RimWorld

RimWorld

Combat Extended
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parfum77 Nov 22, 2022 @ 2:47pm
Mechanoids can't take ammo
They shoot with what they originally have, but they can't pick up new ammo
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Scout Gaming Nov 22, 2022 @ 11:33pm 
2
Add ammo in a pawn's inventory. Right click the mech and choose "give ammo"
This is worse than just that. If they reload early, it will show they fully reloaded their gun but will not shoot it. The Militors also start with a random shotgun ammo type instead of just either all buckshot or slug. The Mechinator start at all is unplayable with CE due to the mechinator not having very much ammo for his pistol and the only true combat mechanoid you have requiring you to constantly reload them with ammo you can't make until you research gunsmithing.

The fix for this would require a bit of AI programming for the combat mechanoids to automatically reload, or have it part of the mechinators job to feed them steel to convert into ammo, or simply have an option to exclude mechanoids from needing ammo at all.

It's clear that CE wasn't updated with the Mechinator start in mind and while I like CE, I'm not sure if I can use it until this problem gets sorted however the dev decides to do it.
Limp Dick McGee Nov 23, 2022 @ 2:01pm 
It would be nice to have mechanoids at least automatically seek out ammo. I've *just about* got to the point of my first couple militors and having to micro their ammo is the worst.
IcyTorrent Dec 1, 2022 @ 5:52pm 
Any fix for this?
Bishop frost Dec 1, 2022 @ 8:22pm 
yeah i have this problem too, seems like they didnt patch biotech properly
IcyTorrent Dec 1, 2022 @ 9:50pm 
Originally posted by BOBBINS:
yeah i have this problem too, seems like they didnt patch biotech properly

I'm able to draft my mechinator, and provided he has ammo in his inventory then I can right click the other mech and select give ammo and define the amount.

*Only if the person is capable of violence though

Not a perfect solution, but it works decently enough to be honest.
DrSalvador Dec 5, 2022 @ 7:28am 
hell, even I tempted to disassemble the mechanoid and re-gestate it just to reload its ammo lol
Teirdalin Dec 12, 2022 @ 7:19am 
I've been managing 8 militors, and it is a bit of a pain. I just have all the ammo in a crate, I line them all up and have them drop their current ammo and then give them each 100 slugs, and 30 beanbags one at a time.
The option does not show up when I right click the militor.
Disturbance Dec 19, 2022 @ 12:01am 
mines worse.

theres no ammo
Detech Dec 27, 2022 @ 8:11am 
Mod unplayable for mechanoid
Jonyx2 Dec 28, 2022 @ 5:45pm 
This does not work with militor ?
Have same issue with the option not showing up when I right clicking the militor
Undeadbanana Dec 31, 2022 @ 2:36am 
Hey, I was about to report an error about the militors just now. I wasn't sure what the bug is, but I think it's related to what you guys are experiencing.

relevant code:
XML error: Duplicate XML node name combatPower in this XML block: <PawnKindDef ParentName="LightMechanoidKind"><defName>Mech_Militor</defName><label>militor</label><race>Mech_Militor</race><combatPower>45</combatPower><lifeStages><li><bodyGraphicData><texPath>Things/Pawn/Mechanoid/Militor</texPath><maskPath>Things/Pawn/Mechanoid/AllegianceOverlays/Mech_Slugger</maskPath><shaderType>CutoutWithOverlay</shaderType><graphicClass>Graphic_Multi</graphicClass><drawSize>1.25</drawSize><shadowData><volume>(0.3, 0.4, 0.3)</volume><offset>(0,0,-0.25)</offset></shadowData></bodyGraphicData></li><li><bodyGraphicData><texPath>Things/Pawn/Mechanoid/MilitorAncient</texPath><maskPath>Things/Pawn/Mechanoid/AllegianceOverlays/Mech_Slugger</maskPath><shaderType>CutoutWithOverlay</shaderType><graphicClass>Graphic_Multi</graphicClass><drawSize>1.25</drawSize><shadowData><volume>(0.3, 0.4, 0.3)</volume><offset>(0,0,-0.25)</offset></shadowData></bodyGraphicData></li></lifeStages><weaponTags><li>MechanoidGunShortRange</li></weaponTags><combatPower>90</combatPower><modExtensions><li Class="CombatExtended.LoadoutPropertiesExtension"><primaryMagazineCount><min>5</min><max>6</max></primaryMagazineCount></li></modExtensions></PawnKindDef>

Hugslib log:
https://gist.github.com/HugsLibRecordKeeper/8709aebbf6d4b50c00100375dc2385d4
Undeadbanana Dec 31, 2022 @ 3:34am 
To fix the duplicate combatPower node, do this:

Put Combat Extended into your Local Mod folder (optional: It's just in case you do an Integrity Check of files, Steam will overwrite all changes to mod files unless they're in local folder)

Open Races_Mechanoids_Light.xml:

https://i.imgur.com/g3RomVv.png

Remove the 'Add' :

https://i.imgur.com/OeqXJLw.png

Change it to 'Replace' and add '/combatPower' to the <xpath>:

https://i.imgur.com/q0kJ3oW.png

Now it patches successfully.
To be clear then, this is an issue that's only affecting the milltor, right? Other combat mechs are actually usable?
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