaps people reporting actual issues could be noticed and you call me a prick.
Quote from: nbielinski on January 01, 2017, 02:16:53 AM
Just to quiet those who can't handle a simple "assign equipment" menu.
mhmm
Anyway I've said my piece, guess I just prefer aggressive aggressive to passive aggressive :)
Edit: Also for content's sake: the inventory management's interaction with food for training animals is still very buggy. Maybe just give food 0 weight/bulk for now?
Quote from: dkbrk on December 30, 2016, 08:55:46 PM
Also, managing loadouts also used to be much more tedious because the dialog had abysmally poor rendering performance unless you filtered the items selection down to a relatively small number. Fortunately that's now been fixed.
May I hug you?
Quote from: fall on January 01, 2017, 02:09:06 AM
man i would love this mod if it didn't have the whole ammo sistem ,there are 100 types of bullets making it a micro managing nightmare always having to make sure the idiots have ammo for their guns, and making them carry too much makes them slower...
There's only 12-ish that you need to care about. I even made a list of them!
https://docs.google.com/document/d/1p9TA14NdVO0_gDt8lIrZyFlaNBHqOgbITw5GnbDHT8o
The key is working up to machining and securing your own supply of a few critical calibers.
Any chance for doing a patch for Rimsernal mods?
Would be great!
I'd really like to use this with Rimsenal and some other turret mods. I'm not sure what I could specifically change to make it compatible.
I assume weapons/turrets are unable to fire because something with ParentName="BaseBullet" or the like. And GlitterTech APB rifles had unintended accuracy calculations; basically 100% hit chance even when the chance was below 100%.
1.6.9.1
TripleRocket also wasn't working for me. Sieges would sometimes screw up and they wouldn't get supplies for mortars. It was as if they tried to make CombatRealism turrets and failed, but they are able to make normal mortars.
Quote from: Lady Wolf on January 01, 2017, 04:13:09 PM
Quote from: Mercain on January 01, 2017, 02:56:42 PM
I dunno if this is the right place to report a bug, but, when you Pick up clothing(including backpacks and armor) when you try to drop it, you can't! i dunno if this has been reported yet, you can drop food, ammo and weapons, but not clothing from your Inventory.
I noticed this bug too, the only work around I found so far is to use the dev mode and the "down" tool to incapacitate that pawn so they drop all their inventory, and then the heal tool to restore them to functionality. (just be careful with the heal tool as it will also remove cyber ware if you click on a body part with cybernetics in it.)
Additional BUG: I also noticed the auto turrets (both the 5.56mm one and the 14mm one) will not fire from behind embrasures.
Ahhh, thank you very much! Guess i won't be picking up clothing anytime soon.
ammo from centipede (12x64mm) too high in price and making centipede a silver mine. 1 centipede can give you 10K+ silver just from ammo(if it havent use too much when you killed it. since the ammo is useless junk why would trade buy it for a high price ,unless we can use mechanoid weapon or can retrofit the ammo into charged rifle ammo 24mm or make it disappear on death like mechanoid weapon never drop when it dead.
manned turret is too powerful and can make raid harmless, unless raider can use manned turret to siege and make it more "fair"
using power armor should make pawn be able to carry more in caravan ,not burdening instead. currently pawn with power armor cant carry their own weight lol
chemfuel is a good alternative ingredient to make molotov/incedenary
I think the best solution for the loadouts is to add such options as: "take best available melee/ranged weapon" and "take best available ammo" and that's it. Even better to make this a default.
Quote from: messiah on January 02, 2017, 05:34:45 AM
I think the best solution for the loadouts is to add such options as: "take best available melee/ranged weapon" and "take best available ammo" and that's it. Even better to make this a default.
And by that logic, the best ranged weapon is?
The best way to accomplish this, is to get RW ported to consoles. That's when stuff always gets dumbed down :).
Confirming the carried clothing-bug. You can not drop them.
Also yeah, the centipedes are ridiculous. First one I killed dropped 10.000 12x64mm cartridges, if any more show up my map'll be filled up soon.
Check THIS (http://i.imgur.com/nn9Hmxl.jpg) out. :o
Quote from: deathstar on January 02, 2017, 11:25:53 AM
Confirming the carried clothing-bug. You can not drop them.
Also yeah, the centipedes are ridiculous. First one I killed dropped 10.000 12x64mm cartridges, if any more show up my map'll be filled up soon.
Check THIS (http://i.imgur.com/nn9Hmxl.jpg) out. :o
TY EBANUTIY KLUBNIKAEB BLYAT TY HULI VEZDE SRESH I NA DVACHE I V GRUPPE VTENTAKLE EBANOY SUKA
Quote from: deathstar on January 02, 2017, 11:25:53 AM
Confirming the carried clothing-bug. You can not drop them.
Also yeah, the centipedes are ridiculous. First one I killed dropped 10.000 12x64mm cartridges, if any more show up my map'll be filled up soon.
Check THIS (http://i.imgur.com/nn9Hmxl.jpg) out. :o
WOOOOOWW change the code for the centipedes to use the weapons you like and you have free ammo supply for life xD
Skyarkhangel: Is this mod changing anything in the weight mechanics? Since in A16 there already is a "weight" value for most items I guess you would only need to adapt the mod to use the native weight system and keep the bulk value for balancing reasons (to prevent pawns from carrying way too much ammo into a siege, making them carry "humane" amounts of ammo and weapons).
Also, who should make the weapon compatibility patches? You or the weapon mod's owner? I am asking this because I keep seeing people ask for compatibility patches for
this or
that mod and perhaps you are the best person to tell people who to ask that for.
I also support the idea of placing a
BIG RED WARNING IN NOTHING BUT CAPS telling people to stop asking for the removal of ammo from this mod.
Some of the comments to this idea have been rude and there's no reason to it... Skyarkhangel has already stated that he will NOT remove the ammo system but this comment from his is lost somewhere in all the comments. Making it well visible would be in most people's best interests.
Not sure if this has been noted (I read the last couple of pages and didn't see it), but in A16, I've noticed mechanoids seem a LOT weaker than before. It used to be that centipedes could bounce anything short of charge rifles, but recently I've seen stuff as weak as 5.56mm hollow point do them harm. I haven't tested this with no other mods, but nothing else I'm using should alter them in any way, it's all UI and such stuff.
Quote from: porcupine on January 02, 2017, 11:15:48 AM
Quote from: messiah on January 02, 2017, 05:34:45 AM
I think the best solution for the loadouts is to add such options as: "take best available melee/ranged weapon" and "take best available ammo" and that's it. Even better to make this a default.
And by that logic, the best ranged weapon is?
The best way to accomplish this, is to get RW ported to consoles. That's when stuff always gets dumbed down :).
That's indeed not an easy question, but IMHO there should be an option to make this automated. For example it can be as simple as: "most damage dealt and best quality", of course this is very simple, so it could be expanded to some groups, for example instead of listing every available pistol it could be grouped: "take any/best (quality) pistol with any/specific ammo". If such system would be implemented, it would be a blast.
Concerning your console comment: play 4X space Distant Worlds - there is automation for literally every aspect of the game and it is not for consoles. You can even watch without playing ) My point is: making something NOT tedious doesn't mean dumbing it down, it's just an option, you can turn it off.
Quote from: minakurafto on January 02, 2017, 03:49:43 AM
ammo from centipede (12x64mm) too high in price and making centipede a silver mine. 1 centipede can give you 10K+ silver just from ammo(if it havent use too much when you killed it. since the ammo is useless junk why would trade buy it for a high price ,unless we can use mechanoid weapon or can retrofit the ammo into charged rifle ammo 24mm or make it disappear on death like mechanoid weapon never drop when it dead.
Quote from: Maeyanie on January 02, 2017, 01:31:55 PM
Not sure if this has been noted (I read the last couple of pages and didn't see it), but in A16, I've noticed mechanoids seem a LOT weaker than before. It used to be that centipedes could bounce anything short of charge rifles, but recently I've seen stuff as weak as 5.56mm hollow point do them harm. I haven't tested this with no other mods, but nothing else I'm using should alter them in any way, it's all UI and such stuff.
Mechanoids are missing their extra armor for some reason. They aren't supposed to be that easy to kill.
The non-lethal bullets for shotgun don't work; also with naked prisioners or tribal warriors without armor, how can i solve this?
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.
I dont see why we can not have this flexibility, until the mod can handle, auto get ammo for your weapon if its available.
I was about 2 years in a game, had some weapons and ammo, got raided, the ammo i got from raid was diferent, had to change all my loadouts. I personally dont like it.
But i do love the mod, and the fact that it is in SK HARDCORE is awsome as well. Is it so hard to build something to help out with this aspect of micromanaging it? Is it so bad to ask for it, beeing a fan and all?
Quote from: gustavoghe on January 03, 2017, 05:18:13 PM
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.
I dont see why we can not have this flexibility, until the mod can handle, auto get ammo for your weapon if its available.
I was about 2 years in a game, had some weapons and ammo, got raided, the ammo i got from raid was diferent, had to change all my loadouts. I personally dont like it.
But i do love the mod, and the fact that it is in SK HARDCORE is awsome as well. Is it so hard to build something to help out with this aspect of micromanaging it? Is it so bad to ask for it, beeing a fan and all?
Half the mod revolves the use of ammo. It's impractical to remove it entirely.
Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?
Quote from: gustavoghe on January 03, 2017, 05:18:13 PM
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.
Quote from: Adalah217 on January 03, 2017, 05:23:00 PM
Half the mod revolves the use of ammo. It's impractical to remove it entirely.
Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?
Same here and I offered a solution to this problem. There is no need to remove anything. Simply add some kind of automation and it will be superb.
Quote from: Adalah217 on January 03, 2017, 05:23:00 PM
Half the mod revolves the use of ammo. It's impractical to remove it entirely.
Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?
That doesn't really sound like a compatibility patch... That compatibility patch would break the mod for every other weapons mods that would also have a compatibility patch.
I think what you want would require a complete rewrite of Combat Realism, same as removing the ammo system.
Quote from: gustavoghe on January 03, 2017, 05:18:13 PM
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.
...
Jesus what are you doing with CR man? I managed to reach end game with no more than a dozen loadouts! For a colony of almost 25 pawns!!
I seriously do not understand how people find this mod so hard to play... "too much micromanagement"... go play any Paradox game and you'll have a whole new meaning to the word "micromanagement"
Quote from: messiah on January 03, 2017, 05:29:02 PM
Same here and I offered a solution to this problem. There is no need to remove anything. Simply add some kind of automation and it will be superb.
There already is all the automation you can possibly need. Put half a dozen crafting orders for the ammo you play the most, play with only a few ammo types (no need to have 1000 AP 5mm bullets and another 1k FMJ for the same caliber), set the crafting bills to craft ammo until you have 200 ammo (because bills craft 500 for most bullet calibers) and you can forget about the crafting table! The only thing you'll need to worry about is to sell the bullet types you do not want/use and get enough metal for the ammo.
Quote from: messiah on January 03, 2017, 05:29:02 PM
Quote from: gustavoghe on January 03, 2017, 05:18:13 PM
I dont see why, we can not ask for flexibility refering to ammo usage. The concept of it is great, but the fact that you have to micromanage it to a point where you almost have to have 100´s of loadouts to get a colony of 10 people to be able to use what is looted from raiders, its awufull.
Quote from: Adalah217 on January 03, 2017, 05:23:00 PM
Half the mod revolves the use of ammo. It's impractical to remove it entirely.
Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?
Same here and I offered a solution to this problem. There is no need to remove anything. Simply add some kind of automation and it will be superb.
You are right, the only thing its missing is some automation, intelligence for pawns to grab the type of ammo they need.
I guess its a point of view wether you like the ammo micromanaging chalange, or just the fact that you have a variety of ammo.
I like the fact that you have a lot of ammo types, i play a loot raid style game. I dont like the fact that pawns wont grab the right type of ammo automatically.
Hey, For some reason your mod is causing the comms table to be un usable.
NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Quote from: gustavoghe on January 03, 2017, 05:49:22 PM
...
I dont like the fact that pawns wont grab the right type of ammo automatically.
Are you speaking about them picking ammo without having a loadout set for them?
If that's the case then I understand now what people mean by "automation" in this mod :P That is indeed a good idea, perhaps setting a max ammo quantity that a pawn can carry at any given time or having a set number of max ammo for
x weapon
Please, bean bullets doesn't work; how can i fix?
Quote from: blaxblade on January 03, 2017, 06:58:57 PM
Please, bean bullets doesn't work; how can i fix?
I can confirm this, every time you fire a bean bag there's a error message that appears int he dev window. (When I get a chance to play again I'll list the exact error)
Arrows are not used when firing from a bow, at least a short bow. Can anyone else confirm?
You can also report bugs directly to the git:
https://github.com/skyarkhangel/CombatRealism/issues
Quote from: joaonunes on January 03, 2017, 05:33:26 PM
Quote from: Adalah217 on January 03, 2017, 05:23:00 PM
Half the mod revolves the use of ammo. It's impractical to remove it entirely.
Ultimately, a good solution would have the mod use fewer types of ammo. This is exactly what my goal is right now as I make a compatibility patch for LewisDTC's weapon mods. I'm not sure how to override CR's ammo so it doesn't appear though. Anyone have any thoughts?
That doesn't really sound like a compatibility patch... That compatibility patch would break the mod for every other weapons mods that would also have a compatibility patch.
I think what you want would require a complete rewrite of Combat Realism, same as removing the ammo system.
Yes it would break other mods using CR but the only other option would be to have a unique ammo for each weapon in DTC, which would not work for many reasons (mainly in terms of labor writing the damn thing). I don't think it will be much of a problem for many people using the DTC mods in the first place because they're so different from other weapon mods. DTC already overwrites all of vanilla's weapons, breaking any sort of balance others try to achieve in the first place.
I think a rewrite sounds disingenuous, as the mod is largely untouched and not packaged within the patch. It's not the same as removing the ammo system in terms of gameplay. The goal is to rename the ammo so it just uses the closest analog ammo in the ammo. For example, rifle AP, FMJ, and HP ammo will be redirected to just use generic bullets, so hopefully compatibility will be preserved, but that's a long-term goal.
Also, is anyone else getting a bug when a pawn runs out of ammo?
Exception ticking Eridani: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.Verb_LaunchProjectileCR.TryCastShot () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.WarmupComplete () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_LaunchProjectileCR.WarmupComplete () [0x00000] in <filename unknown>:0
at Combat_Realism.Verb_ShootCR.WarmupComplete () [0x00000] in <filename unknown>:0
at Verse.Stance_Warmup.Expire () [0x00000] in <filename unknown>:0
at Verse.Stance_Busy.StanceTick () [0x00000] in <filename unknown>:0
at Verse.Stance_Warmup.StanceTick () [0x00000] in <filename unknown>:0
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
The pawn firing was named Eridani. This is 1.6.9.2 CR loaded right after core only with latest release. Just want to confirm if anyone else is getting this before reporting it as a bug. Only happens when running out of ammo for any given weapon.
Quote from: Adalah217 on January 04, 2017, 05:03:02 AM
The pawn firing was named Eridani. This is 1.6.9.2 CR loaded right after core only with latest release. Just want to confirm if anyone else is getting this before reporting it as a bug. Only happens when running out of ammo for any given weapon.
Yeah, got the same, talked about it, last round in weapon disappears instead of firing if the pawn have has nothing to reload with in inventory.
Quote from: jose1996 on January 03, 2017, 11:13:19 PM
Arrows are not used when firing from a bow, at least a short bow. Can anyone else confirm?
I had same bug, you just have to click right mouse button on reload button and select arrow manually, just like chosing ammo without loadout and then bows are working fine. CR is not selecting them automatically just like in guns when mag and ammo of same type is depleted because... bow doesn't have mag.
Quote from: Marduk on January 04, 2017, 08:00:02 AM
Quote from: Adalah217 on January 04, 2017, 05:03:02 AM
The pawn firing was named Eridani. This is 1.6.9.2 CR loaded right after core only with latest release. Just want to confirm if anyone else is getting this before reporting it as a bug. Only happens when running out of ammo for any given weapon.
Yeah, got the same, talked about it, last round in weapon disappears instead of firing if the pawn have has nothing to reload with in inventory.
Thanks for confirmation.
Quote from: KrolCwanPL on January 04, 2017, 08:36:09 AM
Quote from: jose1996 on January 03, 2017, 11:13:19 PM
Arrows are not used when firing from a bow, at least a short bow. Can anyone else confirm?
I had same bug, you just have to click right mouse button on reload button and select arrow manually, just like chosing ammo without loadout and then bows are working fine. CR is not selecting them automatically just like in guns when mag and ammo of same type is depleted because... bow doesn't have mag.
I'll have to try this. It's still a major bug even with this "fix". Thanks!
how to cancel or hold fire mortar(81mm)? and also it cant force target when unmanned, but when manned pawn will shoot at will if can, then we must wait reload again
and in CR we cant smelt weapon (melee & ranged) ,right?
