RimWorld

RimWorld

Rebound (Continued)
182 Comments
Apraxas 9 Aug @ 7:11am 
Actually, there has been bug from steam which causes downloading errors these days...
Mlie  [author] 6 Aug @ 12:57pm 
@ODevil The only other thing I know blocks mods from downloading correctly is if you have the game open while unsubbing an active mod. I tested subscribing