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#1
Releases / Re: [1.2-A8e] Rimfire - vanilla style gun mod (v2.6 / 12.01.2021)
September 12, 2021, 10:13:39 PM #2
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 28, 2020, 09:04:43 PMQuote from: Hjkma on January 28, 2020, 09:56:43 AMQuote from: Divenity on January 27, 2020, 12:54:27 PMThanks for the advice. It helped in the development! I made a pull request to the repo, which adds a feature to load things into the vehicles. It adds a gizmo and by clicking you open a window where you can choose things to be loaded. Unfortunately, I can't draw out information about the mass capacity and the mass usage of the vehicle, it's too difficult for me. But if anyone wants to try to do this, then the repo has open source code.
When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
It works perfect!
#3
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 27, 2020, 12:54:27 PMQuote from: Hjkma on January 27, 2020, 07:07:14 AM
I will soon add the ability to load things into vehicles as soon as I figure out the work system in RimWorld. So far, I manage to teleport things directly to the vehicle's inventory, but I want the pawns to do this on their own.
When caravanning and entering another map, pawns are given a "give item to pack animal" option when right clicking on items in the world, if you can find that command in the gamefiles it may help you figure it out.
#4
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 26, 2020, 02:18:17 PMQuote from: NinjaSiren on January 26, 2020, 03:37:33 AMQuote from: Divenity on January 26, 2020, 03:27:17 AMQuote from: NinjaSiren on January 26, 2020, 03:06:25 AMQuote from: Divenity on January 26, 2020, 03:03:59 AMQuote from: NinjaSiren on January 26, 2020, 02:52:10 AMQuote from: Divenity on January 25, 2020, 02:01:58 PM
How does this work exactly because I'm not seeing any options to load things into the vehicles.
Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.
I must have a conflicting mod then because I got nothing.
Have you downloaded the new version, 0.83? Do you use Achtung?
Ok, I found the problem, or not quite problem but maybe just misunderstanding.
The gun already had ammo in it so I didn't get the option, I was under the impression we'd be able to load ammo into the vehicle, not just reload the magazine.
It's both placing the ammo into the vehicle then reloading the weapon. I think the weapon auto-reloads while in combat, just make sure you got the ammo in the vehicle.
I'm unable to load extra ammo into the vehicle, they only put ammo in the magazine.
I'm guessing there's no way to just let pawns load any item into the vehicle (or just let the vehicle pick it up, so long as it's crewed, they already do this when forming caravans, would probly be the easiest way)? Would be useful for other things, carrying extra ammo for not only it's own weapon but passengers' weapons as well, medical supplies, etc.
#5
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 26, 2020, 03:27:17 AMQuote from: NinjaSiren on January 26, 2020, 03:06:25 AMQuote from: Divenity on January 26, 2020, 03:03:59 AMQuote from: NinjaSiren on January 26, 2020, 02:52:10 AMQuote from: Divenity on January 25, 2020, 02:01:58 PM
How does this work exactly because I'm not seeing any options to load things into the vehicles.
Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.
I must have a conflicting mod then because I got nothing.
Have you downloaded the new version, 0.83? Do you use Achtung?
Ok, I found the problem, or not quite problem but maybe just misunderstanding.
The gun already had ammo in it so I didn't get the option, I was under the impression we'd be able to load ammo into the vehicle, not just reload the magazine.
#6
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 26, 2020, 03:03:59 AMQuote from: NinjaSiren on January 26, 2020, 02:52:10 AMQuote from: Divenity on January 25, 2020, 02:01:58 PM
How does this work exactly because I'm not seeing any options to load things into the vehicles.
Right click the vehicle with weapon installed. Make sure you got the ammo for the weapon.
I must have a conflicting mod then because I got nothing.
#7
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - Weapon Balance + Manual/Auto Reload for CE!
January 25, 2020, 02:01:58 PM
How does this work exactly because I'm not seeing any options to load things into the vehicles.
#8
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
January 24, 2020, 02:00:36 PMQuote from: omatkoicorko on January 24, 2020, 08:16:17 AM
hi,
just got attacked by civil APC each with machine gun and machine cannon... ultra fast indeed, no to mention that ultra dmg 150 per shot and destroyed everything... all def that i ahd. only one APC so arent guns too OP now? i mean burst of 300 bullets every .30 of second is out of any control
I agree with that. I personally went in and nerfed the crap out of them in my files...
The burst cannon for example, I nerfed down to ~200 rounds per minute with a 6 shot burst, and gave it a small, weak explosion with a couple pieces of shrapnel (through combat extended, I believe I changed the ammo type to 25x137mmNATO and added the explosive properties of 25×40mm grenades to it, as it had none), the intent was to emulate the auto cannons used on most modern APCs like the Bradley and LAV-25, which use the 25x137mm M242 Autocannon.
