RimWorld

RimWorld

Reload (Continued)
54 Comments
kev675243 4 hours ago 
yikes, that's weird it's an issue
Zaljerem  [author] 4 hours ago 
Oops, I deleted my comment and yours accidentally.

When the fleshmass shows up, shortly after, you're gonna crash to desktop. So yeah, not good. I've not been able to figure out a fix as of yet.
GhostlyBlu 17 Jul @ 9:47pm 
I LOVE YOU BRO, YOU ARE THE BEST
Scout Gaming 17 Jul @ 7:11am 
I wish traders would sell ammo :(
Zaljerem  [author] 13 Jul @ 5:41pm 
Ok, there ya go.
GhostlyBlu 13 Jul @ 5:30pm 
If you update to 1.6 I'll forever be in your debt
Kokorocodon 11 Jul @ 9:02pm 
update?
csc001 10 Jul @ 1:08am 
Version 1.6 added weapon specialization terms, such as incendiary shells and armor-piercing shells. hope see u mod in 1.6:steamthumbsup:
Cpt. Squirrel 22 Jun @ 12:52pm 
Firstly, great mod! I had an incredibly similar mod in my "mods to-do" list that I wanted to create before I found this. I think I found an error relating to this mod however. Here is the trace: https://pastebin.com/eELutp7p

It happened when the pawn in question put a Recurve Bow into her inventory. Looks like she tried to reload it whilst it was in her inventory and failed as it was not equipped. The symptoms of the bug was that she would just stand still and do nothing on her own accord other than very important tasks (eating, sleeping, breastfeeding, etc).
SalmonToastie 12 Jun @ 8:20pm 
If you ever want monetary support to update this hit me up, i love this mod.
JessieFeathers 10 Apr @ 6:15pm 
there is a bug where you cant reload anything the colonist just stands there not being able to reload anything at all
mynameactually 27 Nov, 2024 @ 9:45am 
Damn. Hope that bug with Anomaly gets fixed soon.
7588 11 Nov, 2024 @ 8:34am 
can you make a version without any of the ammo defs and defining guns from other mods? i would like to use that to make some ammo mods
Zaljerem  [author] 3 Oct, 2024 @ 1:51pm 
"I'm hoping I have both the time and ability to fix/improve."
WigWag 3 Oct, 2024 @ 1:35pm 
hey, are you still planning on fixing the mod?
Deep♂Dark 18 Sep, 2024 @ 11:39am 
Conditions for the CTD bug to occur:

Only the last bullet is left in the magazine.
The pawn has finished aiming but has not fired yet.
The fleshmass has only the last hit's worth of health remaining.
I hope this helps you fix the bug.:steamhappy:
Deep♂Dark 17 Sep, 2024 @ 4:49am 
Love this mod! Ye I got same ctd when I last hit fleshmass with final bullet. Any plan to fix it ?:tinder::tinder:
Zaljerem  [author] 8 Sep, 2024 @ 10:40am 
My apologies; now noted in the description. Unfortunately more and more limitations are showing in this mod. I'm hoping I have both the time and ability to fix/improve.
Deggial 8 Sep, 2024 @ 10:12am 
Oh. So the CTD is apparently caused by *this* mod?
Unfortunately, I can confirm the crashes and I'll try if they still accur without 'Reload'.
This might be the final straw for this mod ... which is a shame, because I like the idea of it.
Memmo 19 Aug, 2024 @ 10:53am 
As Digit4lC4m reported, this mod causes crash to desktop if pawns reload while destroying flesh mass walls. I have a group of pawns inside flesh mass cave, and experience constant CTDs when using this mod in that location. No where else has this bug manifested. Before the crash happens the game simply freezes for a moment, and then CTDs.
Rattler 10 Aug, 2024 @ 1:29am 
Love this mod for it's simplicity even if it's buggy at times. Just a warning, if you use it with the Vanilla Apparel Expanded Accessories, the mini-turret back pack turns into a mini-gun-turret backpack with unlimited ammo
Deggial 26 Jul, 2024 @ 1:51am 
I have a question:
My pawns are not replenishing ammo in their inventory, even though I created and assigned an ammo policy in the Assign tab. (Ammo is available, of course).

Is there a specific work type associated with this? It is not listed in 'Basic' or 'Haul' (though the length of the list is a bit overwhelming).

What am I doing wrong?

