Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Reported 28 times for false advertising >:(
P.S. But on serious note- how it works with Yayo's Combat?
Depending on if the vanilla system allows it, it might even be cool if there were other types of jams, like firing but doing reduced damage and failing to cycle or "partial jams" that reduce accuracy but still shoot fine, so a better crafter quite literally makes better, match-grade bullets. The vanilla system only has to track food poisoning though, so I'm not sure it could scale up to that.
in the bug thread we confirmed that gorehulk raids resut in an error spam and lag of death
dont use with anomaly until fixed
https://gist.github.com/HugsLibRecordKeeper/fab88f875d9f660aec8154904471e678
When it activates it can only attack once if something is around it then it just sits around attempting to attack while spamming countless red errors every second.
It's a shame too, cuz this is honestly a pretty damn wonderful mod! Adds a lot more considerations to weapon quality and condition, especially combined with LTS Maintenance. Can't maintain weapons you don't have researched and that means they break down more and more! It's a nice balancing lever.
https://gist.github.com/HugsLibRecordKeeper/5ff244ff70f883f52ffd48955e2192a3
Specifically there is a nullreference at BDsWeaponJamming.HarmonyPatch+HarmonyPatches.TryCastShot_Prefix (System.Boolean& __result, Verse.Verb_LaunchProjectile __instance) [0x0000f] in <70c16bb398bf4bf99f3fc4e1586dd720>:0
remember to turn off hitpoint dependent jam chance especially if the damage on jam is above 1
Or is that something Id have to do on my end?
Am having trouble hitting shit with a shortbow cuz of it
and afaik those dont jam usually
(I know form experience lol)
- Feels like the "hit points factor" is way too high. It could be 4-5 times lower. Maybe configurable in options.
- "Damage weapon on jam" could be based on probability. Even on the lowest damage (-1hp on jam) it's still too high; long fights destroy weapons both on colonists and on raiders sides. So instead of a slider "1-100hp damage on jam" it could be something like "0-100% chance of inflicting 1 dmg on jam".
- The "tech level multiplier" slider seemed to not work at all? At least there was no noticeable difference between the levels set at "1.00" or "0.01".
@Victor Theoretically, your bug should've fixed in this update too, if my speculation that it is related to jobs is right.
Unknown why this occurs. I have six Rimworld player logs taken from the game's appdata folder after each crash, and can provide them on request—though I couldn't spot anything in them myself. I can't get a Hugslog from after the crash happens because the game closes, but I grabbed one from a SECOND before it happened again, once I knew what the trigger was, and the modlist may help you diagnose the conflict. https://gist.github.com/HugsLibRecordKeeper/734050f1fa89a08251fbda3794a4ca73
I am running Rimworld 1.3-latest, on 64-bit Windows 7.
Can weapon jams destroy weapons?
https://gist.github.com/HugsLibRecordKeeper/c7525f6ef18fbbbfde459830639b44de#file-output_log-txt-L5663
Line 5663
@Seanggag Never tried but I believe so.
@whenwe.srpski.65 Quality-less weapons won't jam, so does techlevel-less ones