RimWorld

RimWorld

Yayo's Combat 3 (1.1-1.2)
YAYO  [developer] 29 Mar, 2020 @ 8:32pm
Report bug
1. How to reproduce the bug (try removing all mods and putting only this mod and that mod.)
2. Links in conflicting mods
3. When report the error log. Press Ctrl + f12 and tell us the link address
Last edited by YAYO; 4 Dec, 2020 @ 8:37pm
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Showing 1-15 of 40 comments
Frank 20 Apr, 2020 @ 1:11pm 
Melee damage seems to display bugged but seems to work fine. Example
james archcycle 21 May, 2020 @ 5:44am 
Originally posted by Frank:
Melee damage seems to display bugged but seems to work fine. Example

I just came here to mention the same thing. Was yours rapidly cycling like it was recalculating again and again? I'm guessing the animation works by un-equiping/adjusting position/re-equipping?

I un-drafted the pawn and it displayed correctly, re-drafted and with no spinning happening they all display correctly.

edit: draft not required, it's doing this while I'm sending an non-drafted pawn to swap out for a new melee weapon. Will disable weapon spin and see if this is correct.
Last edited by james archcycle; 21 May, 2020 @ 6:10am
james archcycle 21 May, 2020 @ 6:25am 
I did some trial and error and found it was completely repeatable. There are mods after these but there are no others before them.

YES means the dps issue on the pawn's info screen was present
NO means there were no problems

Harmony>Core>Royalty>Hugslib>Gunplay>Yayo: YES

Harmony>Core>Royalty>Hugslib>Gunplay: NO
Harmony>Core>Royalty>Hugslib>Yayo: YES

Harmony>Core>Royalty>Hugslib: NO

Hope this helps.
Max jamón 22 May, 2020 @ 8:38pm 
I am here to report the same exact bug that everyone else on this thread has reported and also add more information that I gathered myself and the logs

as everyone else has reported the melee damage displays bugged and looks somewhat similar to ¨NaN (random numbers changing constantly every second)¨ and the combat seemingly working correctly and this applying to enemy raiders as well by the tests I made until during the raid while the raiders of mutliple factins where attacking each other this error appeard on console mutliple times with varying data like the attacked place but still the same error non the less
¨¨Blue has no available melee attack, spawned=True dead=False downed=False curJob=AttackMelee (Job_9080) A=Thing_Human5602 verbList=RimWorld.Verb_MeleeAttackDamage(LeftHand/Thing_Human3540_0_Smash)¨

all of this only with gun play and yayo´s combat and required libraries ofcorse and even restarted the game 2 times to make sure no other mods I used did not get on the way

one more thing, hugslib was recently updated and that partially broke another mod I was using by giving an error when you try to open the settings instead of opening them so perhaps the issue could be related to this update as well but I have no knowldege on the matter of modding so I could be wrong
hope all this info helps
https://gist.github.com/35c8c23fd4bf09ce49bf6ebcb028f020
Last edited by Max jamón; 22 May, 2020 @ 8:44pm
KIW 30 May, 2020 @ 4:00pm 
I have a problem, but there isnt really any logs for it, The duel wield mod is straight up not working with this mod, and I'm not sure why, the only conflicting mod I have is this one, and its supposed to be compatible, I literally have 0 armour or weapon mods, help?
Demetrio 10 Jun, 2020 @ 12:16pm 
I noticed 2 bugs, don't know if anyone else is having them.
1. The Tough trait seems useless, I'm using damage indicator mod to show damage values while checking their health tab, and I noticed that the trait have no effect of damage reduction.
2. The more augmented (a.k.a. bionic members) the pawn have, he is indeed more powerfull, specially in melee, but I noticed that he becomes way more fragile, dying with less hits. to The point where my main melee combatant, full augmented, was tanking dozens of scythers and receiving shots from centipedes and lancers and died to a BRUISE in the neck. He was 100% health all the time, none of the bionics limbs got damaged, heck, not even the power armor got damaged, only the Plasteel ballistic shield from Combat Shields Mod received duarability damage but a simple bruise in the neck killed him.
Krag 11 Jun, 2020 @ 2:39am 
Can confirm that Tough doesn't seem to have any effect.
Avoler 21 Aug, 2020 @ 5:29am 
Originally posted by Frank:
Melee damage seems to display bugged but seems to work fine. Example
This seems to be caused by the "Meele Attack Random Delay" option. If you set it to 0 the DPS is displayed correctly.
In hindsight that of course make sense. The game can't calculate a fixed DPS Value when one of the variables (the delay) is random and changes all the time.
PlayIgel 17 Sep, 2020 @ 8:19am 
I get this bug when my colonists fight in close combat:
(Aktiv mods harmony/Core/HugsLib/Mod Manager/yayo combat 3)
https://gist.github.com/26a016e82354955c7282a998d448c81e

