RimWorld

RimWorld

Yayo's Combat 3 - Addon
118 Comments
Syrus  [author] 11 Jul @ 11:10am 
Yayo's Combat itself needs to be updated first, can remind me after that!
Crazy Dog 11 Jul @ 10:02am 
Only love for this mod. Hope for 1.6 ofc :D
Huehuecóyotl 6 May @ 7:25am 
Are there any tools out there to manually configure what kind of ammo certain weapons use (if at all)? Some mods, like VWE Heavy weapons and the Warcasket weapons don't consume ammo at all, and some like Milkwater's Pipe Gun Mod make the normal weapons use special class ammo. A utility to manually configure which ammo is assigned to each gun would be really useful to fix these incorrectly automatically assigned ammo designations.
Nyx 14 Apr @ 11:12pm 
Also works fine with the "shooting a few bullets" recreation activity with the training dummy, only reloads from a pile after the activity is done.
Nyx 14 Apr @ 11:03pm 
Might be a bit of a compatibility issue with the Misc. Training mod. I think the issue is with the Training task and not the target dummies themselves. Colonists assigned the task will shoot at the target dummy but will go to reload out of a stockpile (ex. pile of arrows) every three or four shots. You can right click and tell them to practice shooting at it and they will use up their ammo, but not if they do it automatically when assigned the training task.
Syrus  [author] 1 Apr @ 10:30am 
@dabeek
Probably better to recommend that on the main mod itself, sounds like a good idea to me, let me know how they respond to it
dabeek 31 Mar @ 6:53pm 
Minor suggestion: Could you reclassify ammunition as Travel Supplies in the caravan menu? It'd make it a bit easier to find in the item list, and it would also be a better categorization.
sstareven 12 Dec, 2024 @ 2:45pm 
will it try to be compatible with multiplayer...? Your mod is excellent!
HJZ2333 1 Dec, 2024 @ 3:00am 
Dear mod author, this mod is great, but my character used to automatically reload his weapon after consuming ammo, but now I can only reload manually. What's wrong?
Syrus  [author] 29 Nov, 2024 @ 5:10am 
It's kind of an issue with base game RimWorld and using its methods to look for available ammo, and it's an issue for both the Yayo's Combat base mod and this addon.
It could likely be fixed by checking if the pawn looking for ammo is of the player faction and disallowing all player-stockpiled ammo in that case, but doing so would likely be more difficult to do than it sounds like.

Keeping the ammo stockpile away from where fighting occurs and limiting the ammo search range in the settings might help, as I think visitors only look for ammo when reloading.
Or just see it as a tax for using neutrals to fight your battles...
Al-Jack 29 Nov, 2024 @ 4:28am 
为什么中立派系会到我家储存区拿弹药?
BladeofSharpness 27 Oct, 2024 @ 10:27pm 
Confirmed working, thanks! :steamhappy:
Syrus  [author] 27 Oct, 2024 @ 1:33am 
Steam failed to update it on your end, it does that sometimes
Try un- and resubscribing to the mod to force an update
BladeofSharpness 26 Oct, 2024 @ 11:29pm 
Unless the mod failed to be updated by Steam, and even after restarting, I still get the error.

