Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Alistaire

#16
Quote 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.
#17
Quote from: Alaqdas on June 13, 2018, 09:27:17 PM
Please, can anyone help me? I can not use anti grain shells on mortars. Disable all the mods I use, delete the configuration files from the CONFIG folder, and even though I have anti grams shells I can not use them in mortars, I do not have them in the selection of shells, please someone knows if this would be a bug or something the type? I do not think anyone with this problem, no topic or anything, that only happens to me?

It's a known bug and NIA fixed it in the Development branch on Github.
#18
Quote from: Lonfield on June 06, 2018, 07:22:45 AM
Hello

I've got a currently developed colony and I'd like to know if this Mod is save game compatible since I want to use the mod without having to restart it. I have CE and all those accesories needed, HugsLib etc, it would be awesome to include this.

Thanks!

Rimfire is save game compatible - its guns won't immediately show up for already-generated raids and such but after that it should work. I believe there's some errors on startup that show up for the CE patch which should be fixed with a next update by CombatExtended.
#19
Mods / Re: Chemistry! [Mod Request]
June 05, 2018, 02:20:24 PM
Quote from: tmo97 on June 02, 2018, 08:26:33 AM
(incoherent whining)

now you just have to scroll through the [..] code I made [..]
1. you dont have the code

Well then attach a ZIP file of the mod to your post. There's "Attachments and other options" in yellow, press it and "Attach: Choose file" your ZIP file.

Quote from: tmo97 on June 02, 2018, 08:32:26 AM
(tantrum)

[There are] errors from starting it up. [..] my campfire can make 1 recipe but not the other [..].

(namecalling and screaming)

Go to RimWorld1722Win\RimWorld1722Win_Data and attach output_log.txt to your post as well.
#20
You would need to rewrite it in a form that it detects CE, or request users to drag it into their CombatExtended installation, for the patch to work. Other than that sure do whatever you want with it :)
#21
CombatExtended currently has an unreleased Jernfalk Standalone Horses patch on Github.
#22
Quote 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?

it's a vanilla issue
#23
Mods / Re: Chemistry! [Mod Request]
May 29, 2018, 07:27:00 AM
I can't believe you expected replies within 5 minutes of posting the above.

Please, if there's any concrete question you want someone to help you with, ask.

Quote from: tmo97 on May 28, 2018, 01:26:19 PM
I tried modding cupro's alloys.

http://textuploader.com/dp1k4

here's the recipe file. i don't understand what i'm doing, tutorials aren't helping me and i'm basically just sitting here waiting for someone to do this.

Okay so you tried modding another mod. Where did you put your modded file, is it inside of the other mod still? Did you move the recipes into a separate mod? Are both mods active? Does the recipe code do anything in-game? Did you check? I honestly don't know what's the problem.

I also don't understand what you're doing, whatever you're providing us with isn't helping anyone. Nobody will do this if they don't know what you want.

So please, write down 1) what you were expecting the code to do, 2) what happened that makes you think it's not working, 3) what you tried to make it work.
#24
Releases / Re: [B18] A RimWorld of Magic
May 29, 2018, 05:11:14 AM
Quote from: Torann on May 26, 2018, 10:12:14 AM
Quote from: Dunqan on May 25, 2018, 07:38:03 AM
Oddly neither one has updated - both folders still labeled ast 5/16 when I downloaded this set of mods for my new play through.

That's why it's strange to have the Red error pop up now (after loading the game 20-39 tines wothout it popping up).

I got a response on the CE Discord that this error makes sense because  CE estimates the height and width of a pawn (for hit probabilities I'd assume) by using the image to estimate it. So a blank image will cause an error.
Well the "invis Minion" was something of a hack to fix a bug and has since been removed from appearing anywhere in the game.  The Def still exists, which might be why you're getting the error, and the graphics for the Def are a 100% transparent object.  As far as gameplay, you should be able to ignore the error as no impact since it never gets created (unless through dev mode).

CE dev team member here,

Replacing the empty graphic with anything with sufficient alpha values (say a placeholder graphic from vanilla, or the graphics set of another pawn) would fix this error.
#25
Seems like a problem with CombatExtended's Rimfire patch (e.g maintained on the CE Github).
#26
It should be Core>Hugslib>CE>Rimfire
#27
Quote from: temple_wing on April 19, 2018, 01:17:31 AM
According to your previous post, you added rimfire patch to CE. So this mod is expected to be loaded before CE right? Then I found that, in rimfire, there also is a patch for CE. What should I do? Should I load rimfire first, or CE first?

The patch for CE present in Rimfire does not require CE to be loaded in any specific order. As long as it's active somewhere in the load order, a Rimfire config file is changed to contain the weapons added by CE and during game load these changes are applied so weapons in CE are categorized appropriately in the Rimfire Mod Menu.

The patch for Rimfire present in CE requires Rimfire to be loaded AFTER combat extended.
#28
Vanilla projectiles will target a certain cell and won't actually spread out from their trajectory so a multi-pellet shotgun would be a mass of pellets hitting a bunch of cell centers or a mass of pellets all aiming for the same target. Far as I know the vanilla burstfire method of handling projectiles means that there's at least one tick between burst fires (since the method doesn't check for 0 ticks between shots and it only checks once per tick) making it impossible to have a multi-pellet shotgun as such.

A workaround would be to have a shotgun fire a single projectile which on tick 1 self-destroys, spawning in several projectile pellets in slightly different directions from the original direction. CombatExtended changes all shooting code and includes the ability to code pellets in XML by looping through pellet counts on shotgun fire, directing each pellet as an individual bullet. More workarounds can be thought of.

It's not hard but it requires some C#. Since weapons are so easy to do in XML, most weapon modders rather stick to XML, or those who already know C# would rather do something more complicated in C# than shotgun pellets, example being Skullywag's weapon packs.
#29
Quote from: carpediembr on January 04, 2018, 08:07:13 AM
Not sure where to post and I understand that is still under development, but aparentely killboxes break raids.

https://i.imgur.com/m1d16ch.jpg

A few went inside the killbox and the rest just stayed outside with one or two coming in and out constantely.

I've never seen this before. Are they being suppressed? Do you run mods like the one which makes dead raiders unwalkable terrain for raiders? Any errors? Mental states for the raiders? Are they attacking the walls?
#30
The tools need an armorPenetration and linkedBodyPartsGroup. The first you can balance w.r.t the ones in CombatExtended's patches. The second needs to be one of CombatExtended\Defs\Bodies\BodyPartGroups.xml under "<!-- melee weapon attack tools -->".