RimWorld

RimWorld

Yayo's Combat 3 (Continued)
723 Comments
Mlie  [author] May 10 @ 11:59pm 
@Derrakor You will need to recreate any existing policies if you change the possible policy items mid-save.
Derrakor May 10 @ 10:04pm 
hmmm, i have enabled the ammo mode and restart the game, but i still dont have tha ammo section in the drugs policies
Huehuecóyotl May 8 @ 5:00pm 
That's fair. Appreciate the support all the same.
Mlie  [author] May 8 @ 2:17pm 
@Huehuecóyotl Adding a per weapon config is not something that I can just add, it takes time to implement.
I dont really have that time for this mod at the moment.
Huehuecóyotl May 8 @ 2:06pm 
I appreciate the help. If it's not too presumptuous to ask, is there a reason you can't just add in a per-weapon configuration tool? With thousands of weapon mods on the workshop, something's bound to break and making manual patches for each as they pop up seems like it'd be far more effort than just enabling players to configure it themselves. I suppose the obvious answer is that it's a resurrected mod so you're already patching someone else's code, but idk.

Sort of unrelated to the ammo assignment problems, is there a way to make player controlled mechanoids stock up and carry ammo? I can't find a way to do that without micromanaging them to reload their equipped weapons which is terribly tedious. This is another reason I wanted a per-weapon config, to just turn off ammo use on mech weapons and bypass the problem entirely.
Huehuecóyotl May 8 @ 2:05pm 
The 3 that I know of and personally as I said are
VFE Pirates https://steamcommunity.com/workshop/filedetails/?id=2723801948 specifically the Warcasket weapons, they just don't get assigned ammo use so they shoot for free.

VWE Heavy Weapons https://steamcommunity.com/sharedfiles/filedetails/?id=2329126791 ditto problem, they aren't assigned an ammo, though the mod uses it's own "weapons take damage as they fire" mechanic and it might be intended behavior, but I use mods where weapon condition affects performance and would rather they just consume expensive ammo instead of self destructing

and Milkwater's Pipe Gun Mod https://steamcommunity.com/sharedfiles/filedetails/?id=3420588766 they're just normal guns but cheaper and they have a jam chance mechanic, the problem is they're assigned Special Industrial Ammo instead of normal industrial ammo. I presume because of the jam mechanic, but it defeats the purpose of them being cheaper to make if it costs components to shoot them.
Mlie  [author] May 7 @ 10:11pm 
@Huehuecóyotl Then you can report what weapons here with a link to the mods they are from and Ill take a look. Or you can change their tech-level with patch
Huehuecóyotl May 7 @ 5:02pm 
But what about when it doesn't apply right?
Mlie  [author] May 6 @ 7:37am 
@Huehuecóyotl The ammo is based on the tech-level. There are no per weapon config
Huehuecóyotl May 6 @ 7:26am 
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.
Zer0 Apr 27 @ 5:25am 
If I wanted to use armor module from Yayo Combat and some other Accuracy mod, how should I adjust the mod's settings? Like, if I turn off "Use advanced Accuracy Algorithm" does that mean that YC won't affect accuracy in any way, or should I also change "Improved Accuracy (%)" and other related settings? If so, what values should I set for end result to be in line with vanilla?
Mlie  [author] Apr 21 @ 8:52pm 
@Stranger Ammo types are based on the weapon tech level. You can use mods like cherry picker to remove things from the game if they bother you.
The ammo system is generic, if you want a specialized system for individual weapons I suggest you use CE instead
Interloper Apr 21 @ 11:36am 
Why ammo count on all weapons is so odd? For example why revolver can shot 42 times before reloading? 84 for assault rifle? This doesn't make any sense. Can you add settings for each individual weapon or at least rebalance them to actually be in line with real world analogs?

