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Please see discussion
Could you check if the FE and FW work for you in MP on their own. Want to ensure it isn't a mod conflict.
k, thanks for the feedback, will investigate.
As far as I know. I reviewed all my mods some time ago. And updated those that needed any native support adding.
Realise that I haven't specifically mentioned or affirmed compatibility with MP.
But it is mostly AI routines without user intervention or randomisation, so it should be fine.
Written specifically for use with FE mod, so not setup to work with other versions.
Harmony Fix for CE use to ensure foam use is reduced:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1837024754
As a result you may need to ensure that your base now has a number of FE points that the FWs can replace these items from as they become used.
Also by varying the number of foam projectiles you can vary the rate at which the foam is used as it is related to each shot or spray.
Fire Warden now has an additional balancing factor, in that the FE's will be given a limited number of uses. When fully used up the FE will be destroyed and need replacing. It also has had additional AI added so that the FW's will automatically replace these items when the FE Foam level has drop to a certain level, for which there is a mod option to help control this.
Yet to fully investigate, but not that straight forward a feature to introduce, especially if using FE's with Simple Sidearms as there would end up being a see-saw problem of FW trying to place the FE back onto a shelf and SS then wanting to pick it back up again. I'd have to further review SS to consider how best to treat the FE as an exception to the SS re-arming rules.
However, having the FE to hand also implies that FWs can respond to fires more readily than having to first equip one. And imho 2kg is a small trade off for the capabilities that FW gives in terms of tackling fires.
The Simple Sidearms temp-fix is to prevent the FE being selected for use as a sidearm during combat.
Probably not very readily.
Reasons:
1) SK is a large collection of mods to ensure compatibility with.
2) Lack of helpful details to help that process/ and potential language barriers.
3) Previous research attempts resulted in my AV software being a bit concerned about registering on their website.
4) I'd be more inlined to try and make the current FE compatible with SK as at least then there is a linked consideration of FE behaviour associated and understood for use with FW.
I couldn't 'fire' the extinguishers manually or see the sprites of them being wielded when the strange behaviour was ongoing and after ordering the colonists to drop them the extinguishers in the inventory didn't go to the ground but new ones spawned with dev mode immediately after the disappearing on unequip worked normally for fire warden, manual firing (i think) and had their wielded sprites.
There isn't any limiter no. (was being considered, but not implemented).
Also I just did I check in my own game and was unable to reproduce the problem. I'd check your work settings initially to see if they are set as Fire Wardens.
Temporary Fix for Simple sidearms not to select the FE as a weapon for use during combat:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1724632338
I got the impression the author isn't that active, but I live in hope.
In the meantime I'm going to go wrestle with SS again
Posted on the Weapon Storage mod's Ludeon Page about hopefully finding a potential compatibility solution.
For best compromises, I'd be happy to apply a mod extension value that the KV Storage could define for use that would enable the item to be ignored for use by the storage facility and it's associated AI. This could allow for compatibility with other mods that may also wish to exclude similar items where the use of AI behaviour conflicts with what the KV storage mod introduces in order for it to be able to manage the storage of items in the pocket dimension.
The reason for it being broken however is as a result of functionality introduced by the other storage mod with how it handles the status of the associated items, not this one. The Fire warden mod happily makes use of "vanilla" storage facilities or normal functionality.
The simplest solution may be to ask the Storage mod to allow exception cases so that the Fire Extinguisher and Fire Beater aren't treated in a similar way as other weapons but tools. So they wouldn't be used by the storage facility. In this way it would not interfere in the additional AI processes that Fire Warden uses quite happily when the storage facility isn't in use.
I personally use https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1180720427 instead of SS, but it doesn't seem to have a problem with FW, as long as the extinguisher is in the Pawn's inventory and not the Pocket Dimension.
Would be nice to see a tighter integration, but I don't think it's broken or anything
I was looking into this not so long ago as an additional optional process in the AI behaviour. There are however complications with Simple sidearms recognising FE's to be re-equipped when returned that cannot be readily changed as it is in the SS code. I have an idea that may be a workaround for this, but I've not had chance to code and test it as yet.