Error in static constructor of YayosCombatAddon.HarmonyPatches: System.TypeInitializationException: The type initializer for 'YayosCombatAddon.HarmonyPatches' threw an exception. ---> System.TypeLoadException: Could not resolve type with token 01000085 (from typeref, class/assembly yayoCombat.patch_Pawn_TickRare, yayoCombat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)
BladeofSharpness 26 Oct, 2024 @ 5:21am 
Wow!
Syrus  [author] 26 Oct, 2024 @ 5:02am 
Version 1.5.3
Updated for renamed Harmony-patches in Yayo's Combat (Continued) Version 1.5.4
BladeofSharpness 26 Oct, 2024 @ 3:28am 
Hello there,
The main mod Yayo combat has been updated by Mlie and after some clean up, it triggers an error in this mod, can you take a look please? Thanks.
Syrus  [author] 8 Jul, 2024 @ 12:13pm 
Version 1.5.2
Fixed assign tab ammo columns being inserted after "remaining space"
Not Wheatley 1 Jul, 2024 @ 6:47pm 
Oh thanks, for some reason my save didn't load the mod, I was about to comment bout' that till you commented. But thanks anyway!
Syrus  [author] 1 Jul, 2024 @ 12:05pm 
Checked it, both the fueled and electric smithy should be able to craft all primitive ammo types.
Syrus  [author] 1 Jul, 2024 @ 11:56am 
That should already be part of this mod, unless the patch for it does not work (anymore)?
Not Wheatley 30 Jun, 2024 @ 7:17pm 
Is there a way for you to add the primitive ammunition blueprint to the smithing table? Since that would make sense in a realistic sense.
Syrus  [author] 5 Jun, 2024 @ 4:15pm 
Is it part of Yayo's Combat?
Kyrox 4 Jun, 2024 @ 2:54am 
Can you add Bioferrite as an ammunition type for pawns to carry? It reloads the Anomaly charges on the Hellcat Rifle.
Syrus  [author] 30 May, 2024 @ 11:13am 
Version 1.5.1
Added settings to reduce ammo dropped from inventory or in/ejected from weapons for downed/killed enemies/allies so that acquiring ammo can be made more difficult
Increasing Yayo's Combat's "Base ammo capacity" adds ammo in inventory instead of increasing the ammo in the magazine beyond its capacity for spawned weapons (e.g. on raiders and starting weapons)
Syrus  [author] 26 Apr, 2024 @ 11:09am 
Tested it, didn't see any premature reloading, neither when forcing a pawn to train, nor when they did it for fun. I'm probably missing something, got any more info on when this occurs specifically?
wanted-hobo 25 Apr, 2024 @ 3:24pm 
Not a huge issue, but is there any way to make it compatible with the misc training mod?
Its basically the same issue with pawns going to reload prematurely when hunting, but instead its when they're shooting at training dummies. They shoot 2 or 3 shots and leave to go reload. I have a temporary workaround for now, but whenever you're tinkering around again, maybe have a look into the issue? Much appreciated, and thank you for all you've done so far. One of the best mods for the game, hands down.
Kyrox 24 Apr, 2024 @ 8:14pm 
Thank you!
Syrus  [author] 24 Apr, 2024 @ 1:22pm 
Version 1.5.0
Update to 1.5.0
No functionality changes

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Not weekend yet, but was inspired by a pull request to update immediatly.
As always, report if there's any issues.
Kyrox 23 Apr, 2024 @ 3:38pm 
Yay!
Syrus  [author] 23 Apr, 2024 @ 3:37pm 
Will look into it this weekend. Hopefully.
Kyrox 23 Apr, 2024 @ 1:32pm 
Yayo was updated to 1.5. Will this be as well?
Gerewoatle 13 Mar, 2024 @ 2:19am 
@PunishedAniki - TacticOwl is not a version of Simple Sidearms, it's an updated and streamlined combination of 'Run and Gun', 'Search and Destroy' and 'Dual Wield'.
♂PunishedAniki♂ 13 Mar, 2024 @ 1:01am 
Does the simple sidearms compatibility include OwlChemist's version of Simple Sidearms, (TactiOwl)?
Cado 20 Jan, 2024 @ 2:45pm 
thank you for the new feature! :steamthumbsup:
Syrus  [author] 20 Jan, 2024 @ 12:56pm 
Version 1.4.4
Added setting to disable ejecting ammo on death/downed (default is set to "do not eject")
Syrus  [author] 7 Jan, 2024 @ 2:59pm 
Version 1.4.3
Reduced mod size by removing git-, obj-, & .vs-files, etc.