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
I noticed my pawns weren't taking their Malari-block Penoxycyline every 5 days as per the schedule I set for them, the only thing I could find was this: https://www.reddit.com/r/RimWorld/comments/5e63zz/colonists_wont_take_malariblock_as_scheduled_by/ (https://www.reddit.com/r/RimWorld/comments/5e63zz/colonists_wont_take_malariblock_as_scheduled_by/) reddit thread.
Is CR causing issues with drug policies, and if so is there a workaround? Having to take it manually on every colonist every 5 days is kind of a pain in the butt
Quick Query.
Can someone post a screenshot of the "Bill" tab containing ammo creation?
I'm fairly certain it's a mod conflict (to which, I'll just live with it), but I presently can't see any ammo beyond 81mm (not 90), grenades, arrows & 2 ammo crates. Also, the loading table has 0 bills available. Again, probably a mod conflict... but asking just in case I'm blind.
Update to v.1.6.9.3
Fix apparel drop from inventory
Fixed colonists following drug assignments
Chinese translation
Make ranged and melee weapons smeltable
Decrease chance to hit friendly target for 70%
Fix consume food button not appearing in pawn inventory tab
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.
Quote from: Devon_v on January 05, 2017, 09:48:43 PM
Quote from: minakurafto on January 05, 2017, 01:39:55 AM
can we have food(/other thing) to be included in loadout? because armed pawn usually cant carry food(auto drop) and sometime when haul food to stockile it may repeat drop and take meal for "eternity"
They're all in the ∞ tab. You can have anything you want included.
ah, i never look carefully that tabs , i thought it just weapon and ammo lol
Hey, is this normal?
http://i.imgur.com/V6ZYbGD.jpg
Are you loading HardcoreSK and CR together? The former already includes the latter.
Otherwise it looks like a mod conflict. Put CR at the bottom of the load order and it should resolve it. Unless it's Medieval Times, CR doesn't like it for some reason.
Quote from: Devon_v on January 06, 2017, 06:55:22 PM
Are you loading HardcoreSK and CR together? The former already includes the latter.
Otherwise it looks like a mod conflict. Put CR at the bottom of the load order and it should resolve it. Unless it's Medieval Times, CR doesn't like it for some reason.
Thank you for the hint, I took a mod from out of the SK pack thinking it would work by itself. Removing it fixed the wall of conflicts.
Is there some kind of write up or mini guide somewhere about all the guns CR has to offer?
So far I've just equiped my fighters with Assault Rifles and put a magazine worth of HP/AP/FMJ in the loadout, so far that gives me enough versatility to deal with any short-medium range threat quite well.
Still it seems like a waste to just leave it at that when there's so many more guns (and ammo types) especially considering I took the effort to research em.
Is there an objective hierarchy here as in Gun A > Gun B or is it more a case of preference?
I do hope it's not just me who encounters this bug:
Whenever I load a saved game, any and all HE Mortar Shells I have had turn into vanilla-game mortar shells. EMP and Incendiary ones seem fine, but the HE Shells seem to morph, and are no longer usable. Moreover, the stockpile they were in changes its settings to include vanilla shells but no HE Shells.
Quote from: kunyomi on January 07, 2017, 06:16:10 AM
Is there some kind of write up or mini guide somewhere about all the guns CR has to offer?
So far I've just equiped my fighters with Assault Rifles and put a magazine worth of HP/AP/FMJ in the loadout, so far that gives me enough versatility to deal with any short-medium range threat quite well.
Still it seems like a waste to just leave it at that when there's so many more guns (and ammo types) especially considering I took the effort to research em.
Is there an objective hierarchy here as in Gun A > Gun B or is it more a case of preference?
There's no guns that are always better than others - it depends on situation. Maybe except for explosives. They just... blow things up, whatever they are.
Plus there already are some amazing mods that add CR compatibile weapons.
If you have lots of open space between your defenses and enemy spawn areas, sniper rifles, assault rifles and manned machineguns are the king.
Big tribal raids? Blow them up. If you can't kill them from the distance. If you can't, from my experience shotguns and SMGs are amazing at dealing with crowds.
Raiders dropping inside your base? Shotguns and SMGs.
Siege? Snipe them, I recommend with rocket launchers.
Infestation? Shotguns and SMGs or very good armors + melee.
Mechanoids? Snipe them if you have the ammo and patience, but I found out that it's best to stun them with EMP and close in with SMGs and assault rifles with AP ammo and shotguns with EMP shells.
Another helpful things are to set pawns to always carry a knife (to defend themselves in emergency) and to add one grenade to their combat loadouts.
Ammo types are mostly self-explanatory - FMJ against early-midgame raiders, HP against tribals and for hunting, AP against mechanoids and lategame raiders.
Not sure about bugs. Do they have armor?And this is just my perspective. There are lots of more possibilities, like using mortars, personal shields and animals.
Someone know how to fix a bug with taking ammunition?(cannot take ammo and more than 1 weapon)
Quote from: XimalX on January 07, 2017, 01:18:26 PM
Someone know how to fix a bug with taking ammunition?(cannot take ammo and more than 1 weapon)
Are you using the loadout system? It's under the "Assign" tab. Also make sure your pawn has free bulk and weight capacity to pick up what you want him to.
Is this intentional or did you forget to update Combat Realism in the Steam Workshop? It's still 1.6.9.2 with the drug system issues.
Yep, on Steam still 9.2.
Soon 1.6.9.4 update with on Steam too.
Quote from: kunyomi on January 07, 2017, 06:16:10 AM
Is there some kind of write up or mini guide somewhere about all the guns CR has to offer?
By default it's all the vanilla guns, so they aren't balanced around a concept of every gun having a clear role, or there being a specific progression of guns, it's more a matter of working with what you have. Especially early in the game the best gun is the one you have ammo for.
Once you can start crafting I favor sniper rifles, assault rifles, and shotguns. Shotguns rule early combat if you can get your hands on one, and murder unarmored tribals like nobody's business. They're also fittingly fantastic hunting weapons with buckshot. Assault rifles are middle of the road, while snipers are handy for picking off doomsday launchers and cracking armor on scythers. Explosive ammo and the weapons that can use it are very strong, but also limited in how often you can use them. Once the bug that's preventing the mechanoids from having their proper armor values is fixed they will be very important again for dealing with the eventual centipede stampede.
The humble pistol should not be overlooked. Pawns can carry as many weapons as they can fit on their bodies, and a quick-firing pistol is a great backup weapon for a sniper or for when you just don't have time to reload your shotgun. As Fafn1r mentioned, a combat knife is always a good idea as well.
Thanks for the input guys.
Also, is making the M240B on the Machining Table supposed to be 1 work?
It was pretty much finished as soon as my crafter sat next to it.
I'm having trouble with power armor travelling in caravans, as I documented in this thread: https://ludeon.com/forums/index.php?topic=28667.0
After searching Combat Realism's XML files, I have confirmed that the issue is to do with the mod's changes and should be rectified. While I didn't find anything in my search of this thread about it, let me know if it's already been reported or if I'm just misunderstanding something.
I'm having a bug where predator animals are unable to attack their prey, but leave a huge amount of blood on the map when they try to attack.
Log listed below.
Exception ticking FoxArctic122373: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.CR_Utility.GetAfterArmorDamage (Verse.Pawn pawn, Int32 damAmountInt, Verse.BodyPartRecord part, DamageInfo dinfo, Boolean damageArmor, System.Boolean& deflected) [0x00000] in <filename unknown>:0
at Combat_Realism.DamageWorker_AddInjuryCR.ApplyDamagePartial (DamageInfo dinfo, Verse.Pawn pawn, Combat_Realism.LocalInjuryResult& result) [0x00000] in <filename unknown>:0
at Combat_Realism.DamageWorker_AddInjuryCR.ApplyToPawn (DamageInfo dinfo, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.DamageWorker_AddInjuryCR.Apply (DamageInfo dinfo, Verse.Thing thing) [0x00000] in <filename unknown>:0
at Verse.Thing.TakeDamage (DamageInfo dinfo) [0x00000] in <filename unknown>:0
at RimWorld.Verb_MeleeAttack.ApplyMeleeDamageToTarget (LocalTargetInfo target) [0x00000] in <filename unknown>:0
at RimWorld.Verb_MeleeAttack.TryCastShot () [0x00000] in <filename unknown>:0
at Verse.Verb.TryCastNextBurstShot () [0x00000] in <filename unknown>:0
at Verse.Verb.VerbTick () [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_VerbTracker.VerbsTick (Verse.VerbTracker _this) [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Quote from: Peterowsky on January 07, 2017, 12:43:33 PM
I do hope it's not just me who encounters this bug:
Whenever I load a saved game, any and all HE Mortar Shells I have had turn into vanilla-game mortar shells. EMP and Incendiary ones seem fine, but the HE Shells seem to morph, and are no longer usable. Moreover, the stockpile they were in changes its settings to include vanilla shells but no HE Shells.
Are you sure you're up to date with the mod? It was a known issue that was fixed 2 version ago.
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.
quote author=Fafn1r link=topic=27374.msg295087#msg295087 date=1483813458]
Quote from: XimalX on January 07, 2017, 01:18:26 PM
Someone know how to fix a bug with taking ammunition?(cannot take ammo and more than 1 weapon)
Are you using the loadout system? It's under the "Assign" tab. Also make sure your pawn has free bulk and weight capacity to pick up what you want him to.
[/quote]
dont seeing bulk and weight and i dont using loadouts.
@Developers
Combat Realism is inherently incompatible with "Look at me, I'm the worker now" work priority mod by ZorbaTHUt. His code is open-source and he's open to this mod being merged with combat realism. Would you be interested in doing that? :D
Is there some set of requirements for the loadout generator item to initialize when spawned with a pawn? I'm running into an issue with it not properly working and leaving the debug item in their inventory when spawning on custom races.
For context, I'm making a CR-patch for Red Army (https://steamcommunity.com/sharedfiles/filedetails/?id=808149207&searchtext=), which includes a tank race which I'm trying to get to spawn with spare ammo for the gun.
Quote from: Goldenpotatoes on January 08, 2017, 12:19:07 PM
Is there some set of requirements for the loadout generator item to initialize when spawned with a pawn? I'm running into an issue with it not properly working and leaving the debug item in their inventory when spawning on custom races.
For context, I'm making a CR-patch for Red Army (https://steamcommunity.com/sharedfiles/filedetails/?id=808149207&searchtext=), which includes a tank race which I'm trying to get to spawn with spare ammo for the gun.
Yes it needs a [fixedInventory] tag thrown on pawns under the FactionDefs. See CR
Quote from: Adalah217 on January 08, 2017, 12:44:23 PM
Quote from: Goldenpotatoes on January 08, 2017, 12:19:07 PM
Is there some set of requirements for the loadout generator item to initialize when spawned with a pawn? I'm running into an issue with it not properly working and leaving the debug item in their inventory when spawning on custom races.
For context, I'm making a CR-patch for Red Army (https://steamcommunity.com/sharedfiles/filedetails/?id=808149207&searchtext=), which includes a tank race which I'm trying to get to spawn with spare ammo for the gun.
Yes it needs a [fixedInventory] tag thrown on pawns under the FactionDefs. See CR
I couldn't find anything referencing fixedInventory in factiondefs, unless you mean the pawnkinddefs, which I already setup for the units.
Quote from: carpediembr on January 07, 2017, 10:57:11 PM
Quote from: Peterowsky on January 07, 2017, 12:43:33 PM
I do hope it's not just me who encounters this bug:
Whenever I load a saved game, any and all HE Mortar Shells I have had turn into vanilla-game mortar shells. EMP and Incendiary ones seem fine, but the HE Shells seem to morph, and are no longer usable. Moreover, the stockpile they were in changes its settings to include vanilla shells but no HE Shells.
Are you sure you're up to date with the mod? It was a known issue that was fixed 2 version ago.
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.
Thank you so much, I just noticed I've been using version .1.6.9.3
I'm so used to using the steam version that I overlooked potential updates. Thank you again for the quick reply :)
Hey great mod combat definitely has more bite. One thing the description says improvised turrets are made in the machining table but i get access to "auto turrets" right from the start don't even have to research gun turrets. At first I thought it was conflicting with another mod then I started a game with the mod alone and it was still doing it. Not a deal breaker and other than that this mod works fine but I just wanted to ask about it since I couldn't find anything referencing this. Everything is up to date
Quote from: Goldenpotatoes on January 08, 2017, 12:19:07 PM
For context, I'm making a CR-patch for Red Army (https://steamcommunity.com/sharedfiles/filedetails/?id=808149207&searchtext=), which includes a tank race which I'm trying to get to spawn with spare ammo for the gun.
No link for the forum thread?
Anyone having issues with turrets not shooting over embrasure/sandbags?
Quote from: Goldenpotatoes on January 08, 2017, 01:31:37 PM
I couldn't find anything referencing fixedInventory in factiondefs, unless you mean the pawnkinddefs, which I already setup for the units.
Oh right it is pawnkinddefs, yes. It should have both the inventory and fixedinventory, with a loadoutgen_ . Also make sure the apparel money can support the cost of the ammunition. I don't think there's much else needed. I can get pawns to spawn with ammo using those two things, along with the weapon tags.
I think it's really odd the pawns keep the debug item. There should be an exception to make it disappear after one tick if it can't find the proper ammo for the weapon equipped. Maybe it's something with the unique race then. Sorry.
Quote from: AseaHeru on January 09, 2017, 10:39:08 PM
Quote from: Goldenpotatoes on January 08, 2017, 12:19:07 PM
For context, I'm making a CR-patch for Red Army (https://steamcommunity.com/sharedfiles/filedetails/?id=808149207&searchtext=), which includes a tank race which I'm trying to get to spawn with spare ammo for the gun.
No link for the forum thread?
You can build the M240B and the KPV machine gun at the machining table which are both guns you have to build somewhere and then man them.
For the other turrets i don't know, i did search them and wonder myself how you get them. Maybe you can only buy them i was able to buy a charge blaster turret one time from an orbital trader.
Quote from: carpediembr on January 09, 2017, 11:59:55 PM
Anyone having issues with turrets not shooting over embrasure/sandbags?
Seems to work fine for me although i wonder how sandbags and embrasures work. Maybe someone can explain. In the picture in the opening post there is a setup where there is a sandbag 4 tiles away from a gun.
(http://i.imgur.com/J79V4Zz.png)
Does Rimworld distinct from friendly and enemy projectiles and always lets your own projectiles through embrasures and sandbags or is it something like every character/gun within 5 tiles can shoot through it? I did find something on, that characters under 18 can't shoot over embrasures because they are too small, but does rimworld really factor in the height of the shot or is the calculation just in 2 dimensions?
Hi i'm having problems with the autoload function. If i load the weapon the pawn load the ammuniton, but beyond that nothing else works in this area, change weapon, change and leave ammunition, etc.
Any ideas?
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.
Shadow started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
-----------------------------------------------------------------------------------------------------------------------
受气包 started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Issue: Doomsday rocket launcher and Triple rocket launcher not craftable even after research.
The problem is that they still have the "BaseGun" propery instead of the "BaseMakeableGun"
Quote from: Senio on January 10, 2017, 01:18:19 PM
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.
(https://i.imgur.com/c6nTBRB.jpg)
Shadow started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
-----------------------------------------------------------------------------------------------------------------------
受气包 started 10 jobs in 10 ticks. lastJobGiver=, curJob.def=Wait, curDriver=Verse.AI.JobDriver_Wait
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
(https://i.imgur.com/zxx6bRd.jpg)
If don't set weapon plan,no issue.
But when I set weapon plan(any weapon or bullet)will occur the issue as described on last post.
Quote from: Senio on January 10, 2017, 04:54:44 PM
Issue: Whenever my pawns try to feed/offer the same food they are carrying (via loadout) to prisoners, they go into a chain reaction of dropping on the floor and picking it up again several times.
If don't set weapon plan,no issue.
But when I set weapon plan(any weapon or bullet)will occur the issue as described on last post.
Try setting your loadout to carry 2 meals. I had a similar issue and that solved it.
Issue: When putting drugs on loadouts, if a colonist is currently under he effect of said drug, it will go into a loop of picking up and dropping it.
And since they drop items on the square directly below them, they will slowly walk down until they hit an impassible object and just stand there.
Updated to 1.6.9.4
Auto ammo finder. All pawns could monitor their ammo themselves, if not settings for loadout.
Advanced AI for AI pawns Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
Equipment weight effect on the total weight of pawn.
Fix fillpecent for turrets (can't shoot through sandbags)
Fixed last bullet error.
Fix rocket launcher projectile.
Varius Ammo Tweaks.
Fix turrets having no build time.
Fix mech armor and Pawn move speed.