Also would be nice to hide unused ammo types, because i couldn't find where to put primitive explosive or special ammo, at least in vanilla.
sebo2203 Apr 15 @ 5:14am 
@doturion Yayo Combat is more compatible with other mods. CE limits you to what mods you can use with it. But to be honest I never used CE so my opinion might be wrong.
doturion Apr 5 @ 5:45pm 
is there a big difference between YC and CE? always thought of YC as a lite-ver of CE ngl
dabeek Apr 4 @ 1:34pm 
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.
Mlie  [author] Apr 3 @ 12:01pm 
@bioshockz You should check that the ammo system is enabled in the mod-options
bioshockz Apr 3 @ 11:56am 
is it normal that range weapons after crash landing dont use ammo? All mods working fine like it looks, but if im starting a new game, starter weapons not using ammo.. i also cant find the mod menu. Do i have to activate the ammo system or do i oversee something here
Realm Imp Apr 2 @ 6:21pm 
@Hexacon I think the quality of armor is based on it's tech, if it is spacer then maybe it is more durable idk
Sheriff Rosco Mar 23 @ 11:25am 
What ammo is "Gauss Sabot" (used by Vanilla Expanded Gauss weapons)? I tried using spacer ammo and it wasn't working.
Hexacon Mar 17 @ 4:09pm 
I cannot tell if this works with the Exosuit Framework, has anyone tested it ?
Marcus Aurelius Antoninus Mar 15 @ 11:01pm 
nvm just tested it, worked as intended
Mlie  [author] Mar 15 @ 10:53pm 
@Marcus Aurelius Antoninus Probably
Marcus Aurelius Antoninus Mar 15 @ 10:31pm 
@mile does the mod automatically pathes the new VFE Medieval 2 equipments?
Mlie  [author] Mar 8 @ 6:46am 
@Radi3rd You should probably ask on the ce discord
Radi3rd Mar 8 @ 6:06am 
Ce compatability?
Aizuki Feb 26 @ 11:41pm 
@sebo2203 all i know SOS 2 only need change certain value to not explode SOS turret prematurely. you can see it at SOS2 page and search for compatible spreadsheet
sebo2203 Feb 20 @ 11:02am 
Any patch to make this work with Save Our Ship 2? That I can find anywhere?
Gerewoatle Feb 7 @ 4:12pm 
MajorityOfTheInternet Feb 7 @ 8:46am 
Is Yayo's Combat still not working for armor values of VFE Pirate's warcaskets?
肥仔 Feb 6 @ 9:11am 
okok,thanks
Mlie  [author] Feb 6 @ 8:46am 
@肥仔 Not by me
肥仔 Feb 6 @ 8:26am 
Is this patch available now?
Mlie  [author] Feb 6 @ 5:24am 
@肥仔 I assume so, with the right patch you can make pawns carry anything
肥仔 Feb 6 @ 4:47am 
Is there any way to get them to carry the ammo?
Mlie  [author] Feb 6 @ 4:33am 
@肥仔 Yes, as indicated in the description
肥仔 Feb 6 @ 4:31am 
hello,mlie,Will the enemy be carrying ammunition?
Azara Feb 5 @ 10:28pm 
@Mile okay, I will. Thank you.
Mlie  [author] Feb 5 @ 9:53pm 
@Azara Please do the steps in order, you have a lot of other mods active in that log
Mlie  [author] Feb 5 @ 9:19pm 
@Azara Please see the Reporting Issues section described above
Azara Feb 5 @ 8:27pm 
I keep having this problem in my debug log. Can you help please? [YayoCombat3][ERR] Failed to apply Harmony patches for Mlie.YayosCombat3. Exception was: HarmonyLib.HarmonyException: Patching exception in method System.Collections.Generic.IEnumerable`1<Verse.Gizmo> Verse.Pawn_EquipmentTracker::GetGizmos() ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn_EquipmentTracker.GetGizmos_Patch7 (Verse.Pawn_EquipmentTracker): IL_0021: call 0x00000009
Buttons_Mashed Jan 22 @ 12:15am 
Playing a medieval styled rim here! After installing this mod, I'll be happy knowing that cannibal savages and tribals won't down (let alone kill!) my heavily plate armored knights and paladins with their low-tier bows and knives! (Though Randy sending 250 rabid foxes might still merc them!)
Mlie  [author] Jan 13 @ 5:46am 
@Magnificus Please see the Reporting Issues section described above
Magnificus Jan 13 @ 5:18am 
I am having the same problem as blueberry below. There is no way to access the mod options (I want to disable the ammo). I have even tried with only Harmony->Core&DLC->Hugslib_>this mod order and no other mods with no success at all
AugustTheTitan Jan 7 @ 8:58am 
Oh my goodness, I've always just blipped past that infographic. That's why it didn't come up when I did control F
Mlie  [author] Jan 6 @ 2:23pm 
@AugustTheTitan The description has that info
AugustTheTitan Jan 6 @ 2:21pm 
Is this safe to remove from a save?
Mlie  [author] Dec 21, 2024 @ 11:34am 
@blueberry Works for me, where are you looking? Could you share a log/screenshot?
Jo King Dec 21, 2024 @ 11:31am 
ive checked and restarted and it doesnt show up at all