RimWorld

RimWorld

[Abandoned] MSE - Prosthetic Combat
 This topic has been pinned, so it's probably important
Oreno  [developer] 5 Aug, 2019 @ 9:27pm
Bug Report
You can post mod errors or conflicts here. Use this guide when report.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725234314

But just to make sure, rimworld depend on mod order so if your modlist not ordered correctly, this can make some error that's not the mod fault or can make your game lagged. This guide show you how to correctly order modlist. Mod Order Guide Wiki[rwom.fandom.com]
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Showing 1-8 of 8 comments
ilikegoodfood 6 Aug, 2019 @ 1:31am 
Two bugs that are more design flaws than strict errors (no error or log output):
1) If you have a prosthetic weapon disabled and force target an enemy with it, it uses the disabled weapon and doesn't change it to enabled.
2) Pawns with enabled prosthetic weapons will fire them at enemies even when not drafted and they do not stop in order to take aim, even though Run & Gun is not enabled.
Last edited by ilikegoodfood; 6 Aug, 2019 @ 2:27am
Oreno  [developer] 6 Aug, 2019 @ 2:21am 
@ilikegoodfood ah sorry, i mean it only can't auto firing.
ilikegoodfood 6 Aug, 2019 @ 2:30am 
Originally posted by Oreno:
@ilikegoodfood ah sorry, i mean it only can't auto firing.
Maybe rename it from 'enabled' and 'disabled' to 'auto-fire' and 'auto-fire disabled', to make it clearer?
Obviously, you don't have to, and you may have already explained it in the mod description. It's just a suggestion.
Oreno  [developer] 6 Aug, 2019 @ 2:40am 
@ilikegoodfood thanks but i already update it.
Shades 8 Aug, 2019 @ 12:22pm 
I can verify that messing up the mod order can mess up the game. I thought I had it right, it went wrong anyway.
However, I do have a real suggestion, Im not here to tell just how much I suck at computers:
"The mod names in related files should begin with same name or abbreviation, and have the number according to load order to make them foolproof."
Of course, everytime you think you make something foolproof, evolution just creates a better, more advanced fool.
Shades 8 Aug, 2019 @ 12:44pm 
Yeah, sorry, :steamsad:
It was someone else´s mod that messed it up, not yours.
Still. abbrev+mod number would be good practice, since I still managed to get confused.
Oreno  [developer] 8 Aug, 2019 @ 4:30pm 
@Shades This already have support for mod manager. it tells you wrong mod order. another way is use Mod Order Guide Wiki[rwom.fandom.com]
Nianor 3 Sep, 2019 @ 3:02pm 
@Oreno Any idea what would be causing this? Weaponized prosthetics are removed on use, with this error:
Exception ticking hediff (MSEPC_PCSARM_CLB left arm ticksSinceCreation=65598) for pawn Balcuc. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BulletCasingMote.TryCastNextBurstShotPatch.TryCastNextBurstShot_Postfix (Verse.Verb) <0x000e2>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch2 (object) <0x00984>
at Verse.Verb.VerbTick () <0x00075>
at Verse.VerbTracker.VerbsTick () <0x00058>
at OrenoPCF.HediffComp_VerbGiverExtended.CompPostTick (single&) <0x00031>
at Verse.HediffWithComps.PostTick () <0x0007b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.HealthTick_Patch1 (object) <0x001ef>

Verse.Log:Error(String, Boolean)
Verse.Pawn_HealthTracker:HealthTick_Patch1(Object)
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
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