Chiyoko has no available melee attack, spawned=True dead=False downed=False curJob=AttackMelee (Job_1026) A=Thing_Human22345 verbList=RimWorld.Verb_MeleeAttackDamage(LeftHand/Thing_Human22184_0_Smash) - 0, RimWorld.Verb_MeleeAttackDamage(RightHand/Thing_Human22184_1_Smash) - 0, RimWorld.Verb_MeleeAttackDamage(Teeth/Thing_Human22184_2_Bite) - 0, RimWorld.Verb_MeleeAttackDamage(HeadAttackTool/Thing_Human22184_3_Smash) - 0, RimWorld.Verb_MeleeAttackDamage(ikwa/CompEquippable_MeleeWeapon_Ikwa22187_0_Smash) - 0, RimWorld.Verb_MeleeAttackDamage(ikwa/CompEquippable_MeleeWeapon_Ikwa22187_0_Poke) - 0, RimWorld.Verb_MeleeAttackDamage(ikwa/CompEquippable_MeleeWeapon_Ikwa22187_1_Stab) - 0, RimWorld.Verb_MeleeAttackDamage(ikwa/CompEquippable_MeleeWeapon_Ikwa22187_2_Slash) - 0 bodyVerbs=RimWorld.Verb_MeleeAttackDamage(LeftHand/Thing_Human22184_0_Smash), RimWorld.Verb_MeleeAttackDamage(RightHand/Thing_Human22184_1_Smash), RimWorld.Verb_MeleeAttackDamage(Teeth/Thing_Human22184_2_Bite), RimWorld.Verb_MeleeAttackDamage(HeadAttackTool/Thing_Human22184_3_Smash)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.Pawn_MeleeVerbs:ChooseMeleeVerb(Thing)
RimWorld.Pawn_MeleeVerbs:TryGetMeleeVerb(Thing)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack(Thing, Verb, Boolean)
Verse.AI.JobDriver_AttackMelee:<MakeNewToils>b__3_1()
Verse.AI.<>c__DisplayClass5_0:<FollowAndMeleeAttack>b__0()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Last edited by PlayIgel; 17 Sep, 2020 @ 8:30am
Kotonoha no Niwa 2 Oct, 2020 @ 6:51pm 
야요컴뱃 - 폴라리스 충돌 에러로그

https://gist.github.com/e272313045487102e288d0c5343be466

Exception while generating thing set: System.NullReferenceException: Object reference not set to an instance of an object
at yayoCombat.patch_ThingSetMaker_TraderStock_Generate.Prefix (RimWorld.ThingSetMaker_TraderStock __instance, RimWorld.ThingSetMakerParams parms, System.Collections.Generic.List`1[T] outThings) [0x00175] in <4bd1257827c94c84822a42074c11141f>:0
at (wrapper dynamic-method) RimWorld.ThingSetMaker_TraderStock.RimWorld.ThingSetMaker_TraderStock.Generate_Patch2(RimWorld.ThingSetMaker_TraderStock,RimWorld.ThingSetMakerParams,System.Collections.Generic.List`1<Verse.Thing>)
at RimWorld.ThingSetMaker.Generate (RimWorld.ThingSetMakerParams parms) [0x00019] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Error(String, Boolean)
RimWorld.ThingSetMaker:Generate(ThingSetMakerParams)
RimWorld.TradeShip:GenerateThings()
Polarisbloc.CompUseEffect_CallOrbitalTrader:DoEffect(Pawn)
RimWorld.CompUsable:UsedBy(Pawn)
RimWorld.<>c__DisplayClass4_0:<MakeNewToils>b__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Spürgelwürg 8 Oct, 2020 @ 4:08pm 
The new ammo system works good so far, but the eject system doesn't work at all. Even, if only this mod and the necessary once are turned on.

JobDriver threw exception in initAction for pawn Gill driver=JobDriver_EjectAmmo (toilIndex=11) driver.job=(EjectAmmo (Job_275) A=Thing_Gun_HeavySMG17205)
System.NullReferenceException: Object reference not set to an instance of an object
at yayoCombat.patch_CompReloadable_UsedOnce.Prefix (RimWorld.CompReloadable __instance) [0x00168] in <bae86bf067214ce69b01def1c31f9e51>:0
at (wrapper dynamic-method) RimWorld.CompReloadable.RimWorld.CompReloadable.UsedOnce_Patch2(RimWorld.CompReloadable)
at yayoCombat.reloadUtility.EjectAmmoAction (Verse.Pawn p, RimWorld.CompReloadable cp) [0x00006] in <bae86bf067214ce69b01def1c31f9e51>:0
at yayoCombat.JobDriver_EjectAmmo+<>c__DisplayClass4_0.<EjectAsMuchAsPossible>b__1 () [0x0000b] in <bae86bf067214ce69b01def1c31f9e51>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001df] in <d72310b4d8f64d25aee502792b58549f>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Also getting a lot of errors after loading.

https://gist.github.com/5db533364f157ba988498a66c203fbc4
Edward 25 Oct, 2020 @ 5:50am 
Hi, I have a bug to report !
The latest update yesterday, the 24th of October, your mod got suddenly "incompatible" with some of Jectools (Unofficial)'s features, namely the Oversized Weapons comp, but also Gunplay's method of resizing weapons.
The bug can be reproduced by making whatever weapon you want big, through Jecstools or Gunplay, and equipping a pawn with it.
grimrp3r 3 Nov, 2020 @ 7:39pm 
I am also reporting a bug in the melee DPS calculation, showing NaN that fluctuates rapidly. It only happens when pawns equip a melee weapon. I am not using dual wield and gunplay mod.
Howden 5 Nov, 2020 @ 8:47am 
Heyo Yayo, whenever I have this mod enabled and I start a new game and use Prepare carefully, all the pants are sorted with the shirts under inner layer and only happens when I have this mod enabled. A lot of other people have this problem too if you look on the Prepare carefully mod's workshop page. It's just a minor bug it doesn't bother me that much but I'm just putting this out here

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735106432&searchtext=prepare+ca
Last edited by Howden; 5 Nov, 2020 @ 8:47am
MeatBeatMarv 6 Nov, 2020 @ 10:08pm 
Seems to have an incompatibility with Awesome inventory. If you set ammo in a pawn's loadout in awesome inventory, they will not use that ammo to reload while on hunting jobs. they have to walk all the way back to base to reload.
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