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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
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...
Try un- and resubscribing to the mod to force an update
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)
Updated for renamed Harmony-patches in Yayo's Combat (Continued) Version 1.5.4
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.
Fixed assign tab ammo columns being inserted after "remaining space"
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)
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.
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.
Added setting to disable ejecting ammo on death/downed (default is set to "do not eject")
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.
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.
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
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...
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.