RimWorld

RimWorld

Rebound (Continued)
161 Comments
Harpuea Apr 13 @ 4:57pm 
Also concur to not work with Dead Man's Switch. It breaks the mechs and bots work jobs.
幸运星 Apr 12 @ 12:53am 
not compatible with Dead Man's Switch
Xenogray Feb 15 @ 10:23am 
Hi, thank you for the quick answer ! It's this mod :
https://steamcommunity.com/sharedfiles/filedetails/?id=3121742525&searchtext=The+d+ad+man

Seen multiple reports of incompatibility and I confirmed the behaviour.
Thank you !
Mlie  [author] Feb 15 @ 9:23am 
@Xenogray Please link to the mod you are referring to
Xenogray Feb 15 @ 9:02am 
Hello, not compatible with Dead Man's Switch : bots will not most of their jobs while this mod is active.
Mlie  [author] Feb 4 @ 3:06am 
@Lobanych It just reverses the direction of the bullet. Apparently that is how ce handles it
Lobanych Feb 4 @ 2:57am 
I don't think it should work like that
Lobanych Feb 4 @ 2:56am 
i mean bullets fly just a bit faster than my pawn walks. Melee master literally can deflect bullet, move to cell where the bullet goes and get shot by himself. WTF
Mlie  [author] Feb 4 @ 2:32am 
@Lobanych Yes, the bullet will not get any additional energy when reflecting. Since ce uses dropoff it will continue to slow down on the way back
Lobanych Feb 4 @ 2:22am 
I play with CE
Lobanych Feb 4 @ 2:21am 
For some reason, if the bullet reflection back to the shooter is turned on, then the reflected bullets fly like an artillery shell - with a high trajectory and very, VERY slowly. As soon as the shooter moves, the returning bullets will not hit him.
Mlie  [author] Feb 3 @ 9:56pm 
@Spoonman Why wouldnt it?
Spoonman Feb 3 @ 7:07pm 
last comment is from a few months ago so, uh, does this mod still work?
Lobanych Oct 13, 2024 @ 2:32pm 
So a melee fighter (with the Sword Master trait) reflects bullets. When at rest (standing still) he reflects bullets, but can he do this while moving or fighting another pawn?
KnightedWarrior Oct 11, 2024 @ 2:35am 
Oh okay, thanks!
Mlie  [author] Oct 11, 2024 @ 2:33am 
@KnightedWarrior They are not intended to be used together as they do sort of the same thing.
KnightedWarrior Oct 11, 2024 @ 2:17am 
Does this work with supreme melee?
BadassMinh Sep 17, 2024 @ 5:05am 
If it's not working for anyone, remove Combat Effects for Combat Extended. I went crazy looking for what mod was making this not work and finally found the culprit
Mlie  [author] Jul 16, 2024 @ 10:37am 
CE-function should now work again
Mlie  [author] Jul 14, 2024 @ 9:43pm 
@ksu The mod has not been updated since CE released 1.5. When I get the time I will try to fix the CE support.
ksu Jul 14, 2024 @ 1:07pm 
CE support seems to be broken on the latest version, are you able to find out why?
Mlie  [author] Jun 18, 2024 @ 10:51pm 
@SwiftPotato Description was wrong, should be fixed now
SwiftPotato Jun 18, 2024 @ 5:53pm 
I noticed something in the description. Wouldn't (melee skill/5) mean that the weapon would have a greater chance of getting damaged upon deflecting things as the pawn's melee level increases? It reads like ''melee skill divided by 5.'' I believe the opposite of this was intended, no? Just asking out of curiosity.
Mlie  [author] Jun 14, 2024 @ 10:48pm 
@2962342497 Dont know, havent used that mod
2962342497 Jun 14, 2024 @ 3:47pm 
Is it compatible with Vanilla Combat Reloaded?
Mlie  [author] May 24, 2024 @ 3:59am 
@vanilla Yes
vanilla May 24, 2024 @ 3:06am 
can enemies also rebound?
NORI May 19, 2024 @ 7:58pm 
pls update!
Norman Apr 15, 2024 @ 1:34am 
1.5plz
EveeKai Apr 13, 2024 @ 6:22am 
This mod makes the projectiles freeze mid air in 1.5,
one of the best combat mods in my list hope it gets updated :steamhappy:
SerpentOwlO Mar 12, 2024 @ 9:03am 
Verily thank you, Mlie the Archnecromancer!
Mlie  [author] Mar 11, 2024 @ 10:52am 
@PROMETHEUS Sure, added a mod-option for that now
SerpentOwlO Mar 9, 2024 @ 12:37pm 
Can I suggest the 100% manipulation in ReboundChance calculation be uncapped? In this way, the superhuman physique from bionics/genes/drugs etc. could have interesting utility.
Very cool mod, and amazingly comps with CE:steamthumbsup:
Nado Oct 15, 2023 @ 8:44pm 
nice mod, i like it especialy cuz it make me feel like i play a jedi when my laser-sword is out.
Can i send a request ? add another trait that would give more or double de rate. (padawan and jedi trait like)
Anyway, nice mod, great work and make us dream again !
Mlie  [author] Sep 1, 2023 @ 11:37pm 
@15.5T I dont know what mp requires. But I think that they have a Discord where you can report issues
15.5T Sep 1, 2023 @ 7:30pm 
it seems cant use in mulitplayer ,will get desync once my friend using rebound
Krazyfan1 Jul 25, 2023 @ 8:22pm 
is there a way to make it so that the deflection happens with unarmed colonists if they have xenogenes that give them inbuilt weapons such as claws or talons?
maybe instead of durability, in those cases it could cause a small amount of blunt damage to the hands every once in a while?
Mlie  [author] Jul 9, 2023 @ 1:35pm 
@SergGrey Should be added now
Windy Apr 27, 2023 @ 10:03am 
The most realistic fix would be to disable parrying any and all ARC weapons (because who can really parry fucking electricity from a Tesla coil) but I don't really know if you can set only specific projectiles to be parriable.


