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https://steamcommunity.com/sharedfiles/filedetails/?id=2854006492
Hope it helps anyone!
:(
It was the only decent combat mod. Jeez,
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.
The second issue with the warcaskets is fixed with https://steamcommunity.com/sharedfiles/filedetails/?id=2757398561
" 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.
as far as im aware, aye
This mod ended up being a must have
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
Owlchemist's Cherry Picker.
can you please check it out?
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.
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.
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.
https://steamcommunity.com/sharedfiles/filedetails/?id=2513695736&tscn=1655080457
id=2513695736
is the part youd want to look for in future!
sounds like a conflict, any errors in the log after you open the mod settings page?
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
I don't see it in the releases on github.
thanks for this awesome mod.
Would we be better using the dev version on github as its been updated recently?
Thanks
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
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.
all good, just looking for anything that might explain it, grasping at straws really
In my base aswell. Sorry
https://gist.github.com/7bc3bda7a73936e64a0f8951f90a6a6d
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.
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?