Quote from: CreepyD on November 12, 2016, 12:23:47 PM
Is there something I can change in the XML files to alter how fast people die?
For instance, 1 swipe from a powerful melee weapon hit a guy in the leg, took it down to 4 health - he died instantly.
Literally from that 1 wound, no bleeding time.
This seems to happen a lot.
I can understand someone going down from being in too much pain, but dying on the spot seems wrong.
thanks .
Quote from: skyarkhangel on January 10, 2017, 09:22:53 PM
Fix mech armor and Pawn move speed.
*Shudder*
They're baaaaaaack. :)
Nice update. The auto-ammo thing should make the Workshoppers happy.
The mech armor fix almost devastated my colony. First time using CR in 1.6.9.2, with birdshot owning everyting. 3 pumps to a centipede and it was down.
First raid after the update to 1.6.9.4 were 2 scythers and 2 centipedes. 12 colonists lined up with assault rifles and FMJ rounds, and the scythers didn't even know what hit them. So I thought "Well, that was a bit underwhelming" When the centipedes showed up... it didn't even tickle them. The inferno cannons almost took everything out. Loaded up on AP rounds, finally got some damage in, which only seemed to make them angry. Luckily I had some EMP shotgun shells around, which I didn't use because birdshot, and 9 EMP grenades from a drop pod. 9 grenades later, somehow I destroyed one inferno cannon, and the other centipede's AI glitched (heh), making it wander around aimlessly. Thought about going melee, but after poor Betty decided to daze out and almost lost her leg to a headbut, I decided to try out the EMP shot shells, and after some time kiting the buggers finally went down.
Most fun and challenging fight I had in a long time.
Quote from: skyarkhangel on January 10, 2017, 09:22:53 PM
Updated to 1.6.9.4
Thanks a lot! Keep it up. This mod adds a lot to gameplay.
Quote from: skyarkhangel on January 10, 2017, 09:22:53 PM
Updated to 1.6.9.4
Auto ammo finder. All pawns could monitor their ammo themselves, if not settings for loadout.
Advanced AI for AI pawns Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
Equipment weight effect on the total weight of pawn.
Fix fillpecent for turrets (can't shoot through sandbags)
Fixed last bullet error.
Fix rocket launcher projectile.
Varius Ammo Tweaks.
Fix turrets having no build time.
Fix mech armor and Pawn move speed.
Love the changes, truly delicious. Especially last bullet error fix, using RPG-7 before was a nightmare.
Thank you so much for the update! Centipedes still drop an absurd amount of ammo (http://i.imgur.com/nfVnunN.jpg), but with how difficult they are to kill now I'm starting to think it's due reward... How do y'all deal with them? AP bullets rarely ever seem to cause any damage to them and EMP stun only works a few times.
auto find ammo feature isn't working for rifle (assault,survival,sniper,charge), LMG, and incedenary launcher.
pistol , shotgun, smg , machine pistol works
if mechanoid ammo disappear on death like mechanoid weapon, absurd ammo drop will be solved
ags-30 can deal with mechanoid problem
Also, even though EMP stops stunning them after some time, it still deals damage since they have no armor against electrical.
Edit: I've been looking for the rpg-7, but only found (non-craftable) ammo in the files. Is it from another mod with compatibility with CR?
Quote from: gariba on January 11, 2017, 09:17:31 AM
Also, even though EMP stops stunning them after some time, it still deals damage since they have no armor against electrical.
Sounds like it's working as intended. They adapt to electromagnetic pulse, not electrical charge.
Quote from: gariba on January 11, 2017, 09:17:31 AM
Edit: I've been looking for the rpg-7, but only found (non-craftable) ammo in the files. Is it from another mod with compatibility with CR?
Yes. Rimfire adds RPG-7, among other weapons. RT Weapons too. Both have CR versions for A16.
I am having a problem with hauling/inventory management. (I saw someone mention a similar/same problem a few posts back, so I am adding my two cents)
Pawns will sometimes get stuck in a loop of picking up and dropping an object. I wasn't sure what was happening in previous situations it occurred (usually just telling them to do something else 'fixed' it), but in this recent case, I had a pawn getting very confused about hauling ammunition.
He seemed absolutely determined to move charged cells to Stockpile 1. He would pick them up, drop them, pick them up, drop them, over and over, gradually moving him and the cells 'south' down the map until hitting an impassable object, and then he would keep picking up/dropping the item there in a loop.
The really strange thing was that the cells were already in Stockpile 1. So I have no idea why he decided to move them in the first place.
The only thing that currently makes sense is that charged cells are part of his current loadout (100 of them for his charged rifle). If I remove them (edit for clarity: and the rifle) from his loadout, the bug basically stops, and he puts all of the cells in his inventory and drops the rifle.
In case it matters, in this case I had changed the default Nothing loadout to one that included the charge rifle + ammo, rather than create a new loadout.
Mod List:
Core
Hugslib
Dubs Bad Hygiene
Combat Realism
Vegetable Garden
Xeva's Rimhair
The Birds and the Bees
Fluffy Breakdowns
Worktab
Colony Manager
Animal Tab
Medical Tab
Relations Tab
OSHA Compliance
Fences and Floors
Glass+Lights
I Can Fix It!
Quote from: Hyena on January 11, 2017, 02:29:39 PM
I am having a problem with hauling/inventory management. (I saw someone mention a similar/same problem a few posts back, so I am adding my two cents)
Pawns will sometimes get stuck in a loop of picking up and dropping an object. I wasn't sure what was happening in previous situations it occurred (usually just telling them to do something else 'fixed' it), but in this recent case, I had a pawn getting very confused about hauling ammunition.
I think this bug has to do with the auto-ammo feature. Without loadout settings, pawns try to grab any ammo that their current weapon can use, and it seems to be set to "minimum X ammo". So if you have a loadout with less ammo than that minimum, the pawn will loop between "pick up ammo until I have X" and "drop ammo because I have more than Y".
This happened to me with assault rifle ammo. My loadouts were set to 60 FMJ and 60 AP. Changing it to 120 each stopped the bug. Sometimes it still happens that visitors/raiders drop HP rounds after a battle, and my colonists try to pick them up to satisfy the minimum auto-ammo, and then drop it because its not on their loadout.
It would be great if there would be a bigger backpack that costs 1 component (zippers and stuff) and 100 cloth to make, like a military backpack.
Also when visitors come they drop some weapons (when they enter the tile), i think its because they have too much stuff already and can't carry more. (i have Rimfire for CR so maybe they visit with more weapons because of this, but idk)
Quote from: WereCat88 on January 11, 2017, 04:04:29 PM
It would be great if there would be a bigger backpack that costs 1 component (zippers and stuff) and 100 cloth to make, like a military backpack.
Also when visitors come they drop some weapons (when they enter the tile), i think its because they have too much stuff already and can't carry more. (i have Rimfire for CR so maybe they visit with more weapons because of this, but idk)
Can't test right now, but I used to have this issue with Hospitality when also running CR. You got that one loaded?
Yes i do have Hospitality loaded.
Just wanted to add that I am also experiencing issues with the inventory management. (running 1.6.9.4)
I often have pawns picking up and dropping food items when trying to tame animals, because their loadout doesn't permit them to carry anything other than their weapon and ammo, so they continuously play a game of hot potato with their intended bait.
As a 2nd issue, I had a small group of traders wander into my camp, and when I attempted to sell them a few of my weapons the items just fell back to the ground (along with the silver they owed me) so that I could pick them back up and sell them again. The pawns had a full "bulk" meter so selling them things just resulted in me getting my things right back.
Thanks for your work on the mod, and here's hoping this issues are sorted out soon! :)
Quote from: Zee on January 11, 2017, 04:39:38 PM
Just wanted to add that I am also experiencing issues with the inventory management. (running 1.6.9.4)
I often have pawns picking up and dropping food items when trying to tame animals, because their loadout doesn't permit them to carry anything other than their weapon and ammo, so they continuously play a game of hot potato with their intended bait.
As a 2nd issue, I had a small group of traders wander into my camp, and when I attempted to sell them a few of my weapons the items just fell back to the ground (along with the silver they owed me) so that I could pick them back up and sell them again. The pawns had a full "bulk" meter so selling them things just resulted in me getting my things right back.
Thanks for your work on the mod, and here's hoping this issues are sorted out soon! :)
I know some people are going to hate this suggestion...
But it kinda seems like instead of making sure traders can carry stuff (sure, a great idea), they should also reject past their weight limit, you know, "I cant carry that much, so I'm not buying it from you!", adds a nice flavor of realism, given it's the logical behavior, traders aren't just black holes to dump your crap into after all :).
Quote from: gariba on January 11, 2017, 02:50:30 PM
Quote from: Hyena on January 11, 2017, 02:29:39 PM
I am having a problem with hauling/inventory management. (I saw someone mention a similar/same problem a few posts back, so I am adding my two cents)
Pawns will sometimes get stuck in a loop of picking up and dropping an object. I wasn't sure what was happening in previous situations it occurred (usually just telling them to do something else 'fixed' it), but in this recent case, I had a pawn getting very confused about hauling ammunition.
I think this bug has to do with the auto-ammo feature. Without loadout settings, pawns try to grab any ammo that their current weapon can use, and it seems to be set to "minimum X ammo". So if you have a loadout with less ammo than that minimum, the pawn will loop between "pick up ammo until I have X" and "drop ammo because I have more than Y".
This happened to me with assault rifle ammo. My loadouts were set to 60 FMJ and 60 AP. Changing it to 120 each stopped the bug. Sometimes it still happens that visitors/raiders drop HP rounds after a battle, and my colonists try to pick them up to satisfy the minimum auto-ammo, and then drop it because its not on their loadout.
Can confirm. This seems to be current game issues. I didn't experience it in a new save. (Though, I wasn't seeing them auto grab ammo, weird.)
For current saves, changing the loadout helped. But
one several pawns required more ammo in their loadouts to stop bugging out; as if trying to reach a mass/bulk level.
Hey Sky,
I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.
Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.
Thanks
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,
I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.
Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.
Thanks
Let me get this straight... You mean the feature that was introduced < 24 hours ago isn't working flawlessly for you, yet "has been brough up a couple of times.", since it was released < 24 hours ago?
Are you for real?
Quote from: porcupine on January 11, 2017, 08:04:58 PM
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,
I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.
Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.
Thanks
Let me get this straight... You mean the feature that was introduced < 24 hours ago isn't working flawlessly for you, yet "has been brough up a couple of times.", since it was released < 24 hours ago?
Are you for real?
Hey.. keep your panties on...
I was 4 pages behind my reading. I saw a recent post about this on the SKHC thread, and though "What the hell i might just ask if its possible". Didnt know it was just released, and I have been monitoring this thread for weeks know, becouse I had already commented about this earlier.
My question was about the possibility to do it, not about it now working properly. I havent even tested it yet, been wating a long time for the feature.
Watch your tone missy.
I see Thorbane you've been making some changes to insects. What difference should I look for now when fighting them?
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,
I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.
Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.
Thanks
I did not understand the question, can be more specific? If you're talking about a new ammo finder mechanics. In future a will improve it. For now, pawn won't to search ammo if 1) ammo too far from current position 2) overloaded 3) ammo forbidden 4) have health problems. 5) have another needs priority that more important then ammo.
Quote from: porcupine on January 11, 2017, 05:24:32 PM
Quote from: Zee on January 11, 2017, 04:39:38 PM
Just wanted to add that I am also experiencing issues with the inventory management. (running 1.6.9.4)
I often have pawns picking up and dropping food items when trying to tame animals, because their loadout doesn't permit them to carry anything other than their weapon and ammo, so they continuously play a game of hot potato with their intended bait.
As a 2nd issue, I had a small group of traders wander into my camp, and when I attempted to sell them a few of my weapons the items just fell back to the ground (along with the silver they owed me) so that I could pick them back up and sell them again. The pawns had a full "bulk" meter so selling them things just resulted in me getting my things right back.
Thanks for your work on the mod, and here's hoping this issues are sorted out soon! :)
I know some people are going to hate this suggestion...
But it kinda seems like instead of making sure traders can carry stuff (sure, a great idea), they should also reject past their weight limit, you know, "I cant carry that much, so I'm not buying it from you!", adds a nice flavor of realism, given it's the logical behavior, traders aren't just black holes to dump your crap into after all :).
The problem with this mode of "explaining" the bug, is that traders show up to your camp already overloaded. Its not an issue of wanting to be able to unload all your inventory just to maximize profits. These traders are so overloaded, that you would often need to buy half of their inventory before even having the option to sell any of your own items without them falling back on the ground under your ownership. And besides, even if this was intended design, the fact that you can sell your items, receive silver for them, and then pick the items back up and put them back in your storage remains a very big bug.
Also, the problem with animal trainer/tamers looping food pick-up/dropping is still an issue. Sky, any thoughts on solving this issue?
Again, thanks for your work maintaining this mod. :)
Oh lol, I did not consider Traders. Ok :)
weird pawn behaviour, i have my pawn take a pistol next to a wall then i press reload without any spare ammo , then my pawn will loop digging the wall and the other wall
then i draft the pawn move to ammo then undraft then it will pick ammo and not digging anymore
if i just draft and undraft without place it near ammo it will dig wall again
so maybe the pawn confused between finding ammo and digging wall (my self built wall , not natural wall aka destroying my own base).
I have no bills in my loading table. Does is happen to everyone or im just doing something wrong? Ive read someones post about this mod actually colliding with medieval time but as long as i know CR supports medieval times giving for example arrows..
Shared logs:
https://gist.github.com/4b65ddf59705310b6173fe000679a9d8
Quote from: minakurafto on January 12, 2017, 01:55:32 AM
weird pawn behaviour, i have my pawn take a pistol next to a wall then i press reload without any spare ammo , then my pawn will loop digging the wall and the other wall
then i draft the pawn move to ammo then undraft then it will pick ammo and not digging anymore
if i just draft and undraft without place it near ammo it will dig wall again
so maybe the pawn confused between finding ammo and digging wall (my self built wall , not natural wall aka destroying my own base).
Colonist didnt understand your joke to hide ammo! With wall and without door and make a door himself. lol
Ok Yes, its a bug, colonist used "raider type ammo finder" soon fix.
Quote from: Quatrosss on January 12, 2017, 03:15:41 AM
I have no bills in my loading table. Does is happen to everyone or im just doing something wrong? Ive read someones post about this mod actually colliding with medieval time but as long as i know CR supports medieval times giving for example arrows..
Shared logs:
https://gist.github.com/4b65ddf59705310b6173fe000679a9d8
So is is a well know bug or this only happens to me? I need to know cause i wanna play so bad right now :P
Quote from: Quatrosss on January 12, 2017, 03:47:57 AM
Quote from: Quatrosss on January 12, 2017, 03:15:41 AM
I have no bills in my loading table. Does is happen to everyone or im just doing something wrong? Ive read someones post about this mod actually colliding with medieval time but as long as i know CR supports medieval times giving for example arrows..
Shared logs:
https://gist.github.com/4b65ddf59705310b6173fe000679a9d8
So is is a well know bug or this only happens to me? I need to know cause i wanna play so bad right now :P
For some reason ammo injector failed. And as a consequence, no ammo recipes. Try to change CR place in mod list.
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
at Combat_Realism.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
It collides with medieval times mod. Im getting this bug having this two mods only , with every load order.
(is there any way of completely deleting medieval times? cause its breaking my save after disabling.. damn i regret so hard installing this s**t)
Quote from: Quatrosss on January 12, 2017, 04:32:44 AM
It collides with medieval times mod. Im getting this bug having this two mods only , with every load order.
(is there any way of completely deleting medieval times? cause its breaking my save after disabling.. damn i regret so hard installing this s**t)
Never used medieval times, but I had issues with mods breaking saves because of research. Got it working after deleting the mod's related research on the save file. Also, make sure you have no items or bills from the mod on your map before removing it.
Medieval Times changes something which causes the ammo injector to fail. I don't think anyone has figured out why.
Quote from: skyarkhangel on January 11, 2017, 08:56:54 PM
Quote from: gustavoghe on January 11, 2017, 07:04:31 PM
Hey Sky,
I really would like to hear it from you. The aspect of the pawns not getting their respective weapon ammo has been brough up a couple of times. People, have discussed it, me included that it would be a better mechanic for the mod.
Could you give us your opinion on wether this mechanic is possible to be implemented or not? I´d like te hear that, to understand if this a technical issue or a desing option.
Thanks
I did not understand the question, can be more specific? If you're talking about a new ammo finder mechanics. In future a will improve it. For now, pawn won't to search ammo if 1) ammo too far from current position 2) overloaded 3) ammo forbidden 4) have health problems. 5) have another needs priority that more important then ammo.
Hey Sky,
Im sorry for the late questions. I asked that question before I knew you had updated the mod already.
The question was about if the automatic pick up ammo was possible. But the updadte already answered that.
