RimWorld

RimWorld

34 ratings
Reload (Continued)
   
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Mod, 1.5
File Size
Posted
Updated
4.675 MB
12 Jun @ 6:25pm
17 Jun @ 1:16pm
3 Change Notes ( view )

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Reload (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
439 items
Description
Original mod by NKM
https://steamproxy.net/sharedfiles/filedetails/?id=3174160707
If the original author requests it, I will remove this update.

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All installed weapons* should be accessible via mod options to set magazine size and other reload-related settings.

(* - I'm not seeing the militor's shotgun and I have concerns about mechanoids in general. Looking into it)

Support for Tacticowl Continued (RunAndGun and SearchAndDestroy modules tested)
https://steamproxy.net/sharedfiles/filedetails/?id=3266724749

Support for Giddy-Up 2 Forked
https://steamproxy.net/sharedfiles/filedetails/?id=3246108162

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Original mod notes (1.4):

- Magazines
- Reloading
- Nine ammo types based on tech level and damage type (optional)

# Compatible with most of the weapons from other mods.

# Presets are provided for the following mods
Rimsenal - Augmented Vanilla Pack
Vanilla Weapons Expanded
Vanilla Weapons Expanded - Quickdraw
Vanilla Weapons Expanded - Coilguns

Presets can be created (more examples in the 1.5\Defs\Presets folder within the mod):
Example:

<?xml version="1.0" encoding="utf-8"?>
<Defs>
<Reload.Defs.ReloadPresetDef>
<defName>Gun_Revolver</defName>
<ammoDef>R_Ammo_Industrial</ammoDef>
<magazineCapacity>6</magazineCapacity>
<reloadTicks>26</reloadTicks>
<loadsAmountPerReload>1</loadsAmountPerReload>
<moveSpeedPenalty>30</moveSpeedPenalty>
<beginSound>Revolver_Begin</beginSound>
<reloadSound>Revolver_ShellInject</reloadSound>
<endSound>Revolver_End</endSound>
</Reload.Defs.ReloadPresetDef>
</Defs>


33 Comments
Deggial 59 minutes ago 
I have a question:
My pawns are not replenishing ammo in their inventory, even though I created and assigned an ammo policy in the Assign tab. (Ammo is available, of course).

Is there a specific work type associated with this? It is not listed in 'Basic' or 'Haul' (though the length of the list is a bit overwhelming).

What am I doing wrong?

(Reading through the comments, I saw that there is apparently a mod conflict with 'Run & Gun'. Could this be the cause of the "misbehavior"? I am using 'Tacticowl' for it, though, which is supposed to be supported.)
7588 23 Jul @ 9:20pm 
can you make a version with no presets and ammos as a framework?
csc001 20 Jul @ 4:23am 
Incredible mod, a genius idea to give RIMWORLD a perfect complement, thanks again to the author of the reset mod, it is people like you to make the ecology of RIMWORLD better, and then a little bit of a small feedback, I found that the number of bullets carried by the enemy in each enemy attack is not much, just two to three rounds of shooting is unsustainable, can you consider Could you consider increasing the number of enemy bullets in each enemy raid? Lastly, thanks again for the update, and for all your hard work!:steamthumbsup:
SalmonToastie 20 Jul @ 1:36am 
Don't they basically have a limited amount of shots before barrels need replacing? Seems redundant to also add ammo on top.
Nylan 14 Jul @ 11:05pm 
And compability with turrets and mounted weapons would be great too btw!
plz
Nylan 14 Jul @ 10:12pm 
can you add "musket" ammo or something like that? like "medieval ammo" could work...plz?
Digit4lC4m 12 Jul @ 10:59am 
Bilhah started 10 jobs in one tick. newJob=R_Reload (Job_7017215) A = Thing_Human3114480 B = Thing_Gun_SH_DF3114784 jobGiver=null jobList=(R_Reload (Job_7017205) A = Thing_Human3114480 B = Thing_Gun_SH_DF3114784) (R_Reload (Job_7017206) A =
<...>
Thing_Human3114480 B = Thing_Gun_SH_DF3114784) curDriver=JobDriver_AttackStatic (toilIndex=1) curJob=(AttackStatic (Job_7016082) A = Thing_NAT_PainWall3342071 Giver = ThinkNode_QueuedJob [workGiverDef: null])
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Digit4lC4m 12 Jul @ 10:55am 
I found a fatal bug. If your colonist empties the magazine and has to reload while destroying fleshmass walls, the game will crash. Checking the player.log, you will see the following error log spam at the bottom: <Pawn Name> started 10 jobs in one tick. newJob=R_Reload (Job_7017215) A = Thing_Human3114480 B =
Caramel 5 Jul @ 10:27am 
Because some Mod weapons can change their own values, such as Modular Weapons
Caramel 5 Jul @ 10:25am 
I have an idea, can I choose another algorithm for the magazine size, such as Burst Count x10, if Burst Count ≥ 20 = Burst Count x2