RimWorld

RimWorld

Dual Wield
 This topic has been pinned, so it's probably important
roolo  [developer] Jan 18, 2019 @ 9:20am
Bug reports
Please report any oddities and errors, including mod conflicts. Clearly descibe what happens, and how to reproduce the behaviour. Also please use the Hugslib error reporting feature by pressing ctrl+f12 after the issue occurs. Without a log, I can't do much in most cases.

Edit: please don't ignore the part about providing logs even if you don't think your logs contains much info. I have to ask for logs so many times that it's getting really old for me.

Last edited by roolo; Feb 19, 2019 @ 2:35am
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Showing 1-15 of 177 comments
Soy Story Jan 18, 2019 @ 8:29pm 
Not so much a bug but an incompatibility with Simple Sidearms - I haven't used it or had this issue so cannot confirm but others in the comments were talking about it. Any way to make this compatible at all, somehow? The issue is where equipping it removes it from the 'inventory' and it still equips, or so as i can determine from someones comment.
Can confirm this when i switch it seems to drop the main weapon(s) and switch to full melee even when the enemy is quite far will have to disable this mod for the meantime hope for compatibility updates soon. No rush take your time to make sure this is neatly done :D
Max Jan 19, 2019 @ 12:41am 
I'm using a lot of mods, (but not Combat Extended, so no noted incompatible mods). I've got an existing colony, tried adding the dual wielding mod to it, and ended up with the colonist bar removed and my architect tabs empty, amongst probably some other bugs. (Haven't played around with it after noticing this.)

Log: {LINK REMOVED}

EDIT: The modlist does work when starting a new colony.
Last edited by Max; Jan 19, 2019 @ 12:56am
roolo  [developer] Jan 19, 2019 @ 12:54am 
Thanks for your reports guys!

I'll look into the Simple Sidearms issue.

@madmax3004
It seems like Nature's pretty sweet is causing some code to fail, after which Dual Wield isn't able to instantiate its data, causing further issues. I'll see if I can make Dual Wield a bit more robust to other mods failing.
Max Jan 19, 2019 @ 12:58am 
I edited my original comment to mention that a new game does work.

Would moving dual wield above nature's pretty sweet fix the issue for now (if it isn't already)?
ChickenKing Jan 19, 2019 @ 12:58am 
Hi hope things work out for you. I have multiple mods installed and I happened to find some weapons were no longer showing their accuracy stats and some hashes were the same at some point it's all confusing but I have hope things will be fine in due time. Log: {LINK REMOVED}
roolo  [developer] Jan 19, 2019 @ 12:59am 
@madmax3004. It could fix the issue yeah, but I can't be sure. Let me know if it works!
Last edited by roolo; Jan 19, 2019 @ 1:04am
Max Jan 19, 2019 @ 3:17am 
Changing mod order to put dual wielding higher didn't fix it.
Gernico Jan 19, 2019 @ 6:10am 
I don`t know if this is a bug or not but, A colonist with one arm can duel wield weapons.
Last edited by Gernico; Jan 19, 2019 @ 7:31am
roolo  [developer] Jan 19, 2019 @ 6:14am 
Originally posted by Scott_C_Taylor:
I don`t know if this is a bug or not but, A colonist with one arm and duel wield weapons.
Are you sure? I do have code in place that makes sure the off hand weapon is automatically placed in the inventory of the pawn if the pawn loses a hand or arm, and there's also code preventing one-armed pawns to equip off hand weapons.

Can you give me steps on how to reproduce this?
roolo  [developer] Jan 19, 2019 @ 6:30am 
Originally posted by Scott_C_Taylor:
..

I get it. My code checks if the arm or the hand is removed, but in this case the shoulder (and as a consequence the arm and hand) is removed. I didn't take the shoulder into consideration. I'll make sure to add a fix in the next update! Thanks for reporting.
Gernico Jan 19, 2019 @ 7:23am 
Okay, cool I am glad to help.
Gascogne μ Jan 19, 2019 @ 12:19pm 
Well I found a few incompatibilities/bugs. I tested this mod by starting a high number raid and the following things I was able to point out.

Kyulen - Does not use ranged attacks it just shakes the screen.
Melee - Causes enemies and animals to rapid attack and strike 30 times within one second instantly downing and severing body parts [and stun locks] (have not tested with colonists attacks, only seen enemies do it.)
Simple Sidearms - Well that's obvious so I don't need to explain
roolo  [developer] Jan 19, 2019 @ 12:32pm 
Originally posted by Seraph:
Well I found a few incompatibilities/bugs. I tested this mod by starting a high number raid and the following things I was able to point out.

Kyulen - Does not use ranged attacks it just shakes the screen.
Melee - Causes enemies and animals to rapid attack and strike 30 times within one second instantly downing and severing body parts [and stun locks] (have not tested with colonists attacks, only seen enemies do it.)
Simple Sidearms - Well that's obvious so I don't need to explain

Please press ctrl+f12 after the issue occurs and place the link you'll get here for both the kyulen issue and the melee issue. Without a log there's not much value in your report. Also, simple sidearms seems to work fine for me, so please explain what's your issue with it. It's certainly not as "obvious" as you think.
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