Let me use this post to congratulate you on the great job you are doing with both CR and SKHR. I really think Tynan should get you on board the official game. The dedication and creativity you are giving is priceless.
Good job!
I've run into an issue with the new version's job(?) AI affecting raiders. In short, whenever I get a siege or a raid that doesn't attack immediately, a portion of the raiders may run towards my colony to equip various items or even grab steel for construction (siege). This leads to the raiding force getting split into smaller more easily managed pieces and usually forces the raid to all attack once a sufficient number of enemies have been stopped at the open warehouse.
If this was fixed by the job update fix on your github feel free to ignore this report. :)
Would there be a way to implement weapon/ammo profiles of some sort? For example, if a prison break occurs, I want my colonists to equip their shotguns with beanbags, and birdshot when hunting, without having to go through each of them and clicking 5 times.
This would also help fighting raids if you can fit enough weapons on each colonist. Equip sniper rifles while they are far away, switch to assault rifles at mid range, switch to shotguns if they get too close.
Doing tis automatically would be a bit insane, but having buttons/menu for "Profile 1-x" would be cool.
Would it be possible to make a no-ammo version?
Hello there, long time lurker, mod downloader and first time poster.
So, I was thinking what could make this CR boosted game of Rimworld even fun. Then as avid Eve online player and recent fan of Doom's Russian Overkill weapon WAD (Oh, also been watching YT channel that tests all kinds of shotgun slugs).. I present thee ideas of very unbalancing nature which could also explain the abudance of conventional firearms in age of plasma rifles!
Forget propelling just some shaped metal at enemies. With advances of computers and whatnot, miniaturizing warheads into bullets is here!
Examples
-Sabot slugs. Nothing like shooting encased armor piercing rounds at foes. Sure, cannons and shotguns can do this, but why not rifles in future as well?
Depleted nuclear ammo/poison ammo
-Dirty bullets might be illegal, but who's watching what you shoot in the space frontier?
Dragon's breath
-Yet another existing thing that could be expanded from shotgun only to rifle calibers
HE ammo
-"Igor, with exploding bullets you no need aim with assault rifle!"
Glaser and fangible ammo
-For those who want their rounds to shatter into million pieces against/inside enemies..
Plasma/proton/fusion/ion/<favorite scifi term here> ammo
-Pssh, lead propelled by explosion? That's so 20th century! Make it fancy and maybe even have various types of damage, like fusion doing some EMP and perhaps even incendiary along the normal damage
Now, I'd start modding this all myself (for personal use of course), but that'd take time since not only I'd havta learn how modding the regular game works, but also how whole beast of CR works.. That might happen when I stop playing the game and actually spend my freetime staring at text instead of raider corpses
Dunno, might be out of the intended scope of the mod, but mayhaps this ammo pack idea serves to inspire much better future features.
..And probably need to
I'm getting visitors and raiders that spawn with loadout generator dummies. Relevant mods besides CR are Rimfire (CR version) and Hospitality.
Edit: Ok, seems the items converted into proper weapons and ammo when they entered combat mode.
There is a small annoyance when colonists pick up ammo they pick the whole stack but it fixes itself after some time.
Bug/oversight: Mechanoids have no protection whatsoever from beanbags, and do not have immunity to muscle spasms, which renders them helpless with 1 shot.
Quote from: gariba on January 12, 2017, 12:08:31 PM
Would there be a way to implement weapon/ammo profiles of some sort? For example, if a prison break occurs, I want my colonists to equip their shotguns with beanbags, and birdshot when hunting, without having to go through each of them and clicking 5 times.
This would also help fighting raids if you can fit enough weapons on each colonist. Equip sniper rifles while they are far away, switch to assault rifles at mid range, switch to shotguns if they get too close.
Doing tis automatically would be a bit insane, but having buttons/menu for "Profile 1-x" would be cool.
As an interim solution, you could make a clone of the makeshift turret and change its ammo to 12 gauge. Then just load it with beanbag ammo.
Having the possibility of sidearms or a backup melee for people getting too close would be incredibly useful though.
Damn the change to the Centipede armour caught me off-guard. Resulted in a rather amusing sequence of events. When it popped out from the psychic ship, went nuts at it with a bunch of colonists armed with Assault Rifles and one LMG. Took apart its entourage of scyhers rapidly and moved onto it. It was an inferno cannon loadout, which I feel is the deadliest of the lot, but managed to get it focused on a bloke hiding behind a cliff and not shooting back, so it kept missing him. It ran out of ammo as everyone pounded it with small fire, and that was about when I noticed it wasn't hurt, besides all its sensor systems being shot out.
Right. Recall and Arm everyone with AP ammo as it trundled slowly to my base to melee a wooden door. Came back, no effect. Tried various forms of loadouts with shotguns and SMGs, and plasteel swords and spears. Still couldn't hurt the blasted thing. At this point, I realized I needed a KPV, but did not have the research for it. So while this blind and deaf centipede was content with sitting in my base and hitting random doors and walls, I started heavy weapons research.
In the interim, I forgot to pay attention. A colonist, who was on aggressive, who had ran out of ammo decided to go punch the centipede with his bare fists. I thought it would turn around and wallop him to the ground, but nope, kept on hitting walls. That's when I noticed its bar went down, I checked its health, and yes, it cracked one of the rings. Impervious to bullets, not impervious to fists. At that point, I drafted all colonists, and sent them to pile on and punch the thing to death. No heavy weapons needed.
So, TLDR: If you don't have heavy weapons, a Centipede will ruin your day. Unless you button all its sensors with small arms fire, and make it run out of ammo. Then you can punch it to death. I never tried a club or mace, so not sure if they would work too. Seems that blunt damage was still effective against it.
Needless to say, there are two KPVs and several thousand rounds of ammunition in the colonies storage now.
Trader are overload after last patch, they drop the stuff after spawning.
There is something wrong with the sieges (at least on my part) the attackers don't get steel to build the sandbags and the mortar and they just wait and eat. (the last siege lasted 5 days before they finally attacked)
And also funny thing, a raider came and stole steel from my storage for the sandbags and i didn't even notice the first time.
Hey, I think I found a slight oversight when it comes to shotguns: Beanbag rounds and Centipedes. I discovered that if you manage to get one of your guys close enough to a mechanoid without having his arms and legs blown off in the process, one shot is usually enough to cripple it entirely. I don't know if it's possible to make beanbag rounds' muscle spasms debuff work differently on different creatures, but you might wanna fix that. It doesn't make much sense that a non-metal, non-lethal, soft projectile could penetrate through armor that a sniper bullet can only dent slightly.
Also, I doubt centipedes even have muscles to begin with. Just sayin'.
On a sidenote, seeing my colonist, hopped up on Go-Juice and armored head to toe making a mad charge through a hail of bullets to take down that bastard was badass to the max.
Can I download this without the ammo system?
Some Ideas: ^_^
Ammo belt: using a personal shield slot (or custom slot for module), increase reload speed, like tactical vest, but more.
NVG: Mask slot, affect on pawn - in night fight they can fight more better.
Targeting visor: like NVG, but also for daytime. Glitter-tech thing.
Portative Medkit: heal wounds and scars, but not the destroyed head or arms! If pawn is down, his mate with Doctoring can pick him up, deliver on safe place and treat.
Adrenaline shot: Probally, increase manupulation, speed, and consciousness for short time.
Ammo Box\Crate\Long Crate\Container: Container for holding ammo and grenades, works like pawn inventory, but bo[ can hold only one type of ammo, cannot hold mortar mines, and shells, crate 4-5, can hold a mortar mines, Long Crate 8-10, can hold artillery shells, Container 16-20. Ammo box can be linked to M240B\KPV\AGS-30, and stationary weapon using ammo from box.
If pawn have grenades\Molotov, he can automaticly use it for blow enemy out of building, or just throw it to a group of tribemans.
Modules, 2-3 slots:
Double mags: increased reload speed, but every 2nd reload bit slower. only be used for Assault rifles or SMG.
4x\x8\x12 Scope: better accuracy for aimed shots. For AR, Sniper Rifles, carabines, and revolvers(?)
M203\GP-30: Underbarrel grenade launcher, nuff said. For AR.
Grip: better accuracy for sharpshooting.
Targeting computer: Better scope variant, but more costly.
Also weapons.
M2HB and M1918 Browing (aka 50.cal and 30.cal): stationary MG. 100 and 250 ammo.
Las-weapons. Using a power cells (probally nuclear?) for shoot, have awesome armor piecing, but damage decreased in fog. Has chance to set enemy on fire.
Default power cells: Good damage and AP. Nuff said.
Overcharged\Overcloacked power cells: more damage, range and AP, but has 30% chance to be double used: 2 shoots for one.
Megascopic cells: Has a 50% chance to not be used, but decreased damage, AP and range.
EMP cells: weapon have chance to stun mechanoid and better damage versus shields.
Autocannon and Double-barelled Autocannon: buildable midgame weapon. Usinig a 20mm or 37mm shells. DB variant shoots more faster. Ammo: 30-50
More special types of ammo:
AP-U - armor-piercing uranium. Devastating thing vs power armor troopers
APFSDS - has more armor piercing than AP shells, but lower than AP-U. For cannons only.
HE-F - HE shells with fragmentation, creating spread of fragmentation. Ideal versus tribes. For Cannons.
Cassette: shell or mortar mine, that have more AOE damage. 6-10 small explosion over zone. Has a grenade variant
Smoke: creating a smoke zone, can affect to slight.
Synthesizer: better Refinery variant, can synthesize Chemfuel, promethium, C4 and FSX, using chemfuel\boomtatos\raw chemicals(for FSX) and Hydrogen (promethium).
Raw Chemicals: High-explosive, sticky mass for making explosive.
Hydrogen Collector\Farm: Collecting a Hydrogen in open space.
Boommato: Geneticly modified tomato plant, that giving a "bio-grenades". Can be refined to FSX, or used like a weapon by tribemans. Can be feeded to boomrats or boomalopas, a bit increasing chem making. Not for food.
Oilberry: berries from plant can be used for making chemfuel, or just crushed on Crafting Spot to Juiceoil.
Catapult: a simple machine for throwing things. Ammunition.
Stone ball: Just a stone ball, he is crushing anything.
Stone Chunks: More chunks - more fun! And more died enemies!
Flaming Barrel: BURN, BURN, BURN! Filled with juiceoil.
Chopped Heads: dismorales some enemies. Yup, throwing prisoner heads is sooo funny!
Rotting Corpse: Like heads, but more AOE - because more bloody. Any type of corpse, and a special offfer - FLYING COWS!
Corpse parts: simulate to blood, but... more creepy.
how do you guys arm your pawn? do you always equip weapon and armor all the time and sacrifice speed+workspeed or equip them when emergency or only equip few selected pawn as guard?
in early and mid game wall and turret not available yet so if i only equip them when emergency most of the time pirate already burn my base when i equip my pawn.
First of all this is a great mod and lots of fun, at least while it doesn't do something to break the seamless fun. In my case i hit a road bump on two fronts, one of which is a big one and the other annoying one.
The first issue that i have is that i can't craft ammo. I tried going through the posts and see if someone might have posted a fix but i didn't find any. And the second annoying one is that when i try to craft sandstone floors they actually cost steel instead of sandstone blocks.
So if anyone else has had this issue and resolved it i would be grateful if you can share how you did it.
@mina I usually fully equip them until i have built enough weapon racks/stockpile areas to sore a proper amount of weapons on my colony entrance.
Quote from: minakurafto on January 15, 2017, 07:40:31 AM
how do you guys arm your pawn? do you always equip weapon and armor all the time and sacrifice speed+workspeed or equip them when emergency or only equip few selected pawn as guard?
in early and mid game wall and turret not available yet so if i only equip them when emergency most of the time pirate already burn my base when i equip my pawn.
Don't leave home without it.
The speed debuff is negligible, all pawns should have at least a sidearm, dedicated soldiers should be armed at all times.
The alternative is death.
Quote from: Vilesting on January 15, 2017, 07:50:53 AM
First of all this is a great mod and lots of fun, at least while it doesn't do something to break the seamless fun. In my case i hit a road bump on two fronts, one of which is a big one and the other annoying one.
The first issue that i have is that i can't craft ammo. I tried going through the posts and see if someone might have posted a fix but i didn't find any. And the second annoying one is that when i try to craft sandstone floors they actually cost steel instead of sandstone blocks.
So if anyone else has had this issue and resolved it i would be grateful if you can share how you did it.
Sounds like you have a conflicting mod installed. Medieval Times being the biggest offender.
NO weapon mods and
NO faction/pawn mods unless they have a CR patch is the general rule.
i noticed spear is more powerful than longsword in CR, is it inteded or not? compared to vanilla
spear vanilla : damage=15 cooldown=2.3 materialcost=90
CR : damage=18 cooldown=1.15 materialcost=90 penetration=27.5%
longsword vanilla : damage=17 cooldown=2.5 materialcost=120
CR : damage=16 cooldown=1.25 materialcost=120 penetration=22.5%
cooldown is halved in CR, penetration wise spear is better , but the damage while sword get lowered by 1 , spear increased 3 point instead.
---
it would be cool if ammo base have explosive comp so all ammo will explode on destroyed like vanilla mortar shell
---
is it possible to ignore food in loadout ? so pawn without meal in loadout not loop drop and pickup meal
or make an allow rule something like, dont drop "A" but never pick up "A", it can minimize micro in loadout for example
in times where weapon still un-uniform, if you want to use loadout with some variation because lack of weapon, you must make a lot of loadout like bow+spear, bow+knife, etc.
but if we can tell pawn to ignore something we can just make 1 bow loadout with allow rule spear and knife, it only take 1 loadout to have pawn with bow and other weapon.
I keep getting the below error, probably some compability issues with another mod. Anyone able to help me?
(http://i.imgur.com/mu3DMaO.jpg)
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Quote from: carpediembr on January 16, 2017, 09:13:29 AM
I keep getting the below error, probably some compability issues with another mod. Anyone able to help me?
(http://i.imgur.com/mu3DMaO.jpg)
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
better to post on git. also he knows aboout it. its related to 2 areas right now. traders and if u have animal trainers set to tran a animals skill.
if the error keeps repeating on a colonist check their inventory they probaly grabed a whole growing grass of the ground to use for training. use assign to force give them stuff for training chan help for now.
when shows up on trader just turn off auto open till they leave.
Quote from: minakurafto on January 16, 2017, 12:11:46 AM
i noticed spear is more powerful than longsword in CR, is it inteded or not? compared to vanilla
spear vanilla : damage=15 cooldown=2.3 materialcost=90
CR : damage=18 cooldown=1.15 materialcost=90 penetration=27.5%
longsword vanilla : damage=17 cooldown=2.5 materialcost=120
CR : damage=16 cooldown=1.25 materialcost=120 penetration=22.5%
cooldown is halved in CR, penetration wise spear is better , but the damage while sword get lowered by 1 , spear increased 3 point instead.
---
it would be cool if ammo base have explosive comp so all ammo will explode on destroyed like vanilla mortar shell
---
is it possible to ignore food in loadout ? so pawn without meal in loadout not loop drop and pickup meal
or make an allow rule something like, dont drop "A" but never pick up "A", it can minimize micro in loadout for example
in times where weapon still un-uniform, if you want to use loadout with some variation because lack of weapon, you must make a lot of loadout like bow+spear, bow+knife, etc.
but if we can tell pawn to ignore something we can just make 1 bow loadout with allow rule spear and knife, it only take 1 loadout to have pawn with bow and other weapon.
The spear should be bulkier and heavier. It's not pure DPS any more.
Update to 1.6.9.5
Calculate ammo needs by bulk size.
Traders ignore TakeEquip job for supressing error.
Add check for Tame job.
Colonist won't use "raider" type ammo finder.
Fix issue with handling and berries.
i feel (most of the time) sandbags doesnt give protection, and embassure make enemy ignore defender behind embassure? but the mod still good as it is
I'm enjoying this immensely, really makes for more emergent gameplay. Has anyone tried a nomadic play through with CR? I want to give it a go, but I am afraid of running out of ammo or being limited to bows and arrows.
I guess I would need to rush machining so I can produce ammo, but was curious to see if you could do a play-through without setting up a manufacturing base and either trading or raiding for supplies.
Can i run this mod with EPOE and High Caliber ( ammo of course ) ?
Quote from: evan25 on January 18, 2017, 05:54:43 AM
Can i run this mod with EPOE and High Caliber ( ammo of course ) ?
Yes, generally you need to look into a mod thread for a CR compatibility patch because they tend to be written by the mod authors.
Someone else conveniently released patches for both EPOE and HC into his own thread: https://ludeon.com/forums/index.php?topic=29609.0
A patch is like a mod and needs to be loaded after the two mods it patches.
