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EDIT: So, to answer my own question here, one needs to add the following flag to items that can be used as, but are not inherently a weapon:
<weaponTags>
<li MayRequire="PeteTimesSix.SimpleSidearms">ImprovisedMelee</li>
</weaponTags>
So those of you adding unique weapons that are not weapons, you may wanna jot this down if you want compatablity with this mod.
That aside...this mod also has an issue with the mod Not a Weapon in not forgetting the weapons that mod removes. I figured out a solution for this, but it has to be done from that mod's side to work I think.
As an aside, it may be useful to add an option to "forget all weapons." This should fix the issue from this side indirectly - and would also make changing their load-out simpler.
Install mid saver may solve this
游戏过程中删掉这个mod会造成严重的bug(大量UI缺失),但有了这个mod后我的小人会卡在武器架子上不断装备武器
安装mid saver 可能会解决这个问题
There was no other way to keep her in bed, the very moment she awoke to consciousness and missed her beloved sidearm so much
Don‘t know if he had it already, when he joined.
However… he then started to drink that beer on every recreation occasion.
Apparently he restocked it immediately and became alcoholic in no time 🤣
Would been good to add to description the way pawns remember their equipment, because its now fiddeled to manage the gear since i did manage it at first via the inventory.
Dropping the gun via the gizmo wasn‘t my first thought
Somehow there is always somebody to pick them up and pull them like „surprise“ at the most worse moment, blowing my melee-block, the entrance and the next-tile prison wall the very moment that manhunter-massive storms in 🤣
Second: I was hoping to bring up something to is sort of a side effect of using this mod. When you have the ability to equip a melee weapon and a ranged weapon at the same time (which is a good thing), it makes having things like bionic weapons (even fancy ones like those from EPOE) completely useless. Because if I can equip any basic weapon, its bound to be more efficient than the bionic implant. Testing it, it actually makes a pawn's DPS go down by a fare amount if the weapon they are armed with has higher ratings.
During a combat one of my pawns lost an arm and fell unconscious. My doctor dragged her to bed and went to get medicine and the pawn woke up and decided it needed its weapons back.....despite the fact that she was still bleeding out from her MISSING LIMB. Doctor had to go pick up the unconscious amputee *again*
Is there a setting im missing to stop this from happening or is this a bug?
As a workaround you could disable logs as weapons with something like Tweaks Galore, some other mods also have such setting. Personally never had that issue tho, so it might as well do nothing.
As I know,NewRatkinPlus and Miho use [SheathYourSword],
It's just a visual error, not displaying tools when colonizers are working with them.
There is no problem with switching functions.