Each individual shot still hits pretty hard if it hits directly, but it fires far fewer of them, and an indirect hit only does minor damage. Feels much more balanced now than when it was just vomiting bullets out at 3000RPM.
#9
Mods / Re: Looking For Mod/Request: Reliable Nonlethal Solutions
January 16, 2020, 07:11:26 PM
Combat Extended has beanbag rounds for shotguns ^.^
#10
Unfinished / Re: [1.0] Yes, Vehicles, Finally! - CE/CE:FT Compatibility is back!
January 02, 2020, 03:22:54 PM
Could we get some way to have the vehicles pick up objects? It's currently impossible to load gear into the vehicles and have it stay there, for instance if I wanted to have some meds or spare ammo for my soldiers always stored in a vehicle (or ammo for the vehicle itself, if and when we ever get CE ammo usage for vehicles implemented), it's currently impossible... The only way to load gear into them is when caravanning and pawns will auto unload all of it the moment you're back on your home tile.
#11
Releases / Re: [1.0] DeepRim. Underground exploration/mining! Update: Christmas/New Year
December 19, 2019, 03:34:51 PM
Good mod, but needs some threats associated with it, even if you can't make event infestations happen, would it be possible to make open sections that spawn filled with some hives and insects already on the map, so there's the threat of accidentally tunneling into them (or them tunneling out to you)?
#12
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
November 07, 2018, 12:07:52 AMQuote from: Alistaire on November 06, 2018, 08:42:24 AMQuote from: rambo on November 02, 2018, 03:21:16 PM
the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag.
The main issue with shotgun reloading individual bullets is that it's not clear when it is preferred to reload one bullet then continue shooting or to reload all bullets in a sequence. Sure you could reload fully if the pawn was shooting before, but this would make the pawn vulnerable to attack during the reload. Sure you could reload partially if the pawn was shooting before, but if the pawn is not in danger of being attacked during the reload this may be a waste of time.
This may not be an issue for the human player because you could technically micromanage all shotgun wearing pawns to reload correctly (introducing huge amounts of micromanage during shotgun fights), however enemy pawns are not micromanaged at all so it's important to know when to reload one and when to reload fully - otherwise shotgun attackers may have reduced DPS when they most need it.
I would suggest it be handled, for players at least, how most games handle shotgun reloading, it attempts to keep putting shells in until the magazine is full unless the player manually interrupts it. If the player doesn't want to micromanage it, it would essentially function the same as it does now, they do a full reload and then start shooting again, and if they do want to micromanage, the option is there.
#13
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 03, 2018, 03:05:46 AMQuote from: thejinn on July 03, 2018, 03:03:38 AM
So the only thing that is to be done is to avoid it? And that is...not having more than one bionic upper appendage?
Pretty much, best way to make use of them is to just equip them with weapons that require two hands.
#14
Releases / Re: [B18] Combat Extended - B18 Update (21.02.2018)
July 03, 2018, 03:00:17 AMQuote from: thejinn on July 02, 2018, 06:41:20 PMQuote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?
Like this user, I am having the same issue with ballistic shields. Here's a bit of a description of what I saw: My pawn with one natural arm had one bionic arm and could use the shield no problem. The issue arose when I replaced his other natural arm with a bionic hand. When this happened, I was really puzzled when it says a body part is missing when I try to wear the shield.
To fix it, I tried a few things. I crafted another bionic arm, thinking maybe I had just installed the hand to my shoulder, and that the arm contains the hand piece (which accounts for the increased cost of arm vs hand). Replacing the bionic hand with a bionic arm did not fix it. I tried to install the hand while I had both bionic arms installed but that was a no go.
Or maybe I'm missing something here? I had asked on EPOE's thread and it was suggested to me maybe it had to do with the way bionic appendages are handled.
This is a problem with the base game, has nothing to do with either mod... The post you quoted was answered in the post immediately following it, which said this.
#15
Releases / Re: [B18-A8e] Rimfire - vanilla style gun mod (v2.4 / 26.11.2017)
April 05, 2018, 06:33:30 PMQuote from: Canute on April 04, 2018, 10:58:41 AM
And you did it again :-)
I don't think SVD means Short Video Disk :-)
How the hell a normal person should know about that, why not Sniper Rifle MK2, then a normal person know it is better then a Sniper Rifle.
Just ignore my bla bla, i don't realy belong to this mod.
Quotewhy not Sniper Rifle MK2because it's a thing that actually exists and that's not it's name?
Just like with anything else, in any other game, or real life for that matter, you learn what is best by testing things out, asking other people, or looking it up online, or you can also just, you know, look at the weapon's damn stats in game and compare those stats to the other sniper rifles.
You don't go into a fantasy role playing game just knowing what weapons are best either, you try them, you figure out what works best in what scenarios, you move forwards with that knowledge. The devs don't need to dumb down the names for you, you need to figure it out yourself.
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