Quote from: Draxis on January 18, 2017, 03:35:21 AM
I'm enjoying this immensely, really makes for more emergent gameplay. Has anyone tried a nomadic play through with CR? I want to give it a go, but I am afraid of running out of ammo or being limited to bows and arrows.
I guess I would need to rush machining so I can produce ammo, but was curious to see if you could do a play-through without setting up a manufacturing base and either trading or raiding for supplies.
If you have miniaturisation mod you could bring your machining table along with your caravan.
Is there a way to remove the ammo from CR? I googled and there was a mod that did it, but it isn't updated.
I've seen CR being brought up a lot in top mods recommendation.. But many people say the ammo system just makes it tedious (a lot of micromanagement).
Also what kind of mods conflict with CR? I'm using ~60 diff mods, mostly to enhance QoL stuff and to my knowledge doesn't affect how combat works. Will it be a problem? What about mods that add new weapons/factions like Rimsenal?
Thanks!
Quote from: coldcell on January 18, 2017, 09:41:37 AM
Is there a way to remove the ammo from CR? I googled and there was a mod that did it, but it isn't updated.
You probably should try for yourself.
I am testing CR in my last playthrough, and I don't have to micro-manage ammo at all.
the new loadOut system, and the auto ressuppliying system works great (at least in the latest master from gitHub).
All you have to set is a crafting hub for Ammo, once it's done properly, everything is fine, and the mod adds a lot to the gameplay.
There are few issues with AI actually (enemy ignoring defender behind embrasure, I witnessed that few times), and the hunting is a bit awkward since the new defense bonus make small or sleeping animal very hard to kill, but all in all, the game is quite good with CR, as it is right now.
Quote from: McGuffin on January 18, 2017, 10:05:17 AM
Quote from: coldcell on January 18, 2017, 09:41:37 AM
Is there a way to remove the ammo from CR? I googled and there was a mod that did it, but it isn't updated.
You probably should try for yourself.
I am testing CR in my last playthrough, and I don't have to micro-manage ammo at all.
the new loadOut system, and the auto ressuppliying system works great (at least in the latest master from gitHub).
All you have to set is a crafting hub for Ammo, once it's done properly, everything is fine, and the mod adds a lot to the gameplay.
There are few issues with AI actually (enemy ignoring defender behind embrasure, I witnessed that few times), and the hunting is a bit awkward since the new defense bonus make small or sleeping animal very hard to kill, but all in all, the game is quite good with CR, as it is right now.
The sleeping thing does make it kind of strange. They are hard to hit because they are lying on the ground. Perhaps if there was just an equal modifier for being asleep to counterbalance that bonus they receive.
Any way to limit the amount of ammo pawns carry? My pawns carry the full amount of ammo they possibly can.. The bulk is a lot and so their work speed slows down considerably.
Quote from: coldcell on January 18, 2017, 12:32:04 PM
Any way to limit the amount of ammo pawns carry? My pawns carry the full amount of ammo they possibly can.. The bulk is a lot and so their work speed slows down considerably.
Look in the Assign menu (same place where you make outfits in vanilla. You'll want to create a set of Loadouts for configuring what weapon/ammo/other random stuff they carry.
For instance, when I start early game with nothing, I typically start making small bows and stone arrows ASAP. then configure a loadout where they carry the bow, 50 arrows, and a piece of jerky.
Quote from: BlackSmokeDMax on January 18, 2017, 12:41:37 PM
Quote from: coldcell on January 18, 2017, 12:32:04 PM
Any way to limit the amount of ammo pawns carry? My pawns carry the full amount of ammo they possibly can.. The bulk is a lot and so their work speed slows down considerably.
Look in the Assign menu (same place where you make outfits in vanilla. You'll want to create a set of Loadouts for configuring what weapon/ammo/other random stuff they carry.
For instance, when I start early game with nothing, I typically start making small bows and stone arrows ASAP. then configure a loadout where they carry the bow, 50 arrows, and a piece of jerky.
Thanks that works! First time using the mod, so it's a learning experience for me. Hopefully this will fix the message "inventory too full to tame". I did encounter a bug where the assigned colonist with 20 bullets will get "stuck" reloading/unreloading the ammo. I think it's because I'm using mods that deal with hauling. I'm gonna disable hauling-related mods.
Edit: I can't figure out what's causing my pawn to be "bugged". My pawn keeps on droppping/picking up ammo (quantity as assigned). If I clear his loadout, he'll take all the ammo and works fine. So far I have Survival Rifle and Pistol and only the Pistol loadout is causing this. For now I'm refraining from using Pistol. I've disabled all hauling-related mods, so I'm not sure what's causing it hmm
I could use some advice/hlep with some of the artillery. First of all mortar shells travel significantly slower than in the base game, is that normal?
Secondly, I can not figure out how to use the 90mm artillery piece. I don't know how to change ammo but even if I have the correct ammo type loaded it always says that I am either within the minimum range or outside the maximum range. Can anyone gimme a hand?
I am not using any other mods just the base game and combat realism.
Thanks.
@coldcell, download latest github release - it seems skyarkchangel fixed the problem with ammo few hours ago.
Quote from: Fafn1r on January 18, 2017, 03:10:17 PM
@coldcell, download latest github release - it seems skyarkchangel fixed the problem with ammo few hours ago.
I'm already using the latest version, which was updated 2 days ago. Version 1.6.9.5. Is there another github link other than the one in the 1st post?
Quote from: coldcell on January 18, 2017, 03:25:21 PM
I'm already using the latest version, which was updated 2 days ago. Version 1.6.9.5. Is there another github link other than the one in the 1st post?
Master branch gets constantly updated, you don't have to wait for releases.
https://github.com/skyarkhangel/CombatRealism (https://github.com/skyarkhangel/CombatRealism)
Clone or download -> download as zip -> extract and replace Assemblies/CombatRealism.dll
Quote from: Fafn1r on January 18, 2017, 04:50:09 PM
Quote from: coldcell on January 18, 2017, 03:25:21 PM
I'm already using the latest version, which was updated 2 days ago. Version 1.6.9.5. Is there another github link other than the one in the 1st post?
Master branch gets constantly updated, you don't have to wait for releases.
https://github.com/skyarkhangel/CombatRealism (https://github.com/skyarkhangel/CombatRealism)
Clone or download -> download as zip -> extract and replace Assemblies/CombatRealism.dll
Thanks for the link. The updated file fixed the endless ammo loop.
However when there are raids, the enemy's ammo is always "load generator - pirate ammo." In the description, it says it's just a placeholder dummy and if seen, it means something is wrong. Anyone has idea what? They don't drop the ammo when killed, just the weapon.
Quote from: coldcell on January 18, 2017, 05:57:07 PM
Thanks for the link. The updated file fixed the endless ammo loop.
However when there are raids, the enemy's ammo is always "load generator - pirate ammo." In the description, it says it's just a placeholder dummy and if seen, it means something is wrong. Anyone has idea what? They don't drop the ammo when killed, just the weapon.
Somebody mentioned a few pages back, that when they go into combat, it's "converted". I'm speculating here, but maybe this was done as a balance issue, or to resolve issues of bulk, or to stop them from dropping ammo on death, etc.
The centipedes were causing issues where they'd drop 10k silver worth of ammo on death after all....
Quote from: porcupine on January 18, 2017, 06:16:03 PM
Somebody mentioned a few pages back, that when they go into combat, it's "converted". I'm speculating here, but maybe this was done as a balance issue, or to resolve issues of bulk, or to stop them from dropping ammo on death, etc.
The centipedes were causing issues where they'd drop 10k silver worth of ammo on death after all....
Thanks for the explanation! I'm worried it'll mess up my run somehow. Really liking the mod so far, though combat is definitely a lot harder since I still can't produce ammo yet.
Is there a difference between the default auto turret from the base game (that requires 800 research points) and un auto turret from CR that requires 3000 research points?
I have both researches available, that sounds odd (I dont' have other mods that could changes turrets except CR)
Quote from: McGuffin on January 19, 2017, 05:12:22 AM
Is there a difference between the default auto turret from the base game (that requires 800 research points) and un auto turret from CR that requires 3000 research points?
I have both researches available, that sounds odd (I dont' have other mods that could changes turrets except CR)
After a quick look at the xml files, as for now:
- 800p gun turrets research does nothing.
- 3000p gun turrets research unlocks default turret at the machinig table.
- Default gun turret is available from the start as a security building (!!!).
- There's a non-craftable heavy automated turret. Perhaps traders can sell it.
something seems buggy ;)
I didnt realise that the base turret was here without research (I built my defense with embrasure at start), but it is, and should not.
currently gun turret (vanilla) doesnt give you anything. since improvised turret lack research prerequiste, it's already available at the beginning. heavy turret and blaster lack recipeuser so it cant be crafted
Is there a way to make my pawn automatically switch to a melee weapon, if they have it? Currently in my loadout I have my pawns carry both AR and Knife/Handgun. If enemy comes to melee range, any way to make them switch weapons?
Right now when I tell them to melee, they'll use fist instead.
Quote from: coldcell on January 19, 2017, 07:03:31 AM
Is there a way to make my pawn automatically switch to a melee weapon, if they have it? Currently in my loadout I have my pawns carry both AR and Knife/Handgun. If enemy comes to melee range, any way to make them switch weapons?
Right now when I tell them to melee, they'll use fist instead.
For now you have to micromanage it by going in their invetory and making them equip it (right click menu). They will put their gun back to their inventory.
I'd love to see automatic switching to melee when being hit by melee attacks and when hunted animal is downed. Skyarkhangel, if you aren't too busy... :P
Quote from: coldcell on January 19, 2017, 07:03:31 AM
Is there a way to make my pawn automatically switch to a melee weapon, if they have it?
Quote from: Fafn1r on January 19, 2017, 08:50:24 AM
*snip*
...automatic switching to melee when being hit by melee attacks and when hunted animal is downed. Skyarkhangel, if you aren't too busy... :P
Awesome idea!! :D
+1
my pawn with synthread (starter cloth) deflect 4 of 5 hit from grizzily bear, is it imbalanced or not? maybe big wildlife need some boost on their claw (armor penetration)? i thought bear should be more scary , or my pawn just lucky
Quote from: minakurafto on January 19, 2017, 11:09:48 PM
my pawn with synthread (starter cloth) deflect 4 of 5 hit from grizzily bear, is it imbalanced or not? maybe big wildlife need some boost on their claw (armor penetration)? i thought bear should be more scary , or my pawn just lucky
What was the pawn's melee level? I think that skill is related to the probability of dodging an attack, so if it's high enough it should even dodge a bear, I think...
I am having a strange issue with molotov's. I have created a stone room so that I can burn corpses in, but when I throw a molotov, no fire is created.
Has anyone else had this issue?
Love this mod, just started using it last week. I think the scope of the changes it brings to the game is incredible. Some feedback.
- Embrasures are op af. A simple perimeter wall with recessed entrances protected by embrasures makes raids trivially easy. Enemies will lock onto attacking a door, stack up in the hallway, and can be mowed down point-blank without retaliation. Manhunters and thrumbos are even more of a joke, they will run around aimlessly, unable to acquire a target. This is less a problem with the mod and more a problem with the poor AI, which is not trained to handle embrasures. I suppose it's the same problem as killboxes in vanilla.
- Similarly, the range on most late game weapons is absurd, and AI breaking. Sniper rifles are obsolete as automatics can fire across a fully zoomed-out screen. Raids anywhere on the map can be attacked immediately from the safety of your base, and the AI is not smart enough to close that kind of distance behind cover. On a related note, it seems strange the pistol's range is so low.
- Centipedes drop WAY too much ammo, and/or the ammo sells for way too much. 10k ammo per centipede, selling at 2/unit = 20k silver per centipede. It's easy to sell to traders from anywhere on the map by making a storage zone around the piles of ammo.
- The names for the various ammo types are overwhelming, especially because the gun's description doesn't list the type of ammo it uses (and vice versa). I don't mind learning large lists of flavour text, but at least make the information available in game. Many names appear similar (5.56 NATO and 7.62 NATO for example) and several times I have crafted the wrong ammo.
- Ammo doesn't deteriorate outside. Post-raid litter is excessive.
- Shotguns are fantastic, especially birdshot. They function exactly how you'd expect shotguns to function in a game, and I found them well balanced and useful. Probably my favourite feature of the mod, great work on those.
Quote from: Sinosauropteryx on January 20, 2017, 03:39:39 PM
- Embrasures are op af. A simple perimeter wall with recessed entrances protected by embrasures makes raids trivially easy. Enemies will lock onto attacking a door, stack up in the hallway, and can be mowed down point-blank without retaliation. Manhunters and thrumbos are even more of a joke, they will run around aimlessly, unable to acquire a target. This is less a problem with the mod and more a problem with the poor AI, which is not trained to handle embrasures. I suppose it's the same problem as killboxes in vanilla.
Seconded. I didn't use them last play through, because it was effectively cheating.
We all know if they're pulled somebody will complain of course, and I'm not sure how you'd really address 'em in a reasonable manner.
power armor is too slow, it's like using heavy armor without power
Can someone tell me the exact difference between Aimed and Snapshot?
Like if I have a sniper with Careful Shooter trait, should I just put him on Snapshot since his trait will boost his accuracy anyway?
skyarkhangel,
answer, somebody has been translated into Russian? I started to do the translation, but I do not want to do double duty!
ответьте, кто нибудь занимается переводом на русский язык? я начал делать перевод, но не хочу делать двойную работу!
Here is a sample of my translation in file «Ammo_Shotgun.xml»
I'm a little extended description
Original
12 gauge shell (Slug)
Extremely common shotgun caliber used in almost every application, from hunting over riot control to military firearms.
Мой перевод (my translate)
12 калибр (Бреннеке)
Пуля Бреннеке — одна из наиболее популярных в мире пуль для гладкоствольного охотничьего оружия. Это турбинно-стрелочный тип пуль. Головная часть пули свинцовая, на её боковой поверхности имеются наклонные рёбра. Рёбра весьма тонкие; они легко сминаются при прохождении по стволу, обеспечивая хорошую центровку пули. Хвостовик пули представляет собой пыж толщиной 10-12 мм, соединённый с головной частью с помощью шурупа. Убойность пули хорошая, позволяющая применять её по всем крупным зверям (кабан, медведь и различные олени). В одном из исторических каталогов было сказано, что пуля Бреннеке успешно использовалась на охотах на крупного зверя, даже такого, как лев, тигр и буйвол.
Quote from: minakurafto on January 19, 2017, 11:09:48 PM
my pawn with synthread (starter cloth) deflect 4 of 5 hit from grizzily bear, is it imbalanced or not? maybe big wildlife need some boost on their claw (armor penetration)? i thought bear should be more scary , or my pawn just lucky
Combination of lucky and the fact that 100% condition "starter cloth" synthread is actually pretty good as far as armor goes. It's not devilstrand or hyperweave, but it's only slightly below devilstrand, and definitely better than most leather, normal cloth and so on.
Not sure if this was happening to anyone else, or just me, but the backpack(s) and tactical bags were not actually increasing the bulk of the people who put them on, I ended up going through the code and found that while the Offset is calculated in whether the bag can be picked up, the function to update the inventory doesn't care about it.
If it helps I fixed it by puttingthe following directly after line 156, in the CompInventory.cs file(within the "Add Apparel" if statement):
"apparelWeight -= thing.def.equippedStatOffsets.GetStatOffsetFromList(CR_StatDefOf.CarryWeight);
apparelBulk -= thing.def.equippedStatOffsets.GetStatOffsetFromList(CR_StatDefOf.CarryBulk);"
Quote from: neur0breed on January 21, 2017, 05:02:36 PM
Not sure if this was happening to anyone else, or just me, but the backpack(s) and tactical bags were not actually increasing the bulk of the people who put them on, I ended up going through the code and found that while the Offset is calculated in whether the bag can be picked up, the function to update the inventory doesn't care about it.
If it helps I fixed it by puttingthe following directly after line 156, in the CompInventory.cs file(within the "Add Apparel" if statement):
"apparelWeight -= thing.def.equippedStatOffsets.GetStatOffsetFromList(CR_StatDefOf.CarryWeight);
apparelBulk -= thing.def.equippedStatOffsets.GetStatOffsetFromList(CR_StatDefOf.CarryBulk);"
Not sure why it wasn't working for you. It's working fine in my game (backpack and tactical vest).
I've downloaded and included the most recent version of Combat Realism and I came across an issue with custom scenarios. If the scenario includes the vanilla armor vest, parts cannot be added to the scenario until the armor vest part is removed. Any attempts to click on "Add Part" will not result in the menu opening.
Just something I think would be beneficial for anyone using custom scenarios.
Quote from: codyjriggle on January 20, 2017, 01:03:34 PM
I am having a strange issue with molotov's. I have created a stone room so that I can burn corpses in, but when I throw a molotov, no fire is created.
Has anyone else had this issue?
