RimWorld

RimWorld

Throw Them (Continued)
46 Comments
Mlie  [author] 23 Jul @ 10:30pm 
@Just Please see the Reporting Issues section described above
Just 23 Jul @ 6:54pm 
Not sure if it will be much helpful (due to number of mods), but here is a log: https://gist.github.com/HugsLibRecordKeeper/acd9aca5b27f8ca81b2a07cf9a34a32d

[code]Throw Them second transpiler failed, please send log to bug reports[/code]
Mlie  [author] 15 Jun @ 3:15am 
@Bronips Yes, see Discord for progress
Bronips 15 Jun @ 3:10am 
1.6?
Mlie  [author] 14 Apr @ 1:48am 
@123caboom Should work with anything as it just shows a gizmo for any throwable in the pawns inventory, no need to equip it.
123caboom 14 Apr @ 1:44am 
Video is btw. Not available
123caboom 14 Apr @ 1:43am 
Am i the first one to ask if this works with simple sidearms?
Does the gizmo-trigger then is a onetimer?
Isy 21 Dec, 2024 @ 9:10am 
Odd behaviour, pawn with melee weapon equipped starts throwing smoke grenades at nearby enemies automatically.
Easily changed by equipping the smoke grenade, turning off fire at will, re-equipping the melee weapon. Smoke grenades will be user controlled only.
Not a bug or anything, just mentioning this for anyone else struggling to figure this out.

The mod description does mention:
It works the same way as if it was equipped, but now you don't need to make those 10 clicks to swap weapons.
But it didnt click with me that effected "fire at will" setting.
Just 1 Sep, 2024 @ 2:46pm 
Wondering... Would it be possible to do so, that grenade will be thrown only once and then Pawn will switch back to main weapon?
John DeWolf 1 Sep, 2024 @ 9:05am 
Ok cool. While it is a bit clunky this mod does correctly interact with the grenade tweaks mod {LINK REMOVED}. You have to switch to the grenade in order to change throwing mode but otherwise its quite nice.
EnderSlend 12 Apr, 2024 @ 8:25pm 
Mlie, I'm sure you've heard it a thousand times but thank you for all you do. You have done so much for the Rimworld modding community and I am forever grateful for your work :) b
Mlie  [author] 11 Apr, 2024 @ 12:51pm 
@Mr.Pakero Updating all my mods, progress on Discord
Mr.Pakero 11 Apr, 2024 @ 12:49pm 
Version 1.5 pls !!!
Mlie  [author] 25 Mar, 2024 @ 8:39am 
@z23424934 Please give an example of one of those animals
z23424934 25 Mar, 2024 @ 8:37am 
All animals that use Vanilla Expanded Framework for ranged attacks are incompatible with this MOD
(sorry for use machine translation)
Black_Overlord 17 Mar, 2024 @ 11:53am 
Kinoman +
HKO2006 (no mic) 26 Aug, 2023 @ 9:22pm 
Thank you for the mod, I have firefoam nade on everyone, not more manually equip them to use now.
Kinoman 25 Aug, 2023 @ 12:29pm 
I often see raiders or mechanoids run to my pawns and i would like to throw exactly 1 granete or 2 with shift to stop them and then i need start to shoot.
If i have a lot of pawns I confused who shoots and who continues to throw.
It's better to just swap to granates with SimpleSidearms when i can see who throws.

