RimWorld

RimWorld

Yayo's Combat 3 [Abandoned]
454 Comments
The last Eternal Oct 23, 2022 @ 2:20pm 
@Mlie Thanks !
bunny ♥ Aug 31, 2022 @ 9:14am 
ty for the work OGliss ur always gonna b one of my fave modders :)
Mlie Aug 25, 2022 @ 2:58pm 
As this got abandoned I made an updated version here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2854006492
Hope it helps anyone!
DJORES Aug 24, 2022 @ 3:57am 
Damn. Sure you have a good reason. Best of luck to you.
Reidlos Aug 23, 2022 @ 7:25am 
Hmm what happened
:(
Cat-Lunatic Aug 23, 2022 @ 6:52am 
This is abandoned? Oh... That's a shame, because its actually pretty good.
Gerewoatle Aug 22, 2022 @ 8:05pm 
Hopefully someone else will pick it up. how disappointing.
Witch ~ Aug 22, 2022 @ 7:26pm 
The fuck. Why is this suddenly being abandoned!?
It was the only decent combat mod. Jeez,
Capataina Aug 22, 2022 @ 3:30pm 
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Orbit Aug 22, 2022 @ 12:45pm 
this is the only mod that adds ammo (combat extended incompatibel with stuff so i dont count it
Orbit Aug 22, 2022 @ 12:45pm 
plz dont abandon the mod plss
DJORES Aug 20, 2022 @ 10:22am 
Would it be possible to disable some of the animations in this mod, like with yayo's animations? Polearms from Medieval Overhaul are broken for me with this mod and since I have found now way to fix it maybe disabling the animations will help. I posted videos of my issue in the pinned bug report discussions.
herald of the madness Aug 16, 2022 @ 5:30am 
so i noticed that my squads in the empire mod can't use ranged weaposn due the amunition mechanic as they spawn wihtout any ammo and thus become uterly useless
Lailani01 Aug 16, 2022 @ 1:13am 
There is ncompatibility with [XND] Proper Shotguns (Continued). Proper Shotguns splits shotgun shot into multiple lower damage projectiles, as to simulate real shotgun shot. Yayo combat spends one round of ammo for each of these newly created projectiles.
For instance, when using SPAS from my mod, with magazine of 6 rounds and with shot set to fire 6 projectiles, my toon wastes 6 rounds of ammo per single shot and reloads after each shot, making this semi-automatic weapon fire much slower and wasting tons of ammo.
Capataina Aug 5, 2022 @ 5:24am 
so from what I understand, the extra improved defence scales with the armors durability, right? meaning even if I make the extra defence 100%, if the armors durability decreases enough the pawn will still start taking damage?
Gerewoatle Jul 21, 2022 @ 10:04pm 
@Rolhn The first issue has to do with the melee attack randomization bits in the mod settings.

The second issue with the warcaskets is fixed with https://steamcommunity.com/sharedfiles/filedetails/?id=2757398561
Rolhn Jul 21, 2022 @ 6:28pm 
Also is it normal for Yayo Combat to turn Warcaskets into paperthin armored targets? Cause it shouldnt turn a Cataphract Warcasket into an easy target to get downed by mere human fists and low power pistols.
Rolhn Jul 21, 2022 @ 8:39am 
Is it normal for my melee DPS to rapidly go from the damage it was supposed to do, to 0, than to NaN, than the actual damage before cycling through it all over again? Not even using Combat Extended mod, just using Yayo's and dual wield
Wiseman05 Jul 7, 2022 @ 3:34pm 
Been debating using the Ammo system from this, or [LTS] Ammunition because both have features that I really like. However, I'm getting a weird red error whenever I hover the mouse on the ammo on some colonists. It mostly happens with some (but not all) modded weapons.

" Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Verb.DrawHighlight (Verse.LocalTargetInfo target) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0 "

Here's the full log for you.

https://gist.github.com/d1b3c90d62b1652dec992830930f13f0

Hope it helps.
DeeKayy Jun 28, 2022 @ 6:33pm 
i cant seem to get the ammo system to work, my colonists dont spawn with ammo packs but the ammo indicator is still there when they pick up a gun and i cant see any option in character ui to set them, i have enabled it in the settings and restarted my game many times but still nothing any suggestions?
Ogliss  [author] Jun 28, 2022 @ 1:26am 
@Witch ~
as far as im aware, aye
Witch ~ Jun 28, 2022 @ 12:21am 
is it safe to add it midsave? I removed it on my new colony because of performance issues (was trimming my modlist) but I seriously cant stand Vanilla combat at all.
This mod ended up being a must have
Ogliss  [author] Jun 26, 2022 @ 12:43am 
@blueDropwort
That sounds like its a custom field of theirs, the kinda thing best handled on their end as i cant use my usual method with any VE content due the the way a couple their patches work, it will throw errors and screw up worldgen
KemonoAmigo Jun 26, 2022 @ 12:24am 
@pig in a pumpkin
Owlchemist's Cherry Picker.
pig in a pumpkin Jun 25, 2022 @ 8:47pm 
i have the ammo system off but the recipes still show up any way to fix this?
blueDropwort Jun 24, 2022 @ 10:11pm 
there is an issue that shields using 'coveredBodyPartGroups' of vanilla expanded framework doesn't work with advanced algorithms of yayo combat, making it just a hand and arm armour.
can you please check it out?
Ogliss  [author] Jun 18, 2022 @ 11:39am 
@Weeb Crusader
not as far as im aware, though the armour calc changes might cause it to happen more often

@pepemattos17
no clue im afraid, ive never been a user of the mod myself.
FriendlyArchpriest Jun 18, 2022 @ 7:56am 
@pepemattos17 if you use Cyber Fauna you can make any animal into a bionic monster, throw in More Archotech Garbage to make the archotech animal parts craftable and also Sparkling Worlds or another mod that allows you to make Luciferium if you have trouble finding it to make the Battle Boosters and you have an animal that is truly worthy your time.