Yep same here, does not matter where/what its thrown against, no fire :-\
Quote from: Hazel on January 23, 2017, 06:18:33 AM
Quote from: codyjriggle on January 20, 2017, 01:03:34 PM
I am having a strange issue with molotov's. I have created a stone room so that I can burn corpses in, but when I throw a molotov, no fire is created.
Has anyone else had this issue?
Yep same here, does not matter where/what its thrown against, no fire :-\
to make molotov works, delete this line <thingClass>Combat_Realism.Projectile_FireTrail</thingClass> in weapons_grenades.xml
i found it by comparing it with molotov from hardcore_SK
Quote from: minakurafto on January 23, 2017, 10:56:44 AM
to make molotov works, delete this line <thingClass>Combat_Realism.Projectile_FireTrail</thingClass> in weapons_grenades.xml
i found it by comparing it with molotov from hardcore_SK
Ironic, given they're both developed by the same developer and whatnot :).
Quote from: porcupine on January 23, 2017, 05:31:08 PM
Quote from: minakurafto on January 23, 2017, 10:56:44 AM
to make molotov works, delete this line <thingClass>Combat_Realism.Projectile_FireTrail</thingClass> in weapons_grenades.xml
i found it by comparing it with molotov from hardcore_SK
Ironic, given they're both developed by the same developer and whatnot :).
Not ironic at all. It's insanely hard to manage minor changes with this amount of mods.
I'd really LOVE a no ammo version of this that works properly.
I've tried removing the ''setammo'' setting in the weapons_gun.xlm like people suggested but that make everyone who joins the map to freeze at the edge and whatever you do ( arrest, hurt, rescue etc ) if you keep the reload option.
If you don't reload, it's just not balanced at all, might as well not use the mod
There's a bug free version around but it's for A15 only.
The ammo part is too much for me, but I really do love the re-haul of how the armor/weapons work.
This is single-handedly the best mod out there.
Quote from: deeperman on January 21, 2017, 10:38:16 AM
skyarkhangel,
answer, somebody has been translated into Russian? I started to do the translation, but I do not want to do double duty!
ответьте, кто нибудь занимается переводом на русский язык? я начал делать перевод, но не хочу делать двойную работу!
For now, nope. Push works with translation on github.
Quote from: Fafn1r on January 19, 2017, 08:50:24 AM
Quote from: coldcell on January 19, 2017, 07:03:31 AM
Is there a way to make my pawn automatically switch to a melee weapon, if they have it? Currently in my loadout I have my pawns carry both AR and Knife/Handgun. If enemy comes to melee range, any way to make them switch weapons?
Right now when I tell them to melee, they'll use fist instead.
For now you have to micromanage it by going in their invetory and making them equip it (right click menu). They will put their gun back to their inventory.
I'd love to see automatic switching to melee when being hit by melee attacks and when hunted animal is downed. Skyarkhangel, if you aren't too busy... :P
Yep, iam plan to make it in future. With checking target distance, to switch back to gun.
Please make a light version of Combat Realism & Realism Defence, without the use of ammunition.
I think there is a bug in the reloading guns while hunting.
It appears that when a pawn is hunting and when it needs to reload his gun, the "reloading task" is set as "forced task".
Most of the time the "forced task" is released after the reloading, but somtimes it's not, then the "forced task" behavior is transfered to the hunting task. And in that case, the pawn tries to hunt until he fall from fatigue.
Would it be possible to make pawns automatically reload their weapons after exiting combat/ while safe if their firearm's magazine is missing rounds? Gets kinda old manually reload every fighter's assault rifle after every raid.
Quote from: McGuffin on January 24, 2017, 08:28:52 AM
I think there is a bug in the reloading guns while hunting.
It appears that when a pawn is hunting and when it needs to reload his gun, the "reloading task" is set as "forced task".
Most of the time the "forced task" is released after the reloading, but somtimes it's not, then the "forced task" behavior is transfered to the hunting task. And in that case, the pawn tries to hunt until he fall from fatigue.
Not sure if related or not but I remember (few months ago now since I last checked) that hunter pawns that had to reload immediately after a kill would return home without hauling their prey.
Quote from: Uzerplane on January 24, 2017, 08:08:36 AM
Please make a light version of Combat Realism & Realism Defence, without the use of ammunition.
This x100! I guess you probably didn't so far because all the armor stuff works around with the bullet types but...
Seriously.
Ammo managing is too much for me but the vanilla guns/armors/health is ridiculous!
I guess I'll deal with the bullets for now...
Quote from: AnNyeong on January 24, 2017, 10:11:51 AM
Quote from: Uzerplane on January 24, 2017, 08:08:36 AM
Please make a light version of Combat Realism & Realism Defence, without the use of ammunition.
This x100! I guess you probably didn't so far because all the armor stuff works around with the bullet types but...
Seriously.
Ammo managing is too much for me but the vanilla guns/armors/health is ridiculous!
I guess I'll deal with the bullets for now...
This has already been asked a million times and is not going to happen, if you want to know why you can run a search on the topic.
Quote from: AnNyeong on January 24, 2017, 10:11:51 AM
Ammo managing is too much for me but the vanilla guns/armors/health is ridiculous!
I already said that, but that is not true at all:
Everything is automated, you just have to set your loadout for weapon/ammo wanted for each pawn , and... that's all.
Quote from: McGuffin on January 24, 2017, 10:54:59 AM
Quote from: AnNyeong on January 24, 2017, 10:11:51 AM
Ammo managing is too much for me but the vanilla guns/armors/health is ridiculous!
I already said that, but that is not true at all:
Everything is automated, you just have to set your loadout for weapon/ammo wanted for each pawn , and... that's all.
Except that when you don't have enough of one type of ammo (we'll use 300 FMJ here for an example) that is mentioned in the loadout BUT have a total of 250 ammo; 30 FMJ, 120 AP and 100 HP, it will try to auto-pickup the different type of ammo because it don't have enough FMJ the load-out will force to wear the correct type of ammo and it will infinitely loop between the two or three types trying to pick all of them up (but won't) because of the automated default and you have to manually remove the load-out every time it happens.
mid-late game is fine because there's no way you will run out of ammo unless you fuck up good, but early game its annoying as hell. You have to micro manage all the ammo and since I start new games a lot this is a deal breaker for me.
It was a bug, not a design issue. Anyway, it's fixed in the latest build (on GitHub)
also when you don't have enough ammo, you might want to use bow instead until you can craft enough ammo for everybody. It's part of the gameplay actually.
Quote from: McGuffin on January 24, 2017, 11:42:39 AM
It was a bug, not a design issue. Anyway, it's fixed in the latest build (on GitHub)
also when you don't have enough ammo, you might want to use bow instead until you can craft enough ammo for everybody. It's part of the gameplay actually.
I'm actually starting to notice my gameplay went horrible since I got mods. I played again with an ''Ammo mindset'' and it worked pretty well... until..
No heater (10C* winters, I shouldn't need them right?)
No defence
3 pistol, 2 shotty and 1 sniper
No defence what so ever (mortars, turrets or walls even)
No fire protection
No Proxy-whatevermalariapills-yn
2nd month, 3/5 get malaria only get to save 1
Then 3rd month, still nothing I just listed...Dry thunderstorm in my base and around it! Starts raining after half my shit is gone... then.. Cold snap, volcanic winter eclipse (all together!) Went down to -22 at night, no good clothes, barely getting a heated room going... and then a 7 man raid!
So yeah, no ammo problems though. I worked with it fine.
But my gameplay sucks now.
I'm trying to get all this new and/or fancy stuff at the beginning;
Crafting snipers and LMGs when my walls are still in wood and can barely get by in steel
Making a 20x20 big brewery when I don't even have defences or decent garden
Fancy deep drilling researches when I don't even have firefoam yet (Boreal forest too!)
I can't seem to grow slow and steady anymore lol. I'm trying to just go big all at once and it blows (literally) in my face every time. I need to sit back and think basic for the first year I guess.
Sorry for the shitty sob story but thanks for actually saying that, it just all clicked. I'm actually posting this after I lost this game, trying to cool off before starting a new one haha.
Suggestion:
Can we get rid of arrows faster? 1 arrow per smelt is ridiculous, a Tribe raid will leave 400 arrows minimum at least around my base, they don't deteriorate. So the only way to get rid of them is to use them or use Tool Destroy...
Also, since there is no use of Scyther ammo, can we get a way to get rid of that too?
Thanks!
Quote from: Mercain on January 24, 2017, 09:38:25 PM
Suggestion:
Can we get rid of arrows faster? 1 arrow per smelt is ridiculous, a Tribe raid will leave 400 arrows minimum at least around my base, they don't deteriorate. So the only way to get rid of them is to use them or use Tool Destroy...
Also, since there is no use of Scyther ammo, can we get a way to get rid of that too?
Thanks!
for mechanoid ammo, if the ammo drop bug you, try adding <destroyOnDrop>True</destroyOnDrop> and <menuHidden>True</menuHidden> in Ammo_Advanced.xml below each mechanoid ammo def.
for minigun centipede, duplicate minigun def, 1 for mechanoid with other mechanoid ammo uncraftable, the other one is craftable minigun with Nato ammo, then no more ridiculus ammo drop
for arrow just add DeteriorationRate in ammo base so all ammo will deteriorate
What does mounted recoil mean? I looked in the weapon defs to figure out why all the lmgs sucked, (i have 3 other cr compatible weapon mods) and all of them have mounted recoil.
Quote from: Sinosauropteryx on January 20, 2017, 03:39:39 PM
- Embrasures are op af. A simple perimeter wall with recessed entrances protected by embrasures makes raids trivially easy. Enemies will lock onto attacking a door, stack up in the hallway, and can be mowed down point-blank without retaliation. Manhunters and thrumbos are even more of a joke, they will run around aimlessly, unable to acquire a target. This is less a problem with the mod and more a problem with the poor AI, which is not trained to handle embrasures. I suppose it's the same problem as killboxes in vanilla.
I've been away from Rimworld for a while, but I remember this being an issue with Combat Realism in A13 as well, and someone made a patch for it to solve the issue, it seemed to work well from what I remember. The problem is, this was back when CR used CCL, and as such the workaround also used CCL.
Here's the links to both the post about it in the old thread, as well as the github page for the patch, just in case anyone with any modding ability wants to look into it.
Link to post in old thread: https://ludeon.com/forums/index.php?topic=9759.msg220390;topicseen#msg220390 (https://ludeon.com/forums/index.php?topic=9759.msg220390;topicseen#msg220390)
Github page for patch: https://github.com/Krutchen/CombatRealism/releases/tag/1.6.52 (https://github.com/Krutchen/CombatRealism/releases/tag/1.6.52)
Quote from: Lady Wolf on January 03, 2017, 07:15:19 PM
Quote from: blaxblade on January 03, 2017, 06:58:57 PM
Please, bean bullets doesn't work; how can i fix?
I can confirm this, every time you fire a bean bag there's a error message that appears int he dev window. (When I get a chance to play again I'll list the exact error)
Quote from: Yoso on December 21, 2016, 03:28:02 AM
Super excited that CR updated so fast. What? No this isn't a poorly disguised ptw and I'm offended that you would think that.
Edit: Beanbag rounds don't do anything except throw errors on impact.
This has been noted a few times without comment. Bean bag ammo is one of the few (and the best) capture and containment methods in CR and without it raids turn into bloodbaths with no upside. Gunning down raiders is fun, but I'm getting tired of all the skilled raiders being gunned down dead before we can talk.
I've included my error text for reference. Any information on this would be appreciated.
[attachment deleted by admin due to age]
Plus, beanbags are a great way to bring down colonists who break and get violent.
Embrasures in my experience actually seem rather underpowered, i.e. my colonists seem to be hit far too often through them. I would think that the stacking on the door and ignoring the guy shooting at them is more of an AI issue.
Mechanoid ammo is useful for one thing in my experience, trade fodder. sweet, sweet trade fodder.
Quote from: AseaHeru on January 28, 2017, 03:00:03 PM
I would think that the stacking on the door and ignoring the guy shooting at them is more of an AI issue.
Indeed, at some point some Alpha silently broke embrasures through some kind of AI optimization. IIRC the issue that the targeting AI doesn't consider pawns in different regions (makes sense since vanilla has no way to target pawns in such a situation).
QuoteMechanoid ammo is useful for one thing in my experience, trade fodder. sweet, sweet trade fodder.
In retrospect I should have gone for ammo cook-off and have them explode on death instead of turning them into ammo-pinatas.
Also, whatever happened to disabling ammo requirements through XML? Did the option for pre-ammo-style reloading never work in the first place or did it get broken during an update? Assuming the code-base works it should be trivial for someone to make and maintain a no-ammo version using only XML edits.
I apologies if someone has suggested this before. But I noticed your awesome mod allows my pawns to carry melee weapons as well as range weapons, even side arms. Would it be possible for pawns AI to switch to these alternative weapons? Say to a side arm when they are out of ammo or a melee weapon when smacked with a sword?
There is a bug with Frag Grenades (i don't know if it happens with the other grenades), so the bug is that when a pawn equips a grenade, he throws it, he takes another one from the inventory, but he cant unequip it and when he tries to equip another weapon it just disappears.
Quote from: NoImageAvailable on January 28, 2017, 04:58:59 PM
Quote from: AseaHeru on January 28, 2017, 03:00:03 PM
I would think that the stacking on the door and ignoring the guy shooting at them is more of an AI issue.
Indeed, at some point some Alpha silently broke embrasures through some kind of AI optimization. IIRC the issue that the targeting AI doesn't consider pawns in different regions (makes sense since vanilla has no way to target pawns in such a situation).
QuoteMechanoid ammo is useful for one thing in my experience, trade fodder. sweet, sweet trade fodder.
In retrospect I should have gone for ammo cook-off and have them explode on death instead of turning them into ammo-pinatas.
Also, whatever happened to disabling ammo requirements through XML? Did the option for pre-ammo-style reloading never work in the first place or did it get broken during an update? Assuming the code-base works it should be trivial for someone to make and maintain a no-ammo version using only XML edits.
Welcome back!
There is a thread somewhere in the mods or mods sub forums where someone is attempting a non ammo version, don't know how much luck they are having. I'm sure they'd love any advice or help you could throw their way.
I gave some problems with this mod- some of turrets does not provide the fire to enemy
i know i have to fill the ammo however some of turrets like Vulcan cannon - from "more Vanilla turrets" does not have this option and that turret is simply no working - is there anyway to fix it ?
Most combat- or medical-oriented mods do not work with CR without a comparability patch.
Quote from: BlackSmokeDMax on January 29, 2017, 09:17:14 AM
There is a thread somewhere in the mods or mods sub forums where someone is attempting a non ammo version, don't know how much luck they are having. I'm sure they'd love any advice or help you could throw their way.
Not much to give really, when I implemented the ammo system I tried to make sure it retained the old functionality so that if you removed the ammo-related XML entries for a weapon it would act like before the ammo system (i.e. limited magazines but infinite reloads). I always knew there would be lots of interest in a no-ammo patch so I tried to make sure creating one would be as easy as possible. No idea if whoever maintains it right now stuck to that paradigm though, so might no longer be the case.
Either way, it would certainly be better to ensure the DLL side allows for it and pointing people towards a solution than this attitude of "piss off if you want a no ammo version" that I've seen skimming through this thread. The whole point of modding is that people with different tastes will want different things in their game and if a lot of people dislike a particular feature it makes sense to provide an option.
http://pastebin.com/tS0t0uLq
I am unable to shoot muffalo, when i try to this error shows up and the bullet passes through the muffalo
Any chance the CDR turrets will be separated out for vanilla players? I don't really use Combat Realism but am sorely missing some manned realistic turrets. Cheers.
Yo CR guy.
I like your mod so much I decided to make Astartes compatible. Love having ammo and different ammo types.
Did run into a snag.
I noticed that the projectile is tied to ammo - meaning that making a power cell that is shared between weapons with different projectile looks and damage is impossible.
And things like Hot-shot packs (overcharging a lasgun so it uses up twice the charge per bullet, but increases damage and penetration) are a no-no (ammo capacity and consumption are set)
I can work with this, especially that these things weren't possible in the base game either, but having a special magazine for every energy weapon is just asking for overcluttering.
Got any ideas?
i've got a bug... When a raider entered the map, the game autoforcedly stopped game speed to one (this is normal behavior), but after immediately pausing the game refuses to move forward... It just pauses immediately after I change game speed to one, two or three. Time doesn't move forward anymore.
Here the corresponding logs
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Two issues:
1. The front facing display of backpack straps often block the pawn's face making them look very wierd. I manually put blank images in place of the front facing but ideally they just need some adjustments.
2. I have not been able to sell my excess ammo anywhere. not to combat supplier caravans or in villages. I don't think I have any mods that would cause a conflict. Is this just me?