In the meantime, if anyone else is having the same issues, I advise using the Cherry Picker mod to delete all ARC weapons from the game.
Windy Apr 27, 2023 @ 10:03am 
Came by to report the same bug as @銀翼. The mod is this: https://steamcommunity.com/sharedfiles/filedetails/?id=2910050186 . I'm not sure I'm correct on everything because I haven't played with that mod for long, but judging by the mod descriptions and the item descriptions in-game, the ARC weapons act like chain lightning which I think is made as a constant volley of projectiles with 100% accuracy that stuns and can jump between targets close together. The problem arises when a pawn sufficiently skilled in melee starts parrying *all* these projectiles, which goes back to the original pwn with the ARC weapon. Somewhere along the lines, massive lags occur, and won't stop until the volley stops which, as far as I can tell, is until the original shooter is killed or there isn't a clear shot between the targets, which usually happens when one of them gets teleported from a psycast.
Mlie  [author] Apr 17, 2023 @ 2:13am 
@銀翼 Can you link to that mod and how should it be fixed do you think?
WingSilver Apr 16, 2023 @ 11:23pm 
There're a bug from Reinforced Mechanoid 2, when someone is using a ARC weapon targeting on the trait pawn, it will jump between pawn and the enemy and keep looping until one down. Most happen on Mechanoid enemy since they are immunity on ARC weapon.
It will cause a crazy FPS rate drop.
Please fix it.
SergGrey Apr 1, 2023 @ 1:57am 
Hello, can you please add a setting for the level at which the trait is automatically issued? And that it could be a number above 20 (I play with EndlessGrowth). Because I play with voids, which automatically have all 20, and do not really want these monsters and bullets knocked out
CloakTheMailman Mar 17, 2023 @ 2:05am 
Thanks!
D.Cub3d Mar 16, 2023 @ 3:50pm 
Awesome, thank you Mlie!
Mlie  [author] Mar 16, 2023 @ 2:25pm 
@Transflux Added support for mod-extensions so you can tag any trait as a rebound trait. See the included patch for how to do it.
@CloakTheMailman Pawns should now get this even if their skill is above 20.
CloakTheMailman Feb 28, 2023 @ 7:15am 
My pawns don't automatically get it after reaching beyond melee of 20 since I have Duck's Insane Skills, is there a way to configure it so the pawn gets it?
D.Cub3d Feb 24, 2023 @ 5:10pm 
Could we possibly get the ability to select traits already in our game to activate the rebound effect? Working on smashing together some mods to make a star wars setup, and would love to be able to make certain traits for psycasters to activate rebound.
GodZilla Feb 15, 2023 @ 1:43pm 
finally my melee android will become grievous
青祤 Jan 9, 2023 @ 5:44am 
Yes, thank you.