When time permits I intend to revisit this to see if I can provide an update for it.
After examining the SS code, the swap is made due to dps comparison at ranges. And since FEs use a very high base damage then the dps calculation will always be the best choice.
I have posted comments to apply a fix for this. This would be recognising that the damage definition used by the FE doesn't harm health, so wouldn't be sensible to apply in combat. It just needs PeteTimesSix (Author of SS) to apply this change.
In the interim you can use the lock feature on the SS UI to prevent equipping of the FE in combat, you could also reduce the range of the FE in the mod options to minimise the use at short ranges. For hunters with sniper rifles you could temporarily not assign them FW duties if they need to also make use of a protective sidearm. None of these suggestions being ideal for use with the SS mod.
Feel free to post interest in this fix on the Ludeon forum at your discretion. ( https://ludeon.com/forums/index.php?topic=32497.0 )
Placed a request with the Simple sidearms mod to treat the FE as a special case: not to be used for combat purposes.
I've been meaning to send a message to the Author of the simple sidearms mod about this very issue. There could be ways for simple sidearms to retain the use of the FE and not use it for combat purposes.
I believe the reason for the swap is due to range considerations, so a way of also preventing the use of the FE is to use another weapon with a similar range as the FE as an alternative sidearm to swap to. Not ideal, but a way around it for now until a fix can be potentially applied in Simple sidearms. E.g. Some SMGs have a similar footprint for range as the FE.
I see (Video) that you used the simple sidearms mod which i also use. My problem is that they use in combat situations the fire extinguisher as weapon. How do you solve this problem because i don't want to use them the extinguisher as weapon. But if possible they should keep the extinguisher in their inventory.
Do you know if there is a way to forbid them to use it in combat situations?
Micromanagement or is there an option in one of the mod options menus?
(sry for bad english, i'm german xD)
As for the error log I posted, I'm a retard. Somehow managed to use a different Fire Extinguisher mod and not yours. I'll delete my post so people don't get turned off by seeing an error even though your mod was perfectly fine and the error was my fault.
Then as for testing the Brawler setting, works perfectly. My Brawler FE, in non-equipping mod, auto-switches to the FE (which then displays the expected warning of brawler with ranged), he gets the fire out and then switches back to melee (which dismisses the warning).
Thanks for all your hard work. This is a fantastic mod. I hope it is integrated into the main game
Can you check the settings (mod options) for the brawler flag in non-equipping mode. This can be used so that Brawlers can be attuned to use the FE and will work automatically using the equipping mode or swapping them around for use if using the manual equipping process. The FW Brawler will swap the FE in and out of inventory if you allow them to do so with the settings. This is as good as manually doing it with Simple Sidearms. The mood debuff is only relevant when the FE is equipped as a primary and not held in inventory.
Anyway you have the extra mod setting now for additional choice how you want to play the game.
Added user mod setting to disable lack of equipment warning messages when not in equipping mode.
For the error messages, I would only expect those to appear if you hadn't put the FE mod to be loaded alongside the FW mod. Since the definitions the errors are mentioning refer to those present in the FE mod that the FW mod requires.
Added a fire beating tool.
Melee weapon that can be used from the earlier neolithic part of the game, also empowers brawlers. Allows for a much more effective beating process as part of the FW AI. Cannot be applied manually (details above).
Note that the nature/application of some of the mod options have changed (for clarity) to reflect this introduction.
That's a large collection of mods to ensure compatibility with. Hopefully the devs/providers have concise guidance/instructions how best to do this, and in English.
They may wish to apply/stipulate a relevant ammo system however for the FE for use with HSK inclusively, which probably isn't a thing that already exists in HSK atm, but I guess that would only be relevant if merging into the HSK mod set. It may of course still be feasible to make it compatible and allow user choice as to which mods are applied.
When I have more time to spare I'll look into the details.