[A13] Combat Realism v.1.6.5 (08.05.16) Final release

Started by NoImageAvailable, January 29, 2015, 12:27:41 PM

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roy2x

Im not sure if this was mentioned before but there is a problem with the inventory system. When visitors arrive they sometimes bring with them more than what they can carry and that ends up being dropped as they spawn in the map. This is especially a problem with tribals who have little bulk capacity coz they never spawn with backpacks.

NoImageAvailable

Quote from: dareddevil7 on April 29, 2016, 11:04:49 PM
I had a prisoner, he was attempting a prison break, I set up a colonist with a shotgun outside their door with bean bag rounds and when he broke out my colonist shot him, after he was shot a second time he fell over with severe muscle spasms, how long should I expect him to be convulsing violently in bed before he can be released?

Apparently hediffs were changed between A12 and 13 and now they last forever. I'll have another batch of fixes up later today, should make beanbags work properly.

Quote from: akiceabear on April 30, 2016, 02:25:37 AM
Been loving this, unfortunately ran into something of a game-ending bug today. Not sure, but I think what triggered it was a pawn starting a new bill to craft foam ammo for the incendiary launcher at the machining table - at that point everything slowed to a crawl. When I save/reload the problem persist, with many errors in the popup log. See output_log attached.

It appears to be a CCL issue. We'll look into it.

The ammo crafting is very much a placeholder right now. Once I get the necessary art assets ammo crafting will be moved out to its own set of fueled/powered crafting benches and certain advanced ammo types will be locked behind facilities.

Quote from: Hunter00064 on April 30, 2016, 04:33:47 AM
My colonists wont pickup the ammo, its loaded in the loadout, not too big of bulk or to heavy, I'm 100% sure I selected 303 FMJ for the rifle and the ammo is on the ground, the colonists wont pick it up and reload or carry any with them. please help?(Also no error logs popping up, and mods are in order Core,CCL,CCL Vanilla tweaks, EDB Mod Order, and Combat realism, those are the only mods active and in that exact order.)

EDIT: All raiders or other humans(not colonists) have the Loadout generators, any ideas?

NVM ISSUE FIXED, I just reinstalled the game completely.

You probably forgot to restart after opening the mod menu.
"The power of friendship destroyed the jellyfish."

akiceabear

It really seems changing mods should result in a forced restart as part of vanilla. Is Tynan aware of this? Could it possibly be added as a must have mod? Frustrating to see so many errors from this simple solution.

Great to hear the crafting will be balanced later - once up and running it does feel quite easy,I think research walling some higher ammo guns will help a lot.

st james jack john

How do i handle raids now?

Since the guns are so heavy, How do I equip a whole colony before a raid gets to my front door? Ammo is also an issue where you can only hold so much and alot of wasted.

funnyoliver

My pawns can't wont pick up any arrows for the bow and I can't seem to find any type of ammo. Now I have to have all my paws armed with shivs and clubs.... Please help. :|

AllenWL

Quote from: st james jack john on April 30, 2016, 08:38:09 AM
How do i handle raids now?

Since the guns are so heavy, How do I equip a whole colony before a raid gets to my front door? Ammo is also an issue where you can only hold so much and alot of wasted.
Backpacks and tactical vests allows a pawn to easily carry a few hundred rounds.
Also, switch between melee and ranged as needed.


Alistaire

Quote from: akiceabear on April 30, 2016, 02:25:37 AMSeparate feedback - my one gripe with this mod is that with the ammo plus Rimfire the machining table is becoming cumbersome to navigate - the list spans 3-4 pages now. Also, some of the Rimfire guns will craft but nothing appears when finished (I assume this is a compatibility issue that may get solved later). I personally would prefer if there was a dedicated ammo table and a dedicated gun table, at least for cleanliness.

Also, I look forward to the slimmed down list of vanilla friendly guns in a CR add-on - Rimfire is great but I feel starting to become a bit bloated. With the advent of different ammos allowing one type of gun to perform several "functions" this is even more obvious.

You can disable crafting for all Rimfire guns and choose which guns you want available in Rimfire, even for entire categories with categorization
turned on. All these options are accessible via the CCL Community Core Library MCM Mod Configuration Menu.

dareddevil7

Quote from: NoImageAvailable on April 30, 2016, 05:28:45 AM
Quote from: dareddevil7 on April 29, 2016, 11:04:49 PM
I had a prisoner, he was attempting a prison break, I set up a colonist with a shotgun outside their door with bean bag rounds and when he broke out my colonist shot him, after he was shot a second time he fell over with severe muscle spasms, how long should I expect him to be convulsing violently in bed before he can be released?

Apparently hediffs were changed between A12 and 13 and now they last forever. I'll have another batch of fixes up later today, should make beanbags work properly.

I ended up recruiting him so now he's in a medical bed I have.

JackeryFox

Is there any small tutorial on how to add a weapon from another mod to use Combat Realism's features?

akiceabear

Quote from: Alistaire on April 30, 2016, 10:26:35 AM
You can disable crafting for all Rimfire guns and choose which guns you want available in Rimfire, even for entire categories with categorization
turned on. All these options are accessible via the CCL Community Core Library MCM Mod Configuration Menu.

Thank you for clarifying that, I'll give that a try!

Goldenpotatoes

Quote from: JackeryFox on April 30, 2016, 11:20:36 AM
Is there any small tutorial on how to add a weapon from another mod to use Combat Realism's features?

Best bet is by looking through the CR patch for Rimfire. It looks like a bulk of the work is done via .xml in the defs but I could be wrong on that.

SirLeonardo


«Temple»



You probably forgot to restart after opening the mod menu.
[/quote]
No, I forgot I had an edited core so I just undid what I added(Made resources stack 100, 75 makes me cry, also idk why this would cause a problem)

harpyeagle

Quote from: dareddevil7 on April 29, 2016, 06:22:13 PM
Quote from: harpyeagle on April 29, 2016, 06:19:12 PM
For some reason as of 1.6.3 I cant manually order colonists to pick up ammunition. Attempting to right-click on ammo items does not show the right-click menu.

Also is there something you need to do to get a colonist to auto-refill their loadout? I try to set it but they never do anything. It hasn't been a problem until now since I only have 5 colonists and manually equipping them hasn't been too much trouble, but now I can't do that anymore...
Did you restart after opening the mod menu?
God damnit I'm sorry.