I have question: Does this mod increases the chance of toes and limbs being ripped off? Half of the social fights and herbivore attacks I've seen from both my game and Mr Samuel Streamer videos have herbivores and colonists ripping parts off of other colonists.
pepemattos17 Jun 15, 2022 @ 6:33am 
Question, how good are animals in this mod.
I loved CE but i decided to stop using it since Animals were basically useless when the battles reached industrial tech level even with armor and bionics so I am wondering if this mod is better and i can have my Trex be a weapon of mass destruction.
Ogliss  [author] Jun 12, 2022 @ 5:39pm 
this might be a dumb question, but you do have hugslib active, right?
Ogliss  [author] Jun 12, 2022 @ 5:38pm 
if you copy the url of this page, its the string of numbers near the end
https://steamcommunity.com/sharedfiles/filedetails/?id=2513695736&tscn=1655080457

id=2513695736

is the part youd want to look for in future!
Mildnight Jun 12, 2022 @ 5:34pm 
I still can't get the settings to show up without fluffy's, maybe there's something broken with my install of the mod... unsubscibing and resubscibing didnt help but maybe if I manually nuke it from my folder or check there isnt something missing in there it could help. Would you happen to know what the folder in the steam workshop content folder is? I know which on is the general rimworld mod folder, but everything in there is just numbers so it's hard to find anything
Ogliss  [author] Jun 12, 2022 @ 9:11am 
have you tried Without fluffys?
Mildnight Jun 12, 2022 @ 8:40am 
I do get some errors on my full modlist, but nothing about Yayo's combat in particular. I still don't get access to the settings even if it's the only mod in the list with the base libs and Fluffy's mod manager (and no error with the reduced list)
Ogliss  [author] Jun 12, 2022 @ 7:21am 
@Mildnight
sounds like a conflict, any errors in the log after you open the mod settings page?
Mildnight Jun 12, 2022 @ 7:01am 
For some reason the mod setting tab is just not there on this mod in my modloader list... Is there a way to get around that and tweak the settings anyway, or something I can do to make them show up?
Dakon Jun 8, 2022 @ 6:39pm 
Thanks
Ogliss  [author] Jun 8, 2022 @ 4:09pm 
@Dakon
you swap to the dev branch and download it manually, there isnt a release(i rarwly remember to do them
https://gyazo.com/3cff3ffacd6044e5db3e501a78f91f2f
hope that helps

@stk2008
it may function better, it may not, thats why its a dev build, im afraid im neither the original dev nor have i ever been a user of this mod myself, so i dont really play with it other than to check changes seem to work, i was mostly focused on trying to get it to draw correctly in conjuction with JecsTools(lightsabers, OversizedWeapons, etc) and dual wield,

@EgoEbaKorVel
should be able to aye
Dakon Jun 8, 2022 @ 9:08am 
Hi. How do I get the dev version?
I don't see it in the releases on github.
stk2008 Jun 6, 2022 @ 2:42pm 
Hi
thanks for this awesome mod.
Would we be better using the dev version on github as its been updated recently?

Thanks
EgoEbaKorVel Jun 4, 2022 @ 3:08pm 
Can I disable armor penetration in the mod settings without starting a new game?
Ogliss  [author] Jun 3, 2022 @ 4:58am 
@ChaosFlame
no plans to, i dont use this mod, nor any VE mods myself, and dont have the time to spend on this mod, It should be fine to disable ammunition, as far as i know, but having never used this mod myself to actually play rim, your best bet is to test it and find out

@Dorito DeVito
the 1.3 dev build on github should be up to date now with all the subbmitted PR's to date merged in, keep in mind i havent tested it, if your interested in taking over the caretakership of the mod, please do, as im afraid i have neither the time, energy nor interest in this mod to develop it further
ChaosFlame Jun 3, 2022 @ 4:17am 
I noticed that warcasket weapons from Vanilla Factions Expanded - Pirates don't need ammo. Would it be possible for you to make a patch for it? If not, Can you tell me if it is safe to disable ammo midsave since i like uniformity in my gameplay either every weapon should consume weapon or no weapon should
Dorito DeVito Jun 2, 2022 @ 3:13pm 
@Ogliss Is there a place I can get the latest source code? The github link shows it being last updated in June 2021. Hoping to tweak the accuracy algorithm to add a Ranged Dodge mechanic for melee builds.
D̴̜̓e̷̻͝m̵̲͌o̸̱̎n̶ Jun 1, 2022 @ 4:44am 
Is it intended for my knife to have negative armor penetration in a fight or is that a bug?
Cado May 27, 2022 @ 5:33am 
@Ogliss
Well its ok thx for trying. I did a clean uninstallation with rimpy and the problem is unfortunately still there.
Ill just live with it and have ammunation on.
Ogliss  [author] May 26, 2022 @ 11:45pm 
@Duk3
all good, just looking for anything that might explain it, grasping at straws really
Cado May 26, 2022 @ 1:40pm 
Ogliss  [author] May 26, 2022 @ 12:09pm 
@Duk3
Only in an enemy base? or does it happen in your own base aswell?, information is ammunition in bug hunting, some things can be weirdly situation specific, if its the former it may explain why syrus was unable to repo it, i dont see that fact mentioned previously, and i would assume it wasnt something he tested

@Syrus
hah, fair play, more than due diligance paid to be sure.
Cado May 26, 2022 @ 11:53am 
@Syrus @Ogliss
I tried it with the same mods enabled. Visiting a enemy base while ammu system is on spawns enemies without weapon styles. If I turn it off and try entering again they are shown.
Could there be any problems on my end?