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Combat Extended mod for RimWorld
This project forked from doomofmax97/combatextended
Combat Extended mod for RimWorld
Can't replicate exactly but this happened when i doing battle royale test.
Because i cant balance well
when a pawn goes in a mental break "Nature retreat" they wil use up their magazine and then go into an infinate loop of trying to reload i have the error message here hope this helps
Vas started 10 jobs in one tick. newJob=BreakHunt (Job_3717507) A=Thing_Hare829618 jobGiver=Psychology.JobGiver_GoHunting jobList=(BreakHunt (Job_3717497) A=Thing_Hare829618) (ReloadWeapon (Job_3717498) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717499) A=Thing_Hare829618) (ReloadWeapon (Job_3717500) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717501) A=Thing_Hare829618) (ReloadWeapon (Job_3717502) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717503) A=Thing_Hare829618) (ReloadWeapon (Job_3717504) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717505) A=Thing_Hare829618) (ReloadWeapon (Job_3717506) A=Thing_Human336098 B=Thing_Gun_ChargeRifle376999) (BreakHunt (Job_3717507) A=Thing_Hare829618) lastJobGiver=null
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable
1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable
1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable
1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable
1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable1, Boolean) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean) Verse.AI.JobDriver:EndJobWith(JobCondition) Verse.AI.JobDriver:CheckCurrentToilEndOrFail() Verse.AI.JobDriver:TryActuallyStartNextToil() Verse.AI.JobDriver:ReadyForNextToil() Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable
1, Boolean)
CombatExtended.CompAmmoUser:TryStartReload()
CombatExtended.Harmony.Harmony_Verb_TryStartCastOn:CheckReload(Verb)
Verse.Verb:TryStartCastOn_Patch3(Object, LocalTargetInfo, Boolean, Boolean)
Verse.AI.c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:StartPath(LocalTargetInfo, PathEndMode)
Verse.AI.c__AnonStorey1:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Example : Spawn 70 fragments each ticks
Like 0.2
Most of them is slightly different, but I need to warn modders.
갤러리 글보고 봤는데
aiAimMode가 SuppressFire로 잡혀있는건 다
갤러리 스샷처럼 저렇게 멈추더라고
그래서 AimedShot으로 바꿔놨더니 앞으로가서 잘 사격함
Can't shoot if colonist is blocking their sight. Lets patch this ignore los if friendly.
And show report that friendly pawn can hit
If i update this faster than NIA, my version will be more popular so NIA might give this project's right to me.
But im a student and i can be unavailable in any time.
And i will appreciate for any issues/feature request.
I have low knowledge in physics.
So. This happen?
(Original creator give up -> orher dev picks up this project -> ababdon -> .....)
Exception in RimWorld.ThinkNode_ConditionalCanDoConstantThinkTreeJobNow TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at CombatExtended.JobGiver_TakeAndEquip.TryGiveJob (Verse.Pawn pawn) [0x00000] in :0
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in :0
at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in :0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextConstantThinkTreeJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Pawns can't carry weapons more than pawn's weapon weight limit.
This limit can be increased with Manipulation, Shooting/Melee skill.
if pawn get a shot in hand/shoulder/etc, pawn may drop holding weapon due to limit.
(Or rng)
When pawns hit with explosion, sometimes that error occurs.
Pawns do attempt to heal other pawns or animals but the pawns constantly fail to heal and will use all the medicine in storage.
This allows for any language
I'm noob
Original CE compatibility for modders, and this allows unsupported mod deals damage correctly
I'm going to update CE very low frequency.
Because I have to do school stuff, and more.
Sorry.
Idk but this bug may happen
Bullets stop in the air when trying to shoot animals/people but when shooting a wall it doesn't.
Inventory system
Try to shoot something even has no ammo
Testing
BombSuper (vanila antigrain warhead) 's ParentName should be patched to BombDamage.
Reload every pawn selected
And some stuff
Vanilla Rimworld recently [B19] updated all BodyPartGroups. It hasn't been updated in this push since Feb.
For example, instead of "LeftArm" and "RightArm", it's now "Arm".
Not a huge issue, but would help out with compatibility.
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