RimWorld

RimWorld

Yayo's Combat 3 (Continued)
713 Comments
Zer0 19 hours ago 
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
Stranger 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
Mlie  [author] Dec 20, 2024 @ 11:03pm 
@blueberry Same way as most other mods, from the option in the main menu
Jo King Dec 20, 2024 @ 5:12pm 
how do you open the options menu
Mlie  [author] Dec 19, 2024 @ 11:08pm 
@Buy_Rice Doubt it, not sure why anyone would want to?
Buy_Rice Dec 19, 2024 @ 11:04pm 
can this be ran with combat extended
BTAxis Dec 15, 2024 @ 12:04am 
@Aizuki What setting in particular should be changed?
Mlie  [author] Dec 11, 2024 @ 12:13pm 
@Nanook As mentioned in the description, you use the drug policy to define the loadouts
Aizuki Dec 8, 2024 @ 12:06am 
@Phoenix-D okay already searching mod list that compatible with SOS2 and Yayo combat basicly can run with it but default value of a settings said it will prematurly detonate SOS2 ship cannon. its no problem if it changed but rimworld modloader will still tag Yayo combat and CE as incopatible
Mlie  [author] Dec 7, 2024 @ 10:49pm 
@Phoenix-D There are no animations in this mod however. Those were removed as Yayos Animation already had all those.
Phoenix-D Dec 7, 2024 @ 6:18pm 
@Aizuki : The previous version of Save Our Ship 2 had *major* problems with the animations from this mod. They would cause some SoS2 guns to fire endlessly.

I suspect if you run this and turn off the remaining animations it might work, but dunno for sure.
Mlie  [author] Dec 6, 2024 @ 11:11pm 
@Aizuki No idea, never used that mod