RimWorld

RimWorld

Yayo's Combat 3 - Addon
137 Comments
Bebop_ Aug 22 @ 3:11pm 
Hello, loving the mod, would like to know if could be possible to make something to be able to reload the underbarrel attachments introduced by modular weapons 2 for example, thanks in advance and again, the mod is awesome
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
Alihon Jul 28 @ 5:57am 
YOU ARE GOD
WhY Jul 27 @ 9:50am 
Wooooooh! Thank you!!!
Unit Zanto Jul 26 @ 7:04pm 
@Flapdoodle Thanks for the heads up on the github update
冰谌团子 Jul 26 @ 4:38am 
1.6!!!!!!!
Psycho Penguin Jul 24 @ 11:48am 
Hi, Yayo's combat is updated to 1.6. Really thanks if you can update it! Thank you
Rycon Jul 24 @ 6:17am 
Hey Syrus - thanks for all of your work with this and your other mods! Politely showing interest in a 1.6 update now that the main mod had ported over.
Either way, appreciate all of your contributions and the added joy they provide =D
Aura Jul 23 @ 12:54pm 
Very excited for the 1.6 update!
kyrambox Jul 22 @ 5:32am 
Main mod is updated to 1.6. Waiting for the sun addon!
Syrus  [author] Jul 11 @ 11:10am 
Yayo's Combat itself needs to be updated first, can remind me after that!
Crazy Dog Jul 11 @ 10:02am 
Only love for this mod. Hope for 1.6 ofc :D
Huehuecóyotl May 6 @ 7:25am 
Are there any tools out there to manually configure what kind of ammo certain weapons use (if at all)? Some mods, like VWE Heavy weapons and the Warcasket weapons don't consume ammo at all, and some like Milkwater's Pipe Gun Mod make the normal weapons use special class ammo. A utility to manually configure which ammo is assigned to each gun would be really useful to fix these incorrectly automatically assigned ammo designations.
Nyx Apr 14 @ 11:12pm 
Also works fine with the "shooting a few bullets" recreation activity with the training dummy, only reloads from a pile after the activity is done.
Nyx Apr 14 @ 11:03pm 
Might be a bit of a compatibility issue with the Misc. Training mod. I think the issue is with the Training task and not the target dummies themselves. Colonists assigned the task will shoot at the target dummy but will go to reload out of a stockpile (ex. pile of arrows) every three or four shots. You can right click and tell them to practice shooting at it and they will use up their ammo, but not if they do it automatically when assigned the training task.
Syrus  [author] Apr 1 @ 10:30am 
@dabeek
Probably better to recommend that on the main mod itself, sounds like a good idea to me, let me know how they respond to it
dabeek Mar 31 @ 6:53pm 
Minor suggestion: Could you reclassify ammunition as Travel Supplies in the caravan menu? It'd make it a bit easier to find in the item list, and it would also be a better categorization.
sstareven Dec 12, 2024 @ 2:45pm 
will it try to be compatible with multiplayer...? Your mod is excellent!
HJZ2333 Dec 1, 2024 @ 3:00am 
Dear mod author, this mod is great, but my character used to automatically reload his weapon after consuming ammo, but now I can only reload manually. What's wrong?
Syrus  [author] Nov 29, 2024 @ 5:10am 
It's kind of an issue with base game RimWorld and using its methods to look for available ammo, and it's an issue for both the Yayo's Combat base mod and this addon.
It could likely be fixed by checking if the pawn looking for ammo is of the player faction and disallowing all player-stockpiled ammo in that case, but doing so would likely be more difficult to do than it sounds like.