Looking at the CR code for traders and factions, I do see that only caravans are set to buy and sell "CR ammo". So please consider adding CR ammo to faction village traders. But still, I can't sell my ammo even to caravans.
Quote from: FreyaMaluk on January 31, 2017, 06:25:22 PM
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Also getting this exact error repeating itself after updating to 1.6.9.7, and HugsLib to 2.4.0. No traders or raiders on map, game doesn't stop/slow time or anything for me. Rolling back to 1.6.9.6 fixes it, error-free.
In case it helps: Modlist (http://pastebin.com/ZPMfs5ve)
Is there a loadout system? I keep hearing about it from older versions of this, but i cant find it, im tired of my colonists all carrying 800 clips of pistol ammo
Quote from: ElvenMusic on February 01, 2017, 02:55:14 PM
Is there a loadout system? I keep hearing about it from older versions of this, but i cant find it, im tired of my colonists all carrying 800 clips of pistol ammo
Yes. It should be the same setup as the clothing tab/etc. (I haven't installed on this version, but have been following).
The problem is i cant actually find it, where is it?
Quote from: ElvenMusic on February 01, 2017, 03:44:52 PM
The problem is i cant actually find it, where is it?
If you have better pawn control, you either need to update CR or disable BPC because BPC disables the loadout menu from CR. Sk said he added support but I havent updated yet.
Quote from: seanandjay29 on February 01, 2017, 11:27:49 PM
Quote from: ElvenMusic on February 01, 2017, 03:44:52 PM
The problem is i cant actually find it, where is it?
If you have better pawn control, you either need to update CR or disable BPC because BPC disables the loadout menu from CR. Sk said he added support but I havent updated yet.
What you're looking for is the pencil icons in the 'assign' section, one of the columns should be labeled "loadout".
The author of BPC is waiting for CR to be updated on Steam to finish the integration on his end. However, if you place BPC above CR in your load order, you can still use the animal controls while keeping CR's loadout options. You just won't be able to use BPC's colonist control options. Hope this helps.
I am also running into issues with reloading the heavy machine gun turrets. They take the FMJ ammo but I also have other rounds like HE and EMP that they won't use.
Hey, I see you added some great changes to the base game. Here's one suggestion to further improve the mod
New armor tag/flag:
- powered (or whatever, name is notimportant) - marks a piece of armor as strength-enhancing
Weapon tags:
- bulky (required power armor to be used without penalty. Without power armor, speed and aim penalty)
- massive (CANNOT be equipped without and armor with the "powered" tag. UN-equipping the armor automatically unequips and drops this weapon)
EXTRA: weapons come in regular and sidearm, let's increase that:
- "sidearm" is for one-handed small guns (bonus when second hand is empty, but allows something else to be used in other hand)
- "sidearm_P" is considered as one-handed for a user in power armor, a regular two-handed weapon otherwise
- "two-handed" is for regular two-handed weapons, these are ALWAYS used two-handed
Quote from: MrWeeGee on February 02, 2017, 01:41:50 AM
Quote from: seanandjay29 on February 01, 2017, 11:27:49 PM
Quote from: ElvenMusic on February 01, 2017, 03:44:52 PM
The problem is i cant actually find it, where is it?
If you have better pawn control, you either need to update CR or disable BPC because BPC disables the loadout menu from CR. Sk said he added support but I havent updated yet.
What you're looking for is the pencil icons in the 'assign' section, one of the columns should be labeled "loadout".
The author of BPC is waiting for CR to be updated on Steam to finish the integration on his end. However, if you place BPC above CR in your load order, you can still use the animal controls while keeping CR's loadout options. You just won't be able to use BPC's colonist control options. Hope this helps.
I really don't get what you say... the 1.6.9.6 version "should" be compatible with BPC.
The current version, 1.6.9.7 should be as well... Is there something I'm missing here??
Quote from: NoImageAvailable on January 29, 2017, 12:08:45 PM
Not much to give really, when I implemented the ammo system I tried to make sure it retained the old functionality so that if you removed the ammo-related XML entries for a weapon it would act like before the ammo system (i.e. limited magazines but infinite reloads). I always knew there would be lots of interest in a no-ammo patch so I tried to make sure creating one would be as easy as possible. No idea if whoever maintains it right now stuck to that paradigm though, so might no longer be the case.
Either way, it would certainly be better to ensure the DLL side allows for it and pointing people towards a solution than this attitude of "piss off if you want a no ammo version" that I've seen skimming through this thread. The whole point of modding is that people with different tastes will want different things in their game and if a lot of people dislike a particular feature it makes sense to provide an option.
Firstly, as being one of the guys complaining about who keeps asking for a no ammo version, I am sorry if I offended anyone or even yourself, that is not what I meant to do.
Second, welcome back!! A lot of people have missed your presence :D
Lastly, will you return to this mod?
How do you craft miniguns and rocket launchers after completing the required research?
I'm specifically after rocket launchers, but can't find the production bill for it anywhere.
Thanks for the note? notification? About BPC load order... and incompatibility thingy Almost positive that was the problem, now that i know about it :P
I could use some help. I can't find any crafting options for the agl-30 ammo. I have many weapon techs unlocked and the ammo and machining bench. I crafted the weapon. What tech is associated with making that ammo?
On a related note, the soviet hmg and the agl will only reload the ammo they already are set for. I have alternate ammo nearby but they won't load it.
Quote from: joaonunes on February 02, 2017, 02:32:20 PM
Lastly, will you return to this mod?
Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.
Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.
Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Quote from: joaonunes on February 02, 2017, 02:32:20 PM
Lastly, will you return to this mod?
Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.
Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.
There is no shortage of people for testing and moving the code to github has made it a lot easier for players to report bug and for the modders to manage bug tracking.
Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.
Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.
That would only be a matter of speaking with Sky and working together on the mod.
As you can see the mod's users keep reporting bugs when they are detected and as "sirgzu" said...
Quote from: sirgzu on February 03, 2017, 06:20:36 AM
There is no shortage of people for testing and moving the code to github has made it a lot easier for players to report bug and for the modders to manage bug tracking.
This is probably one of the most famous mods for Rimworld and it's having some problems to stay stable, perhaps you could at least give a hand to skyarkhangel, maybe help him make the mod as good as you'd like it to be :P
Two minds work better than one, and I am sure the community will be glad to help test whatever you want, you just need to release an unstable version and ask people to test it.
For some reason my colonists don't want to pick up their assigned loadout. I have all weapons and ammunition. Bulk and weight shouldn't be a probem also, a naked colonist without stuff in his inventory can't equip a pistol automatically. Since nobody reported this issue I think there is a conflict with my mods. Does somebody know where the problem may be?
[Is it possible to put long lists in a spoiler tag?]
Core
HugsLib
Izzyssentials Core
Better Pathfinding
EdBPrepareCarefully
Blueprints
Bulk Medicine Production A16
Additional Joy Objects
AllowTool
Appetite Suppressant A16
Caerbannog
Chemicals & Neutroamine
Clutter Furniture
ColonyManager
CombatRealism-1.6.9.5
Crate
DeadMansClothing
ED-Embrasures
ED-LaserDrill
ExpandedIncidents
ExpandedProsthetics&OrganEngineering
Fences And Floors
FishIndustry
FluffyBreakdowns
HaulPriorityLite
High Caliber
High Caliber (Combat Realism Patch)
Hospitality
ImTheWorkerNow
Izzyssentials Furniture
Izzyssentials Hydro
Izzyssentials Solar
Izzyssentials Switch
kNumbers-0.6.0
LED Lights More Furniture Patch
LED Lights Redux
LT_DoorMat
M No RNG in Death
MadSkills-A16-1.2.1
MakeComponentsx10-1.0.1
MF A16
MineItAll
MiningShaft-StoneAddon
MiningShaftA16
Nandonalt - Camping Stuff
Nandonalt - Colony Leadership
Nandonalt - Pests
Nandonalt - Set-up Camp
Psychology
QualityBuilder
Rainbeau's Fertile Fields
RD_FireDepartment
RD_ReinforcedConcreteWall
Reinforced indiscernible power conduits
RelationsTab
ResearchList
RimFridge
Signs_and_Memorials
RT_Fuse-A16-1.0.5
RT_QuantumStorage-A16-1.0.8
RT_SolarFlareShield-A16-1.1.2
RumoursAndDeceptionA16
RW_MedicalInfo
Soylent green a16
static_quality_plus_A16.1.2
StepAway
Super Soil
WM Medivac
WM Reuse pods
WM SyncGrowth
ZhentarFix
[SS]BiggerBatteries
[SS]BiggerFuses
823126273 (Roof Support A16 from Workshop)
729908976 (Colonist Bar KF 0.16.2.2 from Workshop)
726479594 (Storage Search A16 from Workshop)
Assorted Leather Scraps
Clutter Misc
CombatRealism EPOE
Crafting Neutroamine [1.1]
ED-Embrasures-CR
luciferium
Mending
sd_power
Where Is Rich Soil
Tranq Turrets
765650558 (JTSavagePrisonersCompatPsychology from Workshop)
Miniaturisation-0.16.2
Miniaturisation
Bulk Meals A16
Hunting Alert
Pandora Dark
Patient Sanity
RW_RefugeeStats-master
AdvancedLamps [A15]
Hey Sky, I've been trying to make Astartes Combat Realism compatible (and by that I mean using ammo and your your systems).
I'm failing.
I made entries for everything - ammo categories, sets, ammo, projectiles, guns, things, etc..
There must be something I'm missing, but I'm not sure what. Can you take a look?
http://www.mediafire.com/file/pculo6zp63z1yi0/Astartes_-_Combat_Realism.rar
Quote from: TrashMan on February 03, 2017, 07:30:51 PM
Hey Sky, I've been trying to make Astartes Combat Realism compatible (and by that I mean using ammo and your your systems).
I'm failing.
I made entries for everything - ammo categories, sets, ammo, projectiles, guns, things, etc..
There must be something I'm missing, but I'm not sure what. Can you take a look?
http://www.mediafire.com/file/pculo6zp63z1yi0/Astartes_-_Combat_Realism.rar
Checked. A lot of errors in xmls.
The main:
- Missing CR abstract classes. You need to create own abstract classes!
- Errors in texture path, like using Astares, not Astartes.
Please, check all, make like in CR.
Quote from: NoImageAvailable on February 03, 2017, 05:22:59 AM
Quote from: joaonunes on February 02, 2017, 02:32:20 PM
Lastly, will you return to this mod?
Wasn't really planning on it. Mostly just dropped by a few days ago to see if the latest Alpha had anything interesting in it. I'm kinda interested in seeing how raiding plays out but I've been told A16 has a lot of issues so I haven't checked it out.
Aside from that most of my reasons for leaving still stand. Tynan did step up modding support significantly it looks like (and kudos to him for that) but my main reason was always that its just too much work for one man to both develop, playtest and update a mod of this scale by himself when the game is in Early Access and releases updates as mod-breaking and frequent as this. In the end I just burned out on all the bugs and broken features and I just couldn't reach the level of quality that I want my work to have. If I was going to come back to this mod it would only be as part of a team where someone else can help with stuff like balance-testing, bug hunting and updating to new Alphas. In the past I'd occasionally have people pitch in with coding specific features and those guys were immensely helpful but that model just doesn't cut it for a project of this size anymore.
Hello NIA, come back to us, we miss you :) I also do not have enough time to closely work with CR, so i do everything in my power.
About ammo. A lot of people like CR ammo in Rimworld, like me. I would consider it as a step backwards, if remove this unique feature. Needs only work with loadout system, new feature - auto ammo finder, to make it better.
I noticed the typos right after I posted. Already fixed.
Quote from: skyarkhangel on February 04, 2017, 01:18:08 AM
- Missing CR abstract classes. You need to create own abstract classes!
Where are those defined?
Quote from: sirgzu on February 03, 2017, 06:20:36 AM
There is no shortage of people for testing and moving the code to github has made it a lot easier for players to report bug and for the modders to manage bug tracking.
The code has been on github since when we first started working on the aiming system and became the main DL location soon afterwards, barely anyone used it for bugreporting. 99% of bug reports came through the forum thread and while those are helpful its not the same as proper playtesting. That involves going out and actively hunting bugs, deliberately trying to break the game.
It also means testing game balance, finding exploits, etc. and providing detailed feedback and potential solutions, something I had to go out of my to get. And seeing balance talk on the forums/reddit is about as likely as seeing a purple thrumbo on your morning commute. This being a gameplay mod it relies heavily on balance and without proper feedback it becomes that much harder to identify problems.
Quote from: skyarkhangel on February 04, 2017, 02:03:46 AMHello NIA, come back to us, we miss you :)
Well if its so important to people I'll put it like this: check the mods forum/modding chat (AFAIK people moved from slack to discord now?) or whatever other channels Rimworld modders use these days and if you can find one or more of the following:
- support coder to help with maintenance/bugs
- playtester to test for bugs and provide detailed feedback on balance
to become permanent dev team members I'll come back to developing this mod, at least for a while, but I don't think it can be done. The interest just isn't there. The people with coding skills all work on their own mods and are too busy to bother with other people's and reliable playtesters I found are hard to find (I actually tried recruiting people for this in the past but they never followed through).
Nasty exception. Not sure what's causing it other than the obvious. Keeps faulting every tick until I load an older save. Could it be trying to interact with a non CR object?
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at Combat_Realism.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours_ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Hey i'm not sure if this is a bug, but i'm sure it was not intended.
I have around 48 mods now (including patches) but after adding Combat Realism... Uhh, i encountered an enormous problem with aiming.
I made myself a headstart with really good people (because i want to try) and one of them is a carefull shooter with shooting skill 19, accuracy at over 100% and a rifle from another mod (high caliber i think).
The ammo works fine, and it works properly against raids... But when i try to shoot animals? Nothing, he misses every shot.
I ordered him to try shooting a bear a few tiles away, nothing, when the bear fell asleep, i ordered him to stand next to it and shoot it, nothing again.
I basically can't kill animals on distance, i think it only happened once or twice that they've hit the animal with a gun, which is crazy.
I play on A16 and the mods were for A16 when i downloaded them if i'm not wrong.
Also there was nothing between the bear and the colonist, still on max skills and good weapons they can't hit, same thing in the desert.
From my perspective this shouldn't happen since it should be harder to hit a raider and easier to hit a gigantic grizzly bear, it's the opposite here/combat against other humans works as it should.
Mod list :
Core
HugsLib
Combat Realism
High Caliber
High Caliber (CR Patch)
Expanded Prosthetics and Organ Engineering
Combat Realism EPOE Patch
Nanotrasen's Armory (Serious Version)
Nanotrasen's Armory (CR Patch)
EdB Prepare Carefully
Call of Cthulhu - Cults
Call of Cthulhu - Cosmic Horrors
Call of Cthulhu - Factions
Call of Cthulhu - Industrial Age Objects
Call of Cthulhu - Straitjackets
Increased Forest Density - Deadly Version
Realistic Darkness
H.P. Lovecraft Storyteller
Persistent Worlds
Misc. 'CORE'
Misc. Objects
Misc. Training
Psychology
Fluffy Breakdowns
Relations Tab
Medical Tab
Colony Leadership
Colony Manager
Outfitter
WorkTab
Follow Me
Animal Tab
Blueprints
Area Unlocker
Tilled Soil
Snowy Trees
FFGermanShepherd
DermalRegenerator
ExtendedStorage
BetterVents
BetterCoolers
AdditionalLightning
RimHair Styles Merged
Camping Stuff
Temperature Gauge
Fences And Floors
Pests
Set-Up Camps
Edit: Wrong mod
I can confirm the bug between CR and Worktab. It has to do with how Worktab injects the Worker_Settings class, with changes something with the priorities. Then CR does something with hunting and taming that eventually trying to use something related to work priorities that Worktab has changed. The error message is not helpful at all; it blames TryGiveJobPackage.
Quote from: KeenKrozzy on February 05, 2017, 01:01:46 PM
I can confirm the bug between CR and Worktab. It has to do with how Worktab injects the Worker_Settings class, with changes something with the priorities. Then CR does something with hunting and taming that eventually trying to use something related to work priorities that Worktab has changed. The error message is not helpful at all; it blames TryGiveJobPackage.
Which bug? The one posted by Probe1?
Quote from: Maniox on February 07, 2017, 04:25:24 PM
Quote from: KeenKrozzy on February 05, 2017, 01:01:46 PM
I can confirm the bug between CR and Worktab. It has to do with how Worktab injects the Worker_Settings class, with changes something with the priorities. Then CR does something with hunting and taming that eventually trying to use something related to work priorities that Worktab has changed. The error message is not helpful at all; it blames TryGiveJobPackage.
Which bug? The one posted by Probe1?
yes. I tried to find exactly what is causing it, but gave up. I'm like 80% sure it's worktab though.
Hrm, I think I must be missing something here...
I can't get personal shield bubbles to form on my colonists. Drafted, with personal shield in loadout/inventory, no weapons at all... Do I need a weapon equipped for the personal shields to work, or what did I miss here?
