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Messages - supershutze

#1
Quote from: Ikazuchi00 on September 02, 2018, 10:54:17 PM
i have a little problem, not sure if it's related to CE, but some reason, the raiders from titanium+ with incendiary launchers have no ammo

That is related, yes: Any mod that adds new pawn classes is incompatible.

CE modifies pawn classes to get them to spawn with ammo appropriate to their gun.
#2
Getting an error when I mouse over other nearby pawns when I have a pawn with a ranged weapon added by medieval times selected.

Object reference not set to an instance of an object
at CombatExtended.Verb_LaunchProjectileCE.ShiftVecReportFor (Verse.LocalTargetInfo) <0x002b7>
at CombatExtended.Harmony.Harmony_TooltipUtility_ShotCalculationTipString_Patch.Postfix (string&,Verse.Thing) <0x0042f>
at (wrapper dynamic-method) Verse.TooltipUtility.ShotCalculationTipString_Patch1 (Verse.Thing) <0x004dd>
at Verse.TooltipGiverList.DispenseAllThingTooltips () <0x00322>
at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () <0x000c5>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x00056>
at Verse.Root.OnGUI () <0x000c6>
#3
Quote from: MisterMasada on March 12, 2018, 11:26:37 PM
I run CE alongside Humanoid Aliens Framework and the Androids mod (with it's CE patch), any and all androids I see, raiders, caravans anything, none of them have ammo, they carry guns with no ammo in their magazines, and no ammo in their inventory. I also use Simple Sidearms so I'm not sure if that has something to do with it.

I've done some light google searching and haven't found anything on the topic, so, has anyone else had the same issue?

CE patches pawn types so they spawn with ammo as part of their loadout. Androids add new pawn types, that are not covered by CE.
#4
Chemfuel is analogous to all hydrocarbons, including oil.

Oil on or near the surface requires extensive processing to make useful, i.e Alberta Oil Sands.

Oil farther down requires less processing, but we already have deepdrill chemfuel deposits.