RimWorld

RimWorld

Yayo's Combat 3 (Continued)
925 Comments
Rovstam 1 Sep @ 6:10am 
Being able to tank Doomsday rockets to the face and Multiple tripple rockets is insane and all possible with this mod.

Thank you Mile. Now all my Phoenix armor is WORTH SOMETHING USEFUL!, not an RNG piece of garbage.
Kait 28 Aug @ 4:02am 
as there are no high tech melee weapon in vanilla, does it mean that melee is bad against every mechanoid and mercenary in marine armors with this mod ?
Mlie  [author] 26 Aug @ 3:33am 
@Daarath Main menu, mod options. Same as any other mod
Griczzly 25 Aug @ 11:28am 
@Armon; I had a kind of same issue, when guns did not need ammo, so I checked mod settings and found out that there is check box for guns to require ammo.
Armon 25 Aug @ 9:31am 
For some reason raiders drop no ammo and their weapons have none either?
Mlie  [author] 25 Aug @ 8:50am 
@Nebulous Please see the Reporting Issues section described above
Nebulous 25 Aug @ 8:46am 
Im not quite sure if it's due to this or the yayo's combat 3 addon mod, but when I try to look at the info pages of ranged weapons, both modded and vanilla weapons, it seems my ui goes blank and my dev log spams the same errors at least a dozen times every second. here is the github: https://gist.github.com/HugsLibRecordKeeper/06e94504e1476f9f7c87e6de54b1b625
Mlie  [author] 24 Aug @ 9:42pm 
@ショーン(sean) In the mod options
ショーン(sean) 24 Aug @ 8:44pm 
Question, how to adjust Yayo Bullet Speed multiplier?
Zef 24 Aug @ 7:39am 
A shame that this still requires hugslib. I've been able to purge my modlist of all hugslib dependant mods and as such can't use this in it's current form.
Slice of Thanatoast 21 Aug @ 2:39pm 
Does the mod cause mechanoid cluster turrets to have finite ammo? I notice they stop firing after shooting a certain amount and wasn't sure if it was this mod causing it or if that was just a vanilla thing
Goku 20 Aug @ 11:42am 
ive been looking for some time is there even a working dual wielding mod for 1.6 yet? i feel like a wow player tryna find my di..
Dj0z 18 Aug @ 9:55pm 
I see, thanks
Mlie  [author] 18 Aug @ 9:50pm 
@Dj0z No, you would need another mod for that
Dj0z 18 Aug @ 8:32pm 
Since there are 91 pages of comments I'll have to ask: what about the dual-wielding showcased in the preview gif? It's never mentioned anywhere. So, this mod doesn't actually let a pawn dual-wield knives/guns, right?
Mlie  [author] 18 Aug @ 12:19pm 
@boomy196 Try the ammo setting in the mods options
boomy196 18 Aug @ 12:17pm 
anyways to disable the ammo stuff?
Dizzy Ioeuy 18 Aug @ 3:09am 
ty Mlie that's perfect! I appreciate the pointer.
Dizzy Ioeuy 17 Aug @ 11:31pm 
Oh and what determines the magazine size? is that in any way controllable in the def xml for the weapons?
Dizzy Ioeuy 17 Aug @ 11:30pm 
@mlie I meant the flame vs regular type of ammo. I have a bow that shoots flaming arrows (flame damage) and it uses the regular ammunition. Is there a trigger in the xml i should pay attention to?

