RimWorld

RimWorld

daemonworks Jul 26, 2016 @ 11:12am
mortars broken?
So, I've built a few mortars, put stockpiles right next to them full of ammo, etc... and found that they absolutely refuse to use the bloody things, claiming they can't find any ammo. am i missing something?
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Showing 1-11 of 11 comments
Nox Jul 26, 2016 @ 11:17am 
1) make sure the actor can commit violence
2) Make sure they can haul

they work great for me.


Last edited by Nox; Jul 26, 2016 @ 11:17am
SquareDildo Jul 26, 2016 @ 11:17am 
To use a mortar, you get a drafted colonist, right click on the mortar and select "Man the mortar". He will go to the nearest ammo stockpile and load a shell.

Keep your mortars loaded before you need them, they take 40 seconds to reload! They are also terribly inaccurate so you need something like 4 for consistent results. Unfortunately their price has been increased to 4 components.
daemonworks Jul 26, 2016 @ 11:45am 
Hmm. Looks like there's definitely something wrong then, as it works pretty much exactly as I thought it did, but they just can't seem to recognize that ammo exists. <grr>
Honor's Bastion Jul 26, 2016 @ 12:04pm 
I think you might have a mod conflict that is causing the problem as I've seen this problem before. I just don't remember which mod might be causing the issue.
42BelowVodka Jul 26, 2016 @ 1:57pm 
Originally posted by daemonworks:
Hmm. Looks like there's definitely something wrong then, as it works pretty much exactly as I thought it did, but they just can't seem to recognize that ammo exists. <grr>

make sure that they arent restricted in away so they are not allowed to go to the stockpile
daemonworks Jul 26, 2016 @ 5:24pm 
Originally posted by 42BelowVodka:
Originally posted by daemonworks:
Hmm. Looks like there's definitely something wrong then, as it works pretty much exactly as I thought it did, but they just can't seem to recognize that ammo exists. <grr>

make sure that they arent restricted in away so they are not allowed to go to the stockpile

That's definitely not the problem. Stockpile and mortar side by side, no restrictions on movement, etc. Could be a mod issue as mentioned above. I don't really have many of those, but it's a thing to look into.
Kanjejou Jul 27, 2016 @ 9:56am 
their lack of accuracy make them mighty useless have four fo tehm and its abeen a full week of sheeling a space mecanoid debri and they barely removed 25
% of its health they dotn even hit...
my colonie is doomed because the colonist with "good" charge rifle +level20 and ^perfect health cant hit for ♥♥♥♥ and grenade even emp are more dangerosu to my guys than to them...
Last edited by Kanjejou; Jul 27, 2016 @ 9:58am
Warbeast Oct 25, 2017 @ 2:39pm 
I had the same problem, make sure you havent added a roof after they were installed.
Reya Oct 25, 2017 @ 3:40pm 
I have found that I need to put the stockpile indoors otherwise the game can't find it. But that was with mods installed I don't know if this fix works with vanilla Mortars
kevinshow Oct 25, 2017 @ 7:45pm 
Like others mentioned, I came upon this problem when I had zoned my colonists to stay in a certain area (such as Home) for their safety. The mortar was within the range of Home so they got there with no problem, but the shelf with the shells was just 1 or 2 tiles outside of the home range. That made the shells unreachable and thus I got that error message about no shells nearby.

Swirler Oct 26, 2017 @ 12:11am 
Yah it could be a zoning issue. make sure the zone they're in includes the mortar and the shells. Also check to make sure they haven't built a roof over it by mistake.
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Date Posted: Jul 26, 2016 @ 11:12am
Posts: 11