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Specifications
Rimworld version: 1.5.4297 rev1078
Combat Extended version: 15.6.2.0
Combat Extended source (Steam, GitHub, etc.): Steam
Your operating system: Windows 11
Your mod list: Mod List
Description
Some ranged weapons of the Moyo 2.0 mod have 3 versions:
Normal
Overcharged
Overloaded
The overcharged and overloaded kinds have a cooling down period that prevents them from being used to shoot for a few seconds while they cool down.
I'm getting errors every tick when a pawn that has equipped a Moyo weapon that is overloaded or overcharged finishes cooling down, which also prevents the pawn from using the weapon to shoot.
Expected behavior
The normal version of these weapons work correctly, and seems to already implement a functionality similar to what the devs of the mod intended, thanks to a button to change between a normal and overclocked mode.
I see 2 different approaches to this problem:
Remove the overcharged and overloaded version of the weapons so pawns don't spawn with them, preventing this error from being triggered.
After the overcharged and overloaded weapons finish cooling down they should transform into a normal version of the weapon, but since with CE the normal versions don't seem to have a way to enter in an overcharged or overloaded state this seems unnecessary imo.
To reproduce
Use something like CharacterEditor to give a pawn a moyo weapon with "Overcharged" or "Overloaded" in its name.
Equip the weapon and wait for it to cool down.
After the progress bar of the cooling down feature has filled the game should throw errors every tick.
Specifications
Rimworld version: 1.5.4297 rev1078
Combat Extended version: 15.6.2.0
Combat Extended source (Steam, GitHub, etc.): Steam
Your operating system: Windows 11
Your mod list: Mod List
Description
Some ranged weapons of the Moyo 2.0 mod have 3 versions:
The overcharged and overloaded kinds have a cooling down period that prevents them from being used to shoot for a few seconds while they cool down.
I'm getting errors every tick when a pawn that has equipped a Moyo weapon that is overloaded or overcharged finishes cooling down, which also prevents the pawn from using the weapon to shoot.
Expected behavior
The normal version of these weapons work correctly, and seems to already implement a functionality similar to what the devs of the mod intended, thanks to a button to change between a normal and overclocked mode.
I see 2 different approaches to this problem:
To reproduce
Screenshots & log dumps
Logs
Example of the 3 version of weapons:
Weapon cooling down:
Errors right after the progress bar filled:
Complete the following checklist
I hereby verify that I have done the following:
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