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Let me explain:
There is currently a bug which allows pawns attack DURING PAUSE by DRAFTING and UNDRAFTING them when they have a melee and a ranged weapon in their inventories.
1. Let an enemy get close into melee range
2. PAUSE your game
3. Draft and undraft your pawn that is being attacked in melee.
4. Congrats, now you can kill ANYTHING with a beer bottle or whatever garbage melee weapon your pawn carries :)
If you need live footage then message me, I'll send it over.
I love this mod, yet for now I 'll have to disable it since it's extremely game breaking :(
Discovered it randomly when I got attacked by insects.
My half dead planter had to kill 8 megaspiders/spelopedes on a clear plain xd
Thank you for creating solution in advance ;)
@grandtran - The mod Pocket Sand has that open, but lacks the memory, and auto-swap feature. Although the autoswap feature is having issues with some weapons, and melee anyway.
@FutStub - The mod Not a Weapon allows you to bar certain items as weapons, namely woodlogs and beer. This should no longer be a problem. @Iirly - This should work for you too.
@NeinDao - you can change this in the mod options.
@Vatonage - This may be an issue with Odyssey DLC . The same issue has been reported on the other mod mentioned above too.
the preserve sidearms through caravans mod option seems to be whats made for this but it only works if everyone reforms at the same time. Pawns dont pick up automatically unless the weapon is dropped and unforbidden so itd be a lot of micro potentially. I think an icon in the menu would be the best option for this
Make sure the sidearm is within the allowed weight range, change the weight range, or change the criteria of what pawns are allowed to consider sidearms in the mod option.
I mostly end up micromanaging pawns in combat, because forcing them to swap weapons is instantaneous, and they will not do this themselves. For example:
A shortbow's range is 23 tiles, while a modded flintlock pistol's range is 10. The flintlock is capable of twice the damage, but has slightly less accuracy than the shortbow. Ideally, the pawn should swap out to the flintlock pistol at 10 tiles, which should allow for one shot before melee.
I can do this manually without issue, but the pawn will not do this automatically. Even after reaching melee range, they continue to fight with the shortbow - despite havingmelee autoswitch enabled. :/
I tested it by generating pawns via Do Incident (Map)/TraderCaravanArrival
https://gist.github.com/HugsLibRecordKeeper/6a1ab14b301d6a029973ef270047d637
[FSF] FrozenSnowFox Tweaks: https://steamcommunity.com/sharedfiles/filedetails/?id=2893432492
though the tests i did were fairly rudimentary in spawning 3 different hostile outlander, pirate factions with 10k points and then searching for unique weapons, i pretty much immediately got two unique revolvers with the default 50% sidearm spawn chance once one raider group started to flee. with 0% sidearm spawn chance, and no mods i had gotten no unique revolver drops after multiple groups had fled.
@Vita no i checked myselfe, this is a 1.6 bug worked fine at 1.5.
I don't know how i manage to unbreak this, but as soon as i do, the pawn has only one gizmo, the one with the weapon icon and shoots automatically at hostiles or wild animals.
All good! Was just wondering if there was a way to fix it. But it's already an "OP, unintended" feature mod, so I'll just take it as an intentional nerf lol
Honestly, everything to do with autoswitching is such an ugly hack that I'd never write it like that today. Adding switching between the ranged and melee combat jobs without being able to rely on the pawn's automatic prioritization of the last enemy to attack them would be another layer of cruft that I simply don't want to untangle. Sorry.
That just does exactly the same thing, just automatically.
in "Misc" under the mod settings the first option "colonist default weapon mode" set it to range
The problem with that solution is that the pawns ONLY switch to their melee weapon when they are attacked, not when they get in range of an enemy, with that selected. So if you have pawns surrounding an enemy, only the one being attacked will pull out their melee weapon. I want them to pull out the weapon right for the situation, like mentioned in the settings.
When you highlight a pawn, there is a gizmo that shows all the weapons they currently have equipped. on the left of that gizmo, is a picture of a sword/ something in the middle/ and a gun. By default, the middle one is highlighted. This option says to keep your highest skill on hand. If you switch it to the gun, they will always keep a ranged weapon on hand, regardless of skills, and only switch to melee when and if they get into a melee fight. If you switch to the sword icon on the other hand, they will keep a melee weapon on hand... you get the idea.