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Thank you Mlie
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2559826227
Hope it helps anyone!
This is because it was originally a mod from another modder and I don't use this mod at the moment.
Please do keep at it
Shield belts would return that 0 damage was possible from the miss/hit and 0 suppression would be applied, and really high levels of armor would also result in the soldiers fearlessly wading through low armor pen fire, but rethinking their non chelauntness if an anti material rifle round wizzes past them.
This mod now works with RimThreaded
i have this mod enabled but its not working with rimthreaded (no errors but not working)
Is there a way to make specific races immune to suppression? I use Androids and it doesn't really make sense for the (mindless) Battle Droids to be suppressed...
A little late but I've been using this mod for a bit and so far there have been no bugs or errors for me. But I also haven't been in any extremely heavy battles yet, as I'm still in a relatively early game. I've seen pawns get fully suppressed but they usually go down soon after that because they're still sitting ducks unless they were somehow able to crawl behind cover while being suppressed, which is difficult for them to do if you know anything about base defense design (remove cover from the immediate area).
Something I didn't expect is that you can visually see when they get suppressed. There's a spark vfx that plays over suppressed pawns' heads, which makes it easier to see pawns that are suppressed vs. those that are downed. It's a nice touch.
+1
found this out when my game lagged to a crawl.
i had to manually delete all the projectiles with dev mode. then i removed the crash landing mod.
PS: this is a problem that probably existed before
@YAYO continued this mod. but i hope he will fix it.
and my harmony log: https://gist.github.com/4f4bac0234516fb87424517223595375
@Apocalyptic Flatulence I think what you are describing is because the colonist bar has a low refresh rate, with Dub's Bad Hygiene if it refreshes when a pawn showers and they stay naked until it refreshes again. Did you try letting it go for a few days?
at (wrapper dynamic-method) RimWorld.Bullet.DMD<DMD<Impact_Patch1>?1372979200::Impact_Patch1>(RimWorld.Bullet,Verse.Thing)
at Verse.Projectile.ImpactSomething () [0x00329] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) Verse.Projectile.DMD<DMD<Tick_Patch1>?-1608443520::Tick_Patch1>(Verse.Projectile)
at Verse.TickList.Tick () [0x0015c] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch1>?1998444416::DoSingleTick_Patch1>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Exception ticking RNBullet_762x54_DMR611578 (at (121, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_RelationsTracker.Notify_PawnKilled (System.Nullable`1[T] dinfo, Verse.Map mapBeforeDeath) [0x0001d] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Kill_Patch4>?-693599360::Kill_Patch4>(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<CheckForStateChange_Patch2>?-1325501184::CheckForStateChange_Patch2>(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff hediff, Verse.BodyPartRecord part, System.Nullable`1[T] dinfo, Verse.DamageWorker+DamageResult result) [0x00019] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch2>?-2145964160::DoSingleTick_Patch2>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?-1432453248::Update_Patch1>(Root_Play)
at SuppressionMod.Patch_Bullet_Impact.BulletImpactStuff (Verse.Thing& hitThing, RimWorld.Bullet __instance) [0x000a9] in <4c7fff218ea14d0590f67d5e8fe6a79c>:0
at (wrapper dynamic-method) RimWorld.Bullet.DMD<DMD<Impact_Patch1>?-792303232::Impact_Patch1>(RimWorld.Bullet,Verse.Thing)
at Verse.Projectile.ImpactSomething () [0x00329] in <c8e8d421567e4ee5864626a429a27a37>:0
at (wrapper dynamic-method) Verse.Projectile.DMD<DMD<Tick_Patch1>?-1273160448::Tick_Patch1>(Verse.Projectile)
at Verse.TickList.Tick () [0x0015c] in <c8e8d421567e4ee5864626a429a27a37>:0
This mod makes raid severity scale with time, not wealth. So at least initial raids will be manageable.
good idea. I will try when it is time.