Just vanilla + CR.
Quote from: porcupine on February 08, 2017, 02:46:56 AM
Hrm, I think I must be missing something here...
I can't get personal shield bubbles to form on my colonists. Drafted, with personal shield in loadout/inventory, no weapons at all... Do I need a weapon equipped for the personal shields to work, or what did I miss here?
Just vanilla + CR.
Seeing as shields are clothing, wouldn't you need to make them part of your clothing assignment? Seems putting it in a loadout would just have them carry it around rather than wear it.
Quote from: KeenKrozzy on February 07, 2017, 04:57:26 PM
Quote from: Maniox on February 07, 2017, 04:25:24 PM
Quote from: KeenKrozzy on February 05, 2017, 01:01:46 PM
I can confirm the bug between CR and Worktab. It has to do with how Worktab injects the Worker_Settings class, with changes something with the priorities. Then CR does something with hunting and taming that eventually trying to use something related to work priorities that Worktab has changed. The error message is not helpful at all; it blames TryGiveJobPackage.
Which bug? The one posted by Probe1?
yes. I tried to find exactly what is causing it, but gave up. I'm like 80% sure it's worktab though.
I am having this bug as well, not using worktab.
Can anyone tell me how can i get Prometheum?? FSX is from boomalopes, but can't figure out how to get prometheum. :(
Quote from: BlackSmokeDMax on February 08, 2017, 09:01:02 AM
Quote from: porcupine on February 08, 2017, 02:46:56 AM
Hrm, I think I must be missing something here...
I can't get personal shield bubbles to form on my colonists. Drafted, with personal shield in loadout/inventory, no weapons at all... Do I need a weapon equipped for the personal shields to work, or what did I miss here?
Just vanilla + CR.
Seeing as shields are clothing, wouldn't you need to make them part of your clothing assignment? Seems putting it in a loadout would just have them carry it around rather than wear it.
*derp*, yeah that'd make sense. I knew I must be missing something obvious :D
Quote from: Defection on February 08, 2017, 01:22:33 PM
Can anyone tell me how can i get Prometheum?? FSX is from boomalopes, but can't figure out how to get prometheum. :(
You have to grow blaze bulb in a temperature controlled room. Grow it on a room that's 56 F so it isn't too cold to grow, or too hot to burn your farm down
Quote from: seanandjay29 on February 08, 2017, 05:03:21 PM
Quote from: Defection on February 08, 2017, 01:22:33 PM
Can anyone tell me how can i get Prometheum?? FSX is from boomalopes, but can't figure out how to get prometheum. :(
You have to grow blaze bulb in a temperature controlled room. Grow it on a room that's 56 F so it isn't too cold to grow, or too hot to burn your farm down
Thank you for reply!! I will try it :)
https://i.gyazo.com/4b0e9061c0a1f8dd4103685b7293c38c.png
This error seems to be caused by the game trying to give a non-player pawn job assignments.
I rescued a pawn from an escape pod, and the error started soon after, then I killed that pawn and the error stopped the same tick.
Has there been a fix to switching ammunition types on turrets? I have been unable to load ammo that is different to the standard that is selected when the turret it placed. This is also an issue with Mortars.
Also how do grenades work? My pawns only seem to use one at a time. Do i need to make them carry the rest in their inventories? Grenades are pretty heavy to be doing that. They are rather useless with that pathetic 10 range.
Some thoughts on the mod...
First off, this is probably my single favorite mod that isn't a UI fix/addition. Adds some kind flavor to the rather boring combat system. People seem to hate the ammo system, but its really easy to keep a supply of ammo. A few steel for 100s of rounds? Pssh no problem.
The gun balance is a little off. Shotguns are insanely strong in almost every situation. The buckshot with mince anything that isnt wearing armor. For animal attacks, its an instant death unless its something tough like a bear or muffalo. The max range for some guns is way too much. I know you are going for "realism" but sometimes realism comes at the expense of balance.
The descriptions for most of the items are not very helpful. When i set up a turret, i cannot see its max range or any of its stats. For ammo, i cannot see its damage stats through the Loading Bench. The same is true for the aiming system. Id rather just have the % chance to hit back.
A list of some compatible gun mods would be nice. If you use one that isnt compatible, then its rather balance-breaking.
Why is it called a "flak turret"? Isnt that an anti-aircraft gun? Seems more like an anti-tank cannon. A little confusing.
Some more ammo types and guns would be neat. Maybe some more expensive ammo types that use Uranium, or chemicals. Something like gas mortar shells that incapacitate/kill and leave a cloud of gas for a while. Or a Chemical Thrower that can spray Promethium, gas or other things.
Quote from: AlexCrimson on February 10, 2017, 05:02:26 PM
Has there been a fix to switching ammunition types on turrets? I have been unable to load ammo that is different to the standard that is selected when the turret it placed. This is also an issue with Mortars.
This was answered a page of posts ago. You RMB the ammunition and can choose which one you want to load.
The Flak turret appears based on the 8.8 cm Flak 18/36/37/41, which is an anti-air piece that was also used in tanks and as a (hideously effective) AT gun. As an example, it was a variant of this gun that was used as the armament in the Tiger tank.
Quote from: Tanelorn on February 11, 2017, 05:32:59 AM
Quote from: AlexCrimson on February 10, 2017, 05:02:26 PM
Has there been a fix to switching ammunition types on turrets? I have been unable to load ammo that is different to the standard that is selected when the turret it placed. This is also an issue with Mortars.
This was answered a page of posts ago. You RMB the ammunition and can choose which one you want to load.
That did it, thanks. Some of the features in this mod really do lack an explanation, unless i just missed the right-click thing somewhere.
Quote from: AlexCrimson on February 11, 2017, 09:44:43 AM
That did it, thanks. Some of the features in this mod really do lack an explanation, unless i just missed the right-click thing somewhere.
Right click *everywhere* :D
I got the message "Can't do taming job because of full inventory".
Do I need to drop some ammo every time my tamer wants so tame an animal? :o
Or is there any way to tell my colonists, how much ammo they are allowed to carry?
EDIT: Well, I found the loadout restriction... But... You need to explain that to me. My sniper (who is also tamer) actually carries
1 helmet
1 vest
1 t-shirt
1 pants
1 sniper rifle
and 76 ammo.
With this few stuff in inventory Bulk is 20/20.
So, is it just possible to arm my colonists OR let them do their job, but not both?
Quote from: Jan2607 on February 12, 2017, 04:37:31 PM
I got the message "Can't do taming job because of full inventory".
Do I need to drop some ammo every time my tamer wants so tame an animal? :o
Or is there any way to tell my colonists, how much ammo they are allowed to carry?
EDIT: Well, I found the loadout restriction... But... You need to explain that to me. My sniper (who is also tamer) actually carries
1 helmet
1 vest
1 t-shirt
1 pants
1 sniper rifle
and 76 ammo.
With this few stuff in inventory Bulk is 20/20.
So, is it just possible to arm my colonists OR let them do their job, but not both?
The clothing portion comes under assignment/apparel (that includes armor/helmets/shields/etc., I made the mistake of including those in the loadout section, to which they were carrying 'em, but not wearing 'em). The default apparel is "anything goes" basically, you may want to scratch some of those off (IE: my current play is tropical, I've disabled parka's to prevent pawns from grabbing 'em (because technically they can go outside in slightly hotter temperatures with the extra insulation)).
You may need to craft some backpacks so they can carry more bulk, or drop some of the items, etc.
IIRC, this will also impact how much colonists can haul.
Asid ef
Quote from: Anfi0312 on February 03, 2017, 07:18:01 PM
For some reason my colonists don't want to pick up their assigned loadout. I have all weapons and ammunition. Bulk and weight shouldn't be a probem also, a naked colonist without stuff in his inventory can't equip a pistol automatically. Since nobody reported this issue I think there is a conflict with my mods. Does somebody know where the problem may be?
[Is it possible to put long lists in a spoiler tag?]
Core
HugsLib
Izzyssentials Core
Better Pathfinding
EdBPrepareCarefully
Blueprints
Bulk Medicine Production A16
Additional Joy Objects
AllowTool
Appetite Suppressant A16
Caerbannog
Chemicals & Neutroamine
Clutter Furniture
ColonyManager
CombatRealism-1.6.9.5
Crate
DeadMansClothing
ED-Embrasures
ED-LaserDrill
ExpandedIncidents
ExpandedProsthetics&OrganEngineering
Fences And Floors
FishIndustry
FluffyBreakdowns
HaulPriorityLite
High Caliber
High Caliber (Combat Realism Patch)
Hospitality
ImTheWorkerNow
Izzyssentials Furniture
Izzyssentials Hydro
Izzyssentials Solar
Izzyssentials Switch
kNumbers-0.6.0
LED Lights More Furniture Patch
LED Lights Redux
LT_DoorMat
M No RNG in Death
MadSkills-A16-1.2.1
MakeComponentsx10-1.0.1
MF A16
MineItAll
MiningShaft-StoneAddon
MiningShaftA16
Nandonalt - Camping Stuff
Nandonalt - Colony Leadership
Nandonalt - Pests
Nandonalt - Set-up Camp
Psychology
QualityBuilder
Rainbeau's Fertile Fields
RD_FireDepartment
RD_ReinforcedConcreteWall
Reinforced indiscernible power conduits
RelationsTab
ResearchList
RimFridge
Signs_and_Memorials
RT_Fuse-A16-1.0.5
RT_QuantumStorage-A16-1.0.8
RT_SolarFlareShield-A16-1.1.2
RumoursAndDeceptionA16
RW_MedicalInfo
Soylent green a16
static_quality_plus_A16.1.2
StepAway
Super Soil
WM Medivac
WM Reuse pods
WM SyncGrowth
ZhentarFix
[SS]BiggerBatteries
[SS]BiggerFuses
823126273 (Roof Support A16 from Workshop)
729908976 (Colonist Bar KF 0.16.2.2 from Workshop)
726479594 (Storage Search A16 from Workshop)
Assorted Leather Scraps
Clutter Misc
CombatRealism EPOE
Crafting Neutroamine [1.1]
ED-Embrasures-CR
luciferium
Mending
sd_power
Where Is Rich Soil
Tranq Turrets
765650558 (JTSavagePrisonersCompatPsychology from Workshop)
Miniaturisation-0.16.2
Miniaturisation
Bulk Meals A16
Hunting Alert
Pandora Dark
Patient Sanity
RW_RefugeeStats-master
AdvancedLamps [A15]
Is that your exact load order?
Don't put things in alphabetical order, you need to place major mods towards the bottom so they have priority over whatever changes smaller mods might make. I have CR almost last on the list so that when something isn't compatible it's the other mod's feature that breaks, not CR.
So a couple days ago I dropped by this thread and some people asked me to pick up development of this mod again. Long story short I press-ganged asked a couple people for help and we've been working on something of a reboot of CR and it has progressed to the point where I feel confident enough to announce it here.
Among other things we already fixed several major bugs and long-standing issues, such as the hunting from max range, AI problems with embrasures or suppression and armor calculations being broken. We have also made several major feature additions such as a complete overhaul of the pawn melee system (all pawns now have appropriate armor penetration stats on their melee attacks and several animals gained natural armor, no more killing elephants with bird shot) as well as a new options menu:
(http://i.imgur.com/RNmo66O.png)
Right now the project is still under heavy development but hopefully we will be able to put out a stable release before the end of the month. If anyone is interested in helping out, contact me via PM on the forums or on the modder's Discord. We're in particular need of coders but more testers are always welcome as well.
Quote from: NoImageAvailable on February 13, 2017, 02:27:47 PM
So a couple days ago I dropped by this thread and some people asked me to pick up development of this mod again. Long story short I press-ganged asked a couple people for help and we've been working on something of a reboot of CR and it has progressed to the point where I feel confident enough to announce it here.
Let me be the first to say, I'm thrilled to hear this! Welcome back NIA, only good things can come of this! :)
Quote from: NoImageAvailable on February 13, 2017, 02:27:47 PM
So a couple days ago I dropped by this thread and some people asked me to pick up development of this mod again. Long story short I press-ganged asked a couple people for help and we've been working on something of a reboot of CR and it has progressed to the point where I feel confident enough to announce it here.
Among other things we already fixed several major bugs and long-standing issues, such as the hunting from max range, AI problems with embrasures or suppression and armor calculations being broken. We have also made several major feature additions such as a complete overhaul of the pawn melee system (all pawns now have appropriate armor penetration stats on their melee attacks and several animals gained natural armor, no more killing elephants with bird shot) as well as a new options menu:
(http://i.imgur.com/RNmo66O.png)
Right now the project is still under heavy development but hopefully we will be able to put out a stable release before the end of the month. If anyone is interested in helping out, contact me via PM on the forums or on the modder's Discord. We're in particular need of coders but more testers are always welcome as well.
OMG... excelent news!! I can't wait to see what you have in store!! :)
How will I get FSX? I know, I can get it from boomrats, but when I butcher them, I don't get it.
Oh, disregard. I think, I need boomalopes, not boomrats, right?
Hi. Any ideas why I might be getting the following error? Attaching my current ModsConfig.xml too.
NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Building_CommsConsole.GetFloatMenuOptions (Verse.Pawn myPawn) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_FloatMenuMakerMap.AddHumanlikeOrders (Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1 opts) [0x00000] in <filename unknown>:0
at Combat_Realism.Detours.Detours_FloatMenuMakerMap.ChoicesAtFor (Vector3 clickPos, Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at RimWorld.Selector.HandleMapClicks () [0x00000] in <filename unknown>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <filename unknown>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x00000] in <filename unknown>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
[attachment deleted by admin due to age]
Quote from: Jan2607 on February 15, 2017, 09:08:03 AM
How will I get FSX? I know, I can get it from boomrats, but when I butcher them, I don't get it.
Oh, disregard. I think, I need boomalopes, not boomrats, right?
You don't get it from butchering, you get tame boomalopes and harvest it like you harvest wool and milk.
Thanks :)
No one wants to sell boomalopes or FSX. But I want to craft shells :(
I think combat realism is the cause of a bug i'm having where traders and visitors keep stealing my clothes and ammo. I suspect combat realism because sometimes I see an item in visitors gear when they spawn whose description paints it as a combat realism debugging/dev thing and that something has gone wrong (its been a while since i've seen one so i have no specifics). Can anyone see any conflicts below that might be causing this?
from my modsconfig.xml:
<li>818773962</li> (hugslib)
<li>ExpandedProsthetics&OrganEngineering</li>
<li>RW_MedicalInfo</li>
<li>Blueprints</li>
<li>JTExport</li>
<li>LT_DoorMat</li>
<li>MadSkills-A16-1.2.1-T</li>
<li>Better Pathfinding</li>
<li>PathAvoid</li>
<li>ZhentarTweaks</li>
<li>QualityBuilder</li>
<li>Rimworld_IndustrialRoller</li>
<li>EdBPrepareCarefully</li>
<li>FloorLights</li>
<li>MineItAll</li>
<li>Moody</li>
<li>RimFridge</li>
<li>ColonyManager</li>
<li>MapReroll</li>
<li>LetsBeHonestHere</li>
<li>SillyBuilder</li>
<li>RT_SolarFlareShield-A16-1.1.2</li>
<li>RT_Fuse-A16-1.0.5</li>
<li>MarvsUghYouGotMe</li>
<li>RemoteExplosives</li>
<li>AcEnhancedCrafting</li>
<li>747313773</li> (psychology)
<li>822180758</li> (trading spot)
<li>735268789</li> (GHXX Tech Advancing)
<li>797691970</li> (Combat Realism)
Save: https://ln.sync.com/dl/53a102700#657bgjyt-ezq3zive-7i6b9e3n-tadf7w4n
"traders and visitors keep stealing my clothes and ammo"
I have the same things too.
yes the naked slaves will come and wear my clothes even when i don't buy them. and i know ai will probably take your stored ammo if its their caliber
NIA come back to Rimworld modder community and start works with CE project as future CR extension with tons of cool features. When CE released, this topic and CR project will be closed.
I finally was able to focus on Hardcore SK :P
Why can't I craft a Minigun? There is no recipe on the mechanics workbench.
And it would be great, if any trader could sell FSX. I don't have any boomalopes on the map.
Im not a fan of people just deleting mods that have a working final version especially when the mod wasnt wholly that persons but the work of another/the community. So with that in mind and using the power of GIT, someone else has forked the repo:
Thanks ProfoundDarkness, hes even done you all a nice FINAL release of his latest fixes:
https://github.com/ProfoundDarkness/CombatRealism/releases/tag/Final1
NOTE: He is not maintaining this , this is simply for those who wish to download the latest version/s.
Combat Extended is being worked on and will take over from this when its in a releasable state. Thanks to everyone who contributed to this mod, hopefully we can improve on it even more with CE in future.