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Messages - Epishade

#16
I've been getting the ten-ticks bug lately when I get attacked by sappers.  The sapper will stand near the wall with grenades ready to throw... forever until they leave.  It's quite disappointing.  Happens with all types of grenades, and happens maybe half the time I get attacked.  The other half works fine.  I haven't figured out what specifically causes it to happen and what doesn't.  Any idea?

If I remember correctly, enemy mortars also bug out and stop shooting.  But that might be a separate issue.  I've attached a screenshot below in any case.

https://imgur.com/a/aIdYN

Thanks for the help!
#17
Yep.  It's quite annoying to micromanage giving pawns ammo if you don't turn off the setting that sets them to automatically pick up ammo for their guns and don't give them loadouts.  So do either one of those and they won't pick up more than you tell them
#18
Ah shoot.  That's unfortunate.  Oh well.  Thanks for the quick reply!
#19
So my last problem I posted about has gone away since the latest release (yay).  I have another issue that I don't think was ever fixed from previous versions though.

When I assign a pawn to tame/train/handle an animal and they have a loadout assigned, they will constantly get stuck in a loop of picking up the food and dropping it because, I assume, they don't have that food in their loadout so they'll drop it, but then they have to grab the food to handle the animals again.  It also causes extreme lag when my pawns do this, so luckily I notice pretty quickly what the problem.

Are there any plans to introduce a fix for this without changing my pawn's loadout every time I want an animal handled?  Maybe something like, ignore pawn check for loadout when handling animals?
#20
Quote from: NoImageAvailable on February 16, 2018, 05:51:51 AM
Quote from: Epishade on February 16, 2018, 05:37:45 AM
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430

What does your output_log.txt say?

Exception filling window for CombatExtended.Dialog_ManageLoadouts: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Iterate[ThingDef,Single] (IEnumerable`1 source, Single initValue, System.Func`3 selector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Max[ThingDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at CombatExtended.LoadoutGenericDef.updateVars () [0x00000] in <filename unknown>:0
  at CombatExtended.LoadoutGenericDef.get_mass () [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_Loadouts.GetWeightAndBulkTip (CombatExtended.LoadoutGenericDef def, Int32 count) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlot (Rect row, CombatExtended.LoadoutSlot slot, Boolean slotDraggable) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlotList (Rect canvas) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I'm guessing this is what you're asking for?  I copied the error thrown from in-game.  If it's not and you need something else, let me know.  Would be nice to help get this fixed :)
#21
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430
#22
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.
#23
Ok, so I've switched to the new version.  Have a new bug where my pawns' clothes disappear when they get attacked.  I've tested by drafting my pawns and just ordering them to attack some random animals on the map and most of the time, on being hit, they lose their clothing.

Thanks again!
#24
Ah, I hadn't downloaded from github before.  Looks like I clicked on the wrong link.  No worries then :)
#25
Upon further testing, it doesn't appear that frag grenades work regardless of if there's a shield or not.  Just equipping them breaks the pawn.
#26
Hello!  Have a bug to report.

One of my guys was holding a shield and a knife.  I told him to pick up and hold some frag grenades in his inventory which was fine.  When a raid occurred, I moved him closer and had him equip the grenades which is when he completely broke down.  He was drafted and couldn't do anything.  Couldn't click him anywhere and bugged up being able to select the other colonists via their portraits or clicking on them as well.  He had the grenades and the shield equipped at the same time, which seemed to screw him up.  The raiders just walked right up to him and started wailing on him and he didn't do anything to fight back.
#27
Mods / [Mod Request] Deadman's Apparel From Downed Pawns
November 12, 2017, 12:13:32 AM
Hello!

I think it's sort of a pain that whenever a raid occurs, afterwards you have to strip all of the downed raiders/tribals before they die so that their apparel doesn't become dead-man's apparel.  It's basically a loophole and isn't a very fun mechanic in the game imo.  In addition, usually the raiders carry better clothing than my colony, and my guys end up wearing raider clothes, which completely eliminates the need to create my own clothing.

Is there any sort of simple mod that could be created or exists already to designate apparel stripped from a downed pawn as deadman's apparel?  I'd like to make the game harder in this regard by removing the incentive to strip downed pawns so that I have to make or buy my own clothing if I want non-deadman's apparel.  As it is right now, the tailor bench serves little purpose when you can get by with just raider clothes the entire time.
#28
A lot of times after a battle, particularly with tribals, I'll have guys with guns that, after hauling away all their loot, pick up their shields and keep them in their inventory.  Then they're not able to shoot their weapons by the time the next attack comes because I didn't notice that they picked them up.

Aside from micromanaging my guys so that I watch them pick up the shield, haul it, then drop it in the stockpile and I immediately forbid it, is there any way I can stop them from automatically equipping shields?
#29
Quote from: NoImageAvailable on July 13, 2017, 01:56:01 PM
There are some plans to limit ammo crafting in the future by introducing primers as a requirement. Acquiring them would require either buying them from traders, breaking down existing ammo or making them at the component assembly table. This is all in the planning phase though so subject to change.
Ah nice.  Thanks.  Good to know.  Excited to see what happens with this.  It's one of the few things I think this mod could be improved with, as it's otherwise a very well-made mod and I'd much rather play the game with it than without it.
#30
Posted this on the steam mod page that SkullyWag uploaded, but I'll post it here too.

Is there any expected change for decreasing the amount of bullets made from the loading bench? Imo making 500 bullets for the bolt action for just 21 steel means I can go for years without having to worry about making more, and defeats the purpose of having bullets in the first place since you don't need to be stingy with your ammo anymore after making it just once. 200 buckshot is 17 steel and 500 bullets of .45 acp is 11! I think that there should be a much higher steel usage to bullet ratio to balance out bullet-making imo so you're not always rich with ammunition after the loading bench.

There was a thread on the previous 1.3 CE mod that SkullyWag also uploaded on steam about this same issue, and they suggested possibly using FSX cannisters in conjunction with steel to create bullets.  I think that would be a great way to make ammo creation more significant.

Any feedback?