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The way the patch is written it should be pretty much compatible with everything without adjustments.
I mean it has the 1.5 tag. As far as I'm aware there's no issues with it. If you encounter any let me know.
When I was making the patch the only results that came up were actual turrets and mortars so it obviously doesn't work. If I recall correctly you can change the refuel threshold in the mod options for those.
Alright I'll take a look at it later. Sounds like the main patch isn't catching it for some reason.
I don't use that mod. Could you describe what the problem is? Is it not patched to work or is it a turret that uses something expensive like components?
Looking it up on the workshop despite the name at least one of those mods removes refueling from everything. You might want to ensure the one you're using doesn't go beyond what you intend.
I'm not sure how that could happen. It's a very vague patch that just goes for anything with the thingClass turret's use then patches the autoRefuelPercent. Are you using any turret mods by any chance?
[[FSF] Always Rearm Turrets - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/ThingDef[thingClass="Building_TurretGun"]/comps/li[@Class = "CompProperties_Refuelable"]/autoRefuelPercent"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1848373717\1.4\Patches\Always_Refuel_Turrets_Patch.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Sorry about that, it looks like the same issue as the autocannon. I added a fix so it should work now. Unsubscribe and resubscribe to ensure steam updates the mod.
Thanks for letting me know. I tested it in my game and it didn't function. Looking at the files the Autocannon does not have the class for the patch but it should inherit it from its parent def. I'm not sure why it's not working as intended. At any rate I added an targeted patch to the files and tested it to make sure it works. So if you unsubscribe and resubscribe to ensure your mod updates properly it should work fine again. Please tell me if you encounter any further issues with this mod or any of my others.
https://steamcommunity.com/sharedfiles/filedetails/?id=2277239459
Thanks.
If you encounter refueling/reloading issues after this patch let me know. However since the patch checks for class that is exclusive to turrets it shouldn't cause problems.
That would be great. It might be easiest to discuss it on discord since you can paste code and such. I'm listed as a modder on the normal and official rimworld discord servers. So if you send me a message we can talk more.
Fixed, thanks for letting me know. I forgot about the turret complex's.
Both of those are already included. It works on all vanilla turrets.
I can't say since I haven't tried it although I think it should be. Its a lightweight xml patch that only changes the when to refuel field. As long as its loaded after combat extended it should work fine. It would still only work on vanilla turrets and those listed under mod support though.
I'm glad you like the mod and its nice to see modders willing to have it on their turrets by default.
yep - it could be that 1 or 2 extra shot which saves the battle (i mean the defence) :)
That value is the minimum amount of ammo allowed. So if you set it to .90 then it will only reload the turrets if its 90% or below. If that's how you want it then there's no issue and yes you can change it at will without worry. I set it to 99% because I hate my turrets missing even a single round. I believe the vanilla turrets and many others don't have any loss for reloading obsessively and if they do its probably 1 or 2 units of material at most (1 unit of material may count for 2 shots). The only ones you'll really notice a loss is ones that use something like components because blowing a component for 1 missing round is quite significant.
(sometimes a pawn might get locked into combat on the way to refill, or take some time, so by the time they actually do it, many shots might have been fired, so this is useful to reload.)
can i check how this works with the vanilla turrets (which use steel?)
it looks like we could edit the patch file xml value (without rimworld running) to 0.90 if we have some steel, and then change it back again to 0.99 when we have lots of steel, but wasnt sure if that will work or is it just best to leave it at 0.99?