RimWorld
36 ψήφοι
Reload (Continued)
   
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Mod, 1.5
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4.675 MB
12 Ιουν, 18:25
17 Ιουν, 13:16
3 σημειώσεις αλλαγών ( προβολή )

Συνδρομή για λήψη
Reload (Continued)

ΣΕ 1 ΣΥΛΛΟΓΗ ΑΠΟ Zaljerem
Zal's Continued Mods
455 αντικείμενα
ΠΕΡΙΓΡΑΦΗ
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>


35 σχόλια
Memmo 19 Αυγ, 10:53 
As Digit4lC4m reported, this mod causes crash to desktop if pawns reload while destroying flesh mass walls. I have a group of pawns inside flesh mass cave, and experience constant CTDs when using this mod in that location. No where else has this bug manifested. Before the crash happens the game simply freezes for a moment, and then CTDs.
Rattler 10 Αυγ, 1:29 
Love this mod for it's simplicity even if it's buggy at times. Just a warning, if you use it with the Vanilla Apparel Expanded Accessories, the mini-turret back pack turns into a mini-gun-turret backpack with unlimited ammo
Deggial 26 Ιουλ, 1:51 
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 Ιουλ, 21:20 
can you make a version with no presets and ammos as a framework?
csc001 20 Ιουλ, 4:23 
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 Ιουλ, 1:36 
Don't they basically have a limited amount of shots before barrels need replacing? Seems redundant to also add ammo on top.
Nylan 14 Ιουλ, 23:05 
And compability with turrets and mounted weapons would be great too btw!
plz
Nylan 14 Ιουλ, 22:12 
can you add "musket" ammo or something like that? like "medieval ammo" could work...plz?
Digit4lC4m 12 Ιουλ, 10:59 
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 Ιουλ, 10:55 
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 =