Keeping the ammo stockpile away from where fighting occurs and limiting the ammo search range in the settings might help, as I think visitors only look for ammo when reloading.
Or just see it as a tax for using neutrals to fight your battles...
Al-Jack Nov 29, 2024 @ 4:28am 
为什么中立派系会到我家储存区拿弹药?
BladeofSharpness Oct 27, 2024 @ 10:27pm 
Confirmed working, thanks! :steamhappy:
Syrus  [author] Oct 27, 2024 @ 1:33am 
Steam failed to update it on your end, it does that sometimes
Try un- and resubscribing to the mod to force an update
BladeofSharpness Oct 26, 2024 @ 11:29pm 
Unless the mod failed to be updated by Steam, and even after restarting, I still get the error.

Error in static constructor of YayosCombatAddon.HarmonyPatches: System.TypeInitializationException: The type initializer for 'YayosCombatAddon.HarmonyPatches' threw an exception. ---> System.TypeLoadException: Could not resolve type with token 01000085 (from typeref, class/assembly yayoCombat.patch_Pawn_TickRare, yayoCombat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)
BladeofSharpness Oct 26, 2024 @ 5:21am 
Wow!
Syrus  [author] Oct 26, 2024 @ 5:02am 
Version 1.5.3
Updated for renamed Harmony-patches in Yayo's Combat (Continued) Version 1.5.4
BladeofSharpness Oct 26, 2024 @ 3:28am 
Hello there,
The main mod Yayo combat has been updated by Mlie and after some clean up, it triggers an error in this mod, can you take a look please? Thanks.
Syrus  [author] Jul 8, 2024 @ 12:13pm 
Version 1.5.2
Fixed assign tab ammo columns being inserted after "remaining space"
Not Wheatley Jul 1, 2024 @ 6:47pm 
Oh thanks, for some reason my save didn't load the mod, I was about to comment bout' that till you commented. But thanks anyway!
Syrus  [author] Jul 1, 2024 @ 12:05pm 
Checked it, both the fueled and electric smithy should be able to craft all primitive ammo types.
Syrus  [author] Jul 1, 2024 @ 11:56am 
That should already be part of this mod, unless the patch for it does not work (anymore)?
Not Wheatley Jun 30, 2024 @ 7:17pm 
Is there a way for you to add the primitive ammunition blueprint to the smithing table? Since that would make sense in a realistic sense.
Syrus  [author] Jun 5, 2024 @ 4:15pm 
Is it part of Yayo's Combat?
Kyrox Jun 4, 2024 @ 2:54am 
Can you add Bioferrite as an ammunition type for pawns to carry? It reloads the Anomaly charges on the Hellcat Rifle.
Syrus  [author] May 30, 2024 @ 11:13am 
Version 1.5.1
Added settings to reduce ammo dropped from inventory or in/ejected from weapons for downed/killed enemies/allies so that acquiring ammo can be made more difficult
Increasing Yayo's Combat's "Base ammo capacity" adds ammo in inventory instead of increasing the ammo in the magazine beyond its capacity for spawned weapons (e.g. on raiders and starting weapons)
Syrus  [author] Apr 26, 2024 @ 11:09am 
Tested it, didn't see any premature reloading, neither when forcing a pawn to train, nor when they did it for fun. I'm probably missing something, got any more info on when this occurs specifically?
wanted-hobo Apr 25, 2024 @ 3:24pm 
Not a huge issue, but is there any way to make it compatible with the misc training mod?
Its basically the same issue with pawns going to reload prematurely when hunting, but instead its when they're shooting at training dummies. They shoot 2 or 3 shots and leave to go reload. I have a temporary workaround for now, but whenever you're tinkering around again, maybe have a look into the issue? Much appreciated, and thank you for all you've done so far. One of the best mods for the game, hands down.
Kyrox Apr 24, 2024 @ 8:14pm 
Thank you!
Syrus  [author] Apr 24, 2024 @ 1:22pm 
Version 1.5.0
Update to 1.5.0
No functionality changes

---

Not weekend yet, but was inspired by a pull request to update immediatly.
As always, report if there's any issues.
Kyrox Apr 23, 2024 @ 3:38pm 
Yay!
Syrus  [author] Apr 23, 2024 @ 3:37pm 
Will look into it this weekend. Hopefully.