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@Duk3
Pretty sure Yayo's Combat explicitly makes the ammo pop out of the guns when a pawn goes down, probably because the mod doesn't have a nifty "eject ammo" designator.
I could look into adding an option which disables that, maybe later this week if I have time.
Cado 1 Jan, 2024 @ 9:53am 
Is there a way to have the weapons still loaded instead of dropping ammo on the floor after raider dying?
Syrus  [author] 3 Dec, 2023 @ 3:44am 
Not unless there is a major issue with HugsLib or a RimWorld update comes around, otherwise it will reset all settings for everyone. (And unnecessary work for me.)
femoral2 26 Nov, 2023 @ 2:26pm 
Can you remove the dependency with HugsLib?
Smiley Face Killer 24 Mar, 2023 @ 7:18am 
Ah okay, I gotcha. Yea if they keep wasting as much as they are I'm gonna have to do the manual hunting party thing. Thanks for the help man
Syrus  [author] 24 Mar, 2023 @ 7:10am 
It's a vanilla issue: the hunting task fails after a set amount of time. The timer for this starts when the task begins, and since it usually takes a time to get to the target and to kill it, it often "fails" before downing the animal.
Previously Yayo's Combat would at this point cause the hunter to reload and get ammo , which made them walk all the way back to wherever they could find ammo. In the AddOn I disabled the "get ammo" part immediatly after failing a hunting task - but it still means the pawn will start a new hunting task once reloading finishes, and often times that task will target a different animal.
Even in vanilla, once the first hunting task "failed" a second would start, so this is not different from vanilla behaviour.

You could set only one animal as a target to be hunted to not potentially waste meat, but what I prefer to do is to ignore the hunting job and instead draft a few pawns and go hunting manually when needed.
Smiley Face Killer 24 Mar, 2023 @ 6:12am 
My hunter will go hunt an animal, but if they run out of ammo they'll reload like expected but then most of the time, they'll either A. change targets, or B. Change tasks even if their highest priority is to hunt. Not sure if fixing that is in the scope of this or not, or if I'm the only one having issues with that, but would that be a thing you can possibly fix?

It leads to animals being shot like once or twice, then they wander/flee off because the hunter changed tasks and they wind up bleeding out some where across the map leading to wasted food and ammo
Arlinn 11 Feb, 2023 @ 3:33am 
Awesome mod! ammo presets in drug policies kept disappearing for me this mod fixed that issue.
varialzzz 4 Feb, 2023 @ 7:42am 
You de best mate
Syrus  [author] 20 Dec, 2022 @ 2:01pm 
@H11F
Mechs will definitely need some work in Yayo's Combat (and this AddOn mod).
Would like to find the time and will to push an update to Yayo's Combat itself for the mechs, but I'm not sure how to approach the problem. For mech faction mechs, infinite ammo is fine, but player faction mechs should require reloading probably. No idea if the inventory handling is possible though. I foresee lots of issues.
Hope I can get around to it one day, currently I'm mostly working on my small Bannerlord mods (or fixing bugs or implementing smaller features in RimWorld mods).

For a moment I had a lot of time again, but it's back to full-time work, so time's limited.
Haven't actually played a game in at least 3 weeks now, hehe...
H11F 20 Dec, 2022 @ 1:37pm 
@Syrus - Huh... you are correct. And I am an idiot for not running it out to a full test. So, 1) You _CAN_ make them reload, but it has to be spacer ammunition. 2) I only figured this out when it ran out of ammo, and then reloaded itself... but... I didn't see any inventory, so not sure what is up with that.
Syrus  [author] 20 Dec, 2022 @ 12:32pm 
Haven't played RimWorld with the new DLC yet, from my understanding mechs auto-generate ammo to reload, so manual reloading was never necessary.
Pretty sure that is a setting to be enabled in Yayo's Combat's settings though.

Can't test the behaviour currently as Steam decided to mess up the workshop folder for all mods, apparently overwriting some mods with duplicates of other mods and I'm unsure if deleting them all actually made it redownload them now or whatever it is doing...

Would of course be good to implement reloading behaviour for mechs as well, but as you noticed, not sure if they got an inventory or not.
H11F 20 Dec, 2022 @ 11:08am 
@Syrus - When I enable the ammunition system in Yayo Combat, the militor for example, has a weapon with an ammunition count. There is also your gizmo for reloading - however, whenever I click it, it won't reload (including right click to reload from surroundings; reload from inventory throws an error and this might be because mechs don't have a workable inventory? I genuinely do not know).
Syrus  [author] 20 Dec, 2022 @ 10:57am 
Do they need to reload?