please lets a pawn throw exactly 1 time and an option in settings for that.
Joe Stalin 25 Jun, 2023 @ 3:46pm 
@Mlie, figured it out. It isn't a mod conflict - it's the optional setting in CE to have faster subsequent shots. For some reason they're rapid fire when thrown using this mod but not when thrown the usual way.
Mlie  [author] 25 Jun, 2023 @ 1:18pm 
@Joe Stalin As mentioned in previous comments, it works in my tests with CE. You many have another mod-conflict.
Joe Stalin 25 Jun, 2023 @ 1:12pm 
Using this with CE is causing rapid-fire grenades. Pawns throw like 5 grenades a second.
Шашлычник ;р 28 Mar, 2023 @ 8:18am 
Ok, i found the reason and how to fix it:
i have two versions of CE. One is active, other one is disabled. But for some reason one of them wont count for LoadFolder.xml 'till we have both of them
I removed from mods folder my own version and now everything work
Mlie  [author] 28 Mar, 2023 @ 6:41am 
@Шашлычник ;р Then I dont know, I cant replicate it
Шашлычник ;р 28 Mar, 2023 @ 3:47am 
@Mile, i tried to equip weapon, but nothing changed
Mlie  [author] 27 Mar, 2023 @ 10:53am 
@Шашлычник ;р Try equipping a main weapon first. As this mod adds a throw gizmo if you have throwable in your inventory but are using another weapon. When I test with a main weapon equipped it always throws just one each time.
Шашлычник ;р 27 Mar, 2023 @ 8:21am 
p.s.: missed last screenshot - https://imgur.com/a/Mo92ek0
Шашлычник ;р 27 Mar, 2023 @ 8:19am 
That how im tesing this:
https://imgur.com/a/dc2cQJf
Шашлычник ;р 27 Mar, 2023 @ 5:34am 
Loaded just CE and this mod.
Spawned 50 molotov. Ordered pawn to take them and throw.
Can record how im doing that
Mlie  [author] 27 Mar, 2023 @ 3:36am 
@Шашлычник ;р Strange, I tested with just this and ce with no issues. How do you test?
Шашлычник ;р 27 Mar, 2023 @ 1:03am 
@Mile, i placed mod in the bottom of my modlist - no changes.
I found next:
That not caused by any other mods. Only CE and Throw them;
I tested it with steam CE (there is bug) and with my testing version of CE from Github (there is NO bug) (this version older than steam about 3-5 days)

So might be it caused by recent CE changes
Mlie  [author] 26 Mar, 2023 @ 12:59pm 
@Шашлычник ;p Changed the load-order, not sure why the original order was before CE when it has harmony-patches for CE. Seems to work when I test it with CE loaded before this at least.
Шашлычник ;р 26 Mar, 2023 @ 12:34pm 
Hey.
For some reason with this mod and CE all grenades throwing at once. If we have 25 molotovs, all they gone when we throw just one of them
If needed, i can send hugsLibs log and/or video
Mlie  [author] 4 Mar, 2023 @ 6:48am 
@BadLuck You should probably report it on their page. Ive never used it and have no info on what needs to be changed
BadLuck 4 Mar, 2023 @ 6:11am 
this mod desyncs multiplayer :(
turkler 3 Mar, 2023 @ 5:40pm 
I actually found a really great unintended mod interaction that I wanted to share. Simple Sidearms makes colonists store any unequipped sidearms in their inventory, which means that any grenades equipped as a sidearm can be thrown with the gizmo without having to be equipped since it's technically just sitting in the inventory.
RocketFrog 3 Mar, 2023 @ 12:43pm 
Wow. This was one of the mods I got upset it never got updated to 1.4. Great work!
Mlie  [author] 2 Mar, 2023 @ 10:47am 
@parm please post the link to it on the Discord server, saves a lot of time
parm 2 Mar, 2023 @ 10:36am 
@Mlie anyway you could do a quick revive of a small mod called Unpin Grenade. I want to be able to have some dramatic heroic deaths but I haven't found a port
SVTR-Angelia 27 Feb, 2023 @ 11:37am 
I never use grenades because i need to equip them, but now I can make combat more tactically:steamhappy:
Mlie  [author] 26 Feb, 2023 @ 11:35pm 
@Headshotkill No
Headshotkill 26 Feb, 2023 @ 11:24pm 
Do raiders use this too?
Mlie  [author] 26 Feb, 2023 @ 10:04pm 
@Medic The cast time and other stats are defined by the grenade, this mod just shows the gizmo when the grenade is in the inventory as well. If you want faster cast time you need to ask the author of the mod that adds that grenade
Medic 26 Feb, 2023 @ 3:38pm 
Suggestion: mod option to decrease the time it takes to aim and throw the nades. I was trying to create a pawn that had a flash grenade belt and a sword, so that they could quickly flash a room then slide in and remove some heads, but the flash grenade windup is like half an in game hour.

The whole point of flashbangs is that they are quick to throw, giving you the advantage of still seeing/hearing while taking that advantage away from your foes. Needs to be quicker.
Malicious_Fetus 25 Feb, 2023 @ 4:12pm 
thank you!!!
Scout Gaming 25 Feb, 2023 @ 3:42pm 
Let's throw 'em!