thank you for reading and answering!
Mlie  [author] 17 Aug @ 10:03pm 
@Bruntus Bentley I dont see any setting for friendly fire in this mod
Mlie  [author] 17 Aug @ 10:01pm 
@Dizzy Ioeuy The techlevel of the weapon
Dizzy Ioeuy 17 Aug @ 4:43pm 
What does this mod do to determine the ammo type a weapon requires? Is that in the DLL or exposed in the XML anywhere (If so I cannot find it)? Is there a way to access this via options? Anyone know?
Starempire42 16 Aug @ 2:35am 
Mlie  [author] 14 Aug @ 5:02am 
@EU4-1234567890 Please link to that mod
EU4-1234567890 14 Aug @ 3:39am 
When used with "The Dead Man's Switch", some weapons in "The Dead Man's Switch" lose information and their information tab is empty. When using only "The Dead Man's Switch" there is no problem。
Mlie  [author] 11 Aug @ 10:15pm 
@SanDimas Please see the Reporting Issues section described above
SanDimas 11 Aug @ 6:17pm 
i have ammo in the storage but i cant load my weapon, dont know what is causing that bug, and i have no error
Psycho Penguin 10 Aug @ 9:34pm 
Hey does this mod make that the mechanoid can't have ammo? I'm having mechanoid raids but they cannot use their weapons
Alihon 6 Aug @ 3:30pm 
Thanks a lot!❤️❤️
CyberianK 6 Aug @ 9:02am 
Does anyone else have issues where the Drug policies do not allow picking up extra ammo?
Mlie  [author] 6 Aug @ 7:57am 
@Alihon They are in the hugslib config file
Alihon 6 Aug @ 7:54am 
Hi, may I ask a question?
I can't find the settings for Yayo's Combat 3 in the config folder.
Could you please let me know where they are saved?
I'm trying to back them up so I don’t have to reset everything when changing computers.
Thank you!
NovoMD 5 Aug @ 5:06pm 
digging a bit further when I turn off advanced armor algorithms it seems to work without the need for restarting my game.
NovoMD 5 Aug @ 4:53pm 
For some reason the kill skip power from vanilla psycasts expanded does not work with this. It will do the teleport but on a kill it will not skip again. Its a minor incompatibility, but I do not know if it implies there are other issues under the hood.
Mustafao01 4 Aug @ 2:56pm 
Also please make it compatible with yayo combat, the designated squads that spawn don't spawn with ammo
Mustafao01 4 Aug @ 2:55pm 
mile I know its off topic but thank you for trying to update the empire mod, thank you buddy.
azrazalea 29 Jul @ 8:06pm 
Made a quick patch for the unique weapons damage types. @Mlie I know you're super busy, hopefully this will tide people over until you have time. https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3537771645
exBeNN 28 Jul @ 5:03pm 
Rimsort, always Rimsort
K 28 Jul @ 4:47pm 
What to use instead of rimpy? it helped me to solve some problems tho
Mlie  [author] 28 Jul @ 1:50pm 
@Serica You really shouldnt be using rimpy, it has not been updated for years.
Serica 28 Jul @ 1:45pm 
the rimpy loaded some old stuff i think,
and i tried ,if there is only dlcs,harmony,hugslib,animal apparel and yayocombat is on,the bug is still there
Mlie  [author] 28 Jul @ 11:22am 
@Serica Sorry but why do you have most mods loaded between Anomaly and Odyssey?
You should really not have anything loaded before the official packages unless they requires it
Mlie  [author] 28 Jul @ 10:26am 
@Serica Please see the Reporting Issues section described above
Serica 28 Jul @ 10:09am 
Thank you for your amazing mod — without your work this game is unplayable.
When using this mod together with animal apparel: framework, the info card of weapons like Revolver will be blank.
and chatgpt says
NullReferenceException errors related to ReloadableUtility_FindSomeReloadableComponent.
or something like that.
Thank you for all your works again
Zantimer 26 Jul @ 8:16pm 
can confirm, mortar accuracy is being done in by the mod
Hob Took 25 Jul @ 9:34pm 
This also inadvertently breaks the mod Mortar Accuracy which I am looking for a fix now.
Hob Took 25 Jul @ 9:33pm 
Hello! Your 1.6 harmony patch Verb_LaunchProjectile_TryCastShot.cs looks outdated. I think you've copied the Rimworld 1.4 or 1.5 function into your patch then added the yayo accuracy changes. This inadvertently disables the new 1.6 weapon traits system and disables vanilla pawn skills affecting mortar accuracy via not including verbProps.GetForceMissFactorFor().

It may be simpler to swap to a transpiler patch so you don't have to copy the entire vanilla function in. You only need to modify the lines you want.