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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.
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.
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
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.
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.
(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()
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()
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
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=735106432&searchtext=prepare+ca