RimWorld

RimWorld

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Yayo's Combat 3 - Addon
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Mod, 1.3, 1.4, 1.5, 1.6
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651.957 KB
Apr 18, 2022 @ 2:12pm
Jul 27 @ 5:01am
21 Change Notes ( view )

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Yayo's Combat 3 - Addon

Description
Description
A mod aiming to improve ammo handling of Yayo's Combat 3 through quality of life features.
Also includes compatibility functions for Simple Sidearms, sidearms carried in the inventory are also reloaded.

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Added or reworked features:
- Assign ammo
You can now assign ammo using the "Assign" tab, similar to how medicine can be assinged to be carried by specific pawns. (Assigning ammo via drug policies is not affected by this, whichever has the higher count will be the amount a pawn is going to pick up.)

- Multifunctional "Reload" button
Clicking the button attempts to reload from inventory.

More options are available via the right click menu:
"Reload ... from inventory" does the same as clicking the button, reloading weapons from ammo found in the inventory.
"Reload ... from surrounding" will make the pawn look for unforbidden ammo and use that to reload their weapon(s).
"Restock inventory ammo" checks assigned ammo (via Assign and Drug Policy), the pawn will try to pick up the desired amount of ammo into their inventory.

- "Eject ammo" button & "Eject ammo" designator
Designate weapons to have their ammo ejected.
Pawns assigned to hauling will take care of this.

- Improved reload jobs
Improved how reloading weapons works, pawns should no longer drop ammo on the ground when reloading and reload the guns fully.

- Improved Simple Sidearms compatibility
Pawns will now also reload their sidearms if Simple Sidearms is active.

- Out of ammo warnings
Running out of ammo without any ammo available will give a warning.

- Fixed hunters going back to reload all the time
Technically speaking this is a vanilla issue, as the hunting job fails after 2h of not "succeeding" and, as the reload job has a higher priority, they then do this next.
I disallowed reloading immediatly after a hunting job fails.

- "Base ammo capacity" adds ammo to inventory
Increasing the setting beyond 100% increased ammo in magazines of spawned weapons (on raiders etc.) beyond the actual capacity of the magazine. This mod changes it to generate ammo in the pawn's inventory instead.

- ... and probably more stuff I forgot about

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I also recommend using my Auto-assign Inventories on Caravan arrival mod to have ammo distributed to pawn inventories when traveling in caravans.

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Compatibility:
No known incompatibilities (yet).

Please report any issues and include the HugsLib log (CTRL+F12) when reporting bugs,
it helps immensely tracking down what went wrong, thank you!

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GitHub: https://github.com/XT-0xFF/YayosCombatAddon
Popular Discussions View All (1)
1
Aug 10 @ 3:26am
Mod conflict
Dealer Mangan
136 Comments
Syrus  [author] Aug 12 @ 3:58pm 
Thank you for the testing
Though it sounds like there is nothing I can do, so hopefully the other mod's authors figure it out
Grimmas Aug 12 @ 12:23pm 
I have isolated the problem to be between Yayo Combat and Animal Apparel Framework, see Mile's discord for further logs etc.
Grimmas Aug 12 @ 7:24am 
I'm having the same issue as Darkmoon. I haven't made much headway with tracking down the cause so far except for a few observations:

1) I ran a different combination of mods earlier, with the addon, and without ever getting this error.

2) Removing Altered Carbon but keeping the addon did not fix this error.

3) Removing the addon did not fix this error.

4) Removing Yayo Combat itself finally did fix this error.

So currently I believe it is some sort of incompatibility between Yayo Combat and another mod, and is actually unrelated to this addon.
Syrus  [author] Aug 9 @ 3:58am 
No idea. Not sure I understand that error report correctly tbh, but even if I do, there is not enough information there to narrow down what could be causing it.

Does the error go away when disabling the addon mod?


Also, another mod may be involved seeing "Altered.Carbon" in the stacktrace. Don't know that mod though
Darkmoon Aug 8 @ 8:22pm 
I get this error every few seconds in the console, and I can't figure out what might be causing it:

https://codefile.io/f/msoLkUZZat
Hypersomnia Aug 7 @ 8:14am 
Oh I see. They do finish the kill first before going back. Thanks for the clarification!

I think hunting and hauling are two separate instances, since I sometimes see other pawns hauling the corpse while the hunter goes back to reload
Syrus  [author] Aug 7 @ 6:01am 
Previously hunters would go back after firing a few shots, with this mods they will keep on hunting until out of ammo or the hunting task ends.
Going back to reload after killing their target might be because the hunting task ended and instead a hauling task starts. Not sure if hauling the kill back still counts as hunting.

Maybe they changed something though, this mod only checks for the hunting job, maybe they added a new job for hauling the kill...not sure
Hypersomnia Aug 7 @ 4:40am 
"- Fixed hunters going back to reload all the time"

I am still getting this issue. My pawns seems to prioritize reloading over hauling their kills after hunting.

So it goes like Kill > Go back to base to reload > Haul.
Rycon Jul 31 @ 7:11am 
Many thanks! Very excited to have this one =D
Hexacon Jul 29 @ 12:53pm 
THANKS A LOT