(Reading through the comments, I saw that there is apparently a mod conflict with 'Run & Gun'. Could this be the cause of the "misbehavior"? I am using 'Tacticowl' for it, though, which is supposed to be supported.)
7588 23 Jul, 2024 @ 9:20pm 
can you make a version with no presets and ammos as a framework?
csc001 20 Jul, 2024 @ 4:23am 
Incredible mod, a genius idea to give RIMWORLD a perfect complement, thanks again to the author of the reset mod, it is people like you to make the ecology of RIMWORLD better, and then a little bit of a small feedback, I found that the number of bullets carried by the enemy in each enemy attack is not much, just two to three rounds of shooting is unsustainable, can you consider Could you consider increasing the number of enemy bullets in each enemy raid? Lastly, thanks again for the update, and for all your hard work!:steamthumbsup:
SalmonToastie 20 Jul, 2024 @ 1:36am 
Don't they basically have a limited amount of shots before barrels need replacing? Seems redundant to also add ammo on top.
TheNylan 14 Jul, 2024 @ 11:05pm 
And compability with turrets and mounted weapons would be great too btw!
plz
TheNylan 14 Jul, 2024 @ 10:12pm 
can you add "musket" ammo or something like that? like "medieval ammo" could work...plz?
DigitalCam 12 Jul, 2024 @ 10:59am 
Bilhah started 10 jobs in one tick. newJob=R_Reload (Job_7017215) A = Thing_Human3114480 B = Thing_Gun_SH_DF3114784 jobGiver=null jobList=(R_Reload (Job_7017205) A = Thing_Human3114480 B = Thing_Gun_SH_DF3114784) (R_Reload (Job_7017206) A =
<...>
Thing_Human3114480 B = Thing_Gun_SH_DF3114784) curDriver=JobDriver_AttackStatic (toilIndex=1) curJob=(AttackStatic (Job_7016082) A = Thing_NAT_PainWall3342071 Giver = ThinkNode_QueuedJob [workGiverDef: null])
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
DigitalCam 12 Jul, 2024 @ 10:55am 
I found a fatal bug. If your colonist empties the magazine and has to reload while destroying fleshmass walls, the game will crash. Checking the player.log, you will see the following error log spam at the bottom: <Pawn Name> started 10 jobs in one tick. newJob=R_Reload (Job_7017215) A = Thing_Human3114480 B =
Caramel 5 Jul, 2024 @ 10:27am 
Because some Mod weapons can change their own values, such as Modular Weapons
Caramel 5 Jul, 2024 @ 10:25am 
I have an idea, can I choose another algorithm for the magazine size, such as Burst Count x10, if Burst Count ≥ 20 = Burst Count x2
Zaljerem  [author] 29 Jun, 2024 @ 7:42am 
There is definitely some work to be done around mechs at this point. I appreciate your patience.
PTI Co., Ltd. 29 Jun, 2024 @ 3:04am 
mechs in The Dead Man's Switch (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3121742525&searchtext=The+Dead) won't reload,It would be great if you can make it compatible
WhiteJao 21 Jun, 2024 @ 9:30am 
got stuck standing trying to reload nerve spiker
running with alot of mod so honestly it's likely mod conflict somewhere but it's melting outside and my former brain-melted-puddle says nope sooo here's a log
https://gist.github.com/HugsLibRecordKeeper/9a8985a69e25c109aa71c5ee331a74a3
Kommandokape 21 Jun, 2024 @ 9:01am 
Underrated mod but it doesn't work with Search and destroy
Roshiro 21 Jun, 2024 @ 6:58am 
Or maybe a way to make it not work for mechanoids since it seems to effect enemies which makes them run out of ammo and become useless.
Roshiro 21 Jun, 2024 @ 6:39am 
Seems like this applies to mechanoids aswell which is fine, but how does one go about forcing them to reload? or should i just implement it as zero for them.
Vororo 17 Jun, 2024 @ 5:41pm 
Way too underrated. CE tends to break everything and besides that no other mod adds this level of complexity to weapons. The customization is great too, very clean UI and love the way you can choose how large magazines are for each gun, as well as how many bullets should go in per reload, reload time and what type of ammo? Even works with modded weapons so I can manually set a double barrel shotgun to behave the way it should?! That suprasses CE even!
Only complaint I could give is that the ammo itself could use a retexture as they look too similar to survival meals, but they might just be a placeholder, everything else is top notch.
smugloosh 17 Jun, 2024 @ 2:26pm 
Not exactly a request, but i wonder if patching the ammo system to work with [LTS] Ammunition would be feasible. I'll probably try manually doing it myself til it works with that mod's kit system :P
Zaljerem  [author] 17 Jun, 2024 @ 1:24pm 
Regarding code to automatically generate - that may be possible, but might be beyond me. I'll look into it. Presets can be created, I'll put an example in the description (there are more in the 1.5\Defs\Presets folder within the mod).
Zaljerem  [author] 17 Jun, 2024 @ 1:16pm 
Updated: Support for Giddy-Up 2 Forked. Thanks for the report!
AcetheSuperVillain 17 Jun, 2024 @ 12:41pm 
With Giddy Up, they dismount when reloading, which is kinda suicidal. Currently using this version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3246108162
SOGGY DOGGY 17 Jun, 2024 @ 11:37am 
Would it be possible to automatically generate configurations for modded weapons based on their ranged cooldown, burst shot count and rate of fire?
Zanklev™ 17 Jun, 2024 @ 3:19am 
Do you think you could update the mod "Stray Bullets" from the creator of this mod as well? That'd be awesome!
Zacky 0.0 16 Jun, 2024 @ 5:51pm 
Man I wish it had compatibility with guns galore, *sobs editing them individually*
PremierVader 16 Jun, 2024 @ 4:46am 
GOAT
SalmonToastie 15 Jun, 2024 @ 1:25am 
GOAT
Zaljerem  [author] 14 Jun, 2024 @ 8:19pm 
Updated: Added Tacticowl compatibility (RunAndGun) ... SearchAndDestroy also appeared to be working in my testing.
Kokorocodon 13 Jun, 2024 @ 6:35pm 
the goat is goated goating goat goats
mortalisqa 13 Jun, 2024 @ 1:06pm 
Oh my lord, thank you so much for this update