RimWorld

RimWorld

Tacticowl Continued
238 Comments
RogueCmdr 4 hours ago 
I also think it be great to incorporate simple sidearms into this. i use it alot with these other 3
Espiovvv 6 hours ago 
Thank you very much Ferris!
Also, please consider looking at the mod "Transmog", it's #44th in the "Incoming" list on the Trello page linked in Mlei's Meepville Discord server
Ben Delver 7 hours ago 
would it be possible to make the dual wield compatible with the extra limbs from integrated implants? so every extra limb can hold a one handed weapon?
link to the mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3223443793
Mismagius 12 hours ago 
hey while your at it, could you maybe see if you can increase the weapon limit you can set in the config to something much higher than 10?
TheCreamOfTheCrop 15 hours ago 
thank you ferris :)
RogueCmdr 19 hours ago 
Thank you Ferris!
lloki 19 hours ago 
We are very grateful that you are willing to do this, so don't worry. Thank you!
Thank you Ferris!!
FerrisCG  [author] 19 hours ago 
Am looking at code again today/this weekend sry for the delay on it
lloki 20 hours ago 
+1
Alex_ 12 Jul @ 11:01am 
1.6?
FirePlox 12 Jul @ 3:20am 
1.6?
RogueCmdr 11 Jul @ 5:25pm 
1.6
oscarmdsh69 11 Jul @ 1:43pm 
1.6 update coming?
Legionnaire 4 Jul @ 8:14am 
ferris, 1.6 pls
Daevinski 4 Jul @ 7:21am 
The current version still needs the addon for Ghouls, Mechs and Animals?
Stellar Harbour 4 Jul @ 1:35am 
two weeks
gourdest 1 Jul @ 4:14pm 
Some of my pawns will not shoot while drafted or hunting, but the others are completely fine. im not sure what to do so any help will be appreciated.
FirePlox 24 Jun @ 1:48am 
1.6?
salt9/9 18 Jun @ 10:25pm 
I’d like to decouple the aiming logic between *Dual Wield*'s offhand and *MVCF*'s hediff turrets via an external patch, but I keep running into definition errors and haven’t been able to make it work.
According to AI analysis, MVCF doesn’t distinguish offhand verbs, so even when firing is not permitted, the offhand still ends up targeting along with the hediff turret.
I apologize if this is an inappropriate place to post, but I’d really appreciate any advice.
VitaKaninen 16 Jun @ 10:26pm 
Thanks so much, @FerrisCG! Love this mod!
FerrisCG  [author] 16 Jun @ 10:26pm 
Ill be looking at updating later this or next week
JoeOwnage 16 Jun @ 4:41pm 
My beloved run and gun
StockSounds 16 Jun @ 7:21am 
i need

i neeeeed
AzoorFox 15 Jun @ 1:33pm 
UPDATE WHEN????????????????
FerrisCG  [author] 3 Jun @ 9:39am 
@Exende yes
Exende 3 Jun @ 6:45am 
Is this compatible with Yayo's combat? Specifically the ammo part?
Epicguru 31 May @ 10:37am 
FYI in case it was supposed to be fixed, I'm getting the bug mentioned by others where there seems to be no melee attack cooldown at all. VFE is being used. No errors in log anywhere.
vin 29 May @ 6:52am 
Hey Ferris, I posted a bug report thread with the error log for "Verb caster is not a turret". I'm sure you already know about it but let me know if theres anything I can do to help like if you need more information. I'd be happy to help.
FerrisCG  [author] 27 May @ 6:55am 
Tacticowl has its own, CAI might override mine but not certain I have not actually tested with it
highdollarwood 27 May @ 2:47am 
If I use this with CAI 5000/Fog of War, will my colonist’s use CAI for combat behavior or does Tacticowl have it’s own?
vin 20 May @ 4:28am 
Similar to others it appears that I'm recently getting a verb caster error when used in conjunction with CE.
"Verb caster is not a turret and does not have a WarmupStance"
Maal 13 May @ 1:50pm 
Kind-of wish there was a kind of search function in the weapon list, so I could for example search for all magic staves and make them all two-hander instead of slowly scrolling through the list trying to find all of the runic/amethys/arcane/etc staves added by mods.

The best would be a 4th tab in the mod menu were all weapons are listed (with a search function) where we could see which is checked/unckecked run and gun, off hand, two handed, forbidden etc. So we wouldn't have to go back and forth in each sub menu to match them.
Inerael 12 May @ 9:04am 
looks great ! Does this mod aim my pawn to have a ranged weapon, and a mele one in the pocket ?
Anyway , great mod ,thanks you !
Trod 11 May @ 4:06pm 
Seconded on being able to wield an offhand weapon in each extra hand.
Spikem59 11 May @ 2:16pm 
Any shot we could see pawns with multiple limbs from mods like Big And Small's four arms gene to be able to wield more than two weapons?
Samuel_Bucher 11 May @ 3:31am 
Another note for Incompatibility with Combat Extended. When a pawn's firearm runs out of ammo, if Run and Gun is on, their AI breaks and they become immobile.
Samuel_Bucher 9 May @ 10:47pm 
Incompatibility with Combat Extended. Running and gunning causes this error to appear seemingly twice per shot fired by the running pawn:
Verb caster is not a turret and does not have a WarmupStance
HugsLibLog: https://pastebin.com/dZYtMeir
Run and Gun and Search and Destroy are enabled, and Dual Wield is disabled.
Realm Imp 7 May @ 10:26pm 
great mod
Avarus 7 May @ 9:38pm 
Yeah, the friendly death by thousand punches was fixed, thanks a lot Ferris!
FerrisCG  [author] 7 May @ 6:12pm 
@Venum looks like your error is from Guarding pawns
Venum 7 May @ 3:16pm 
I am getting an error with this mod that seems to be associated with the RunAndGun module, it goes away with that module disabled. I have attached a log below. Thanks in advance for looking into it.


https://gist.github.com/HugsLibRecordKeeper/b9a82132cd2e74b25e6b48c7bf04ff8e
Maux 6 May @ 4:34am 
@FerrisCG Thanks for the fix! Confirmed working with VEF.
FerrisCG  [author] 5 May @ 11:11pm 
Fix for mental state pawns should be pushed (+ a few other misc fixes)
Should once again be fully stable with VEF
Dragonheart013 5 May @ 9:52pm 
Dead Man's Switch isn't the cause, I don't use that mod and I get it as well
Maux 5 May @ 9:38pm 
The multiple attack bug can be reproduced by having both Dead man's switch and Tacticowl active. But I actually believe a possible cause is Vanilla Expanded Framwork

VerbProperties.AdjustedAccuracy: post: Tacticowl.Patch_AdjustedAccuracy.Postfix TRANS: MVCF.PatchSets.PatchSet_Stats.AccuracyTranspiler

For some reason MVCF's AccuracyTranspiler only gets applied when Deadman's switch is active. But comparing the Hugslib log with and without Deadman's switch I found this to be the only possible difference.
Altria 5 May @ 6:47pm 
I am also having the bug where colonist does multiple consecutive attacks in a matter of seconds
FerrisCG  [author] 3 May @ 3:53pm 
Will be looking into the multiple attacks issue again prob tmrw likely is the nullcheck skipping setting stance but not 100% should be a quick edit
Pandathan 2 May @ 2:25pm 
Sorry if this has been answered before but when I enable search and destroy, my gunner pawns just rush head first at the enemy and stand next to them, any ideas?
FerrisCG  [author] 1 May @ 1:32pm 
Can you send me a hugslib log from that @eclair that issue should be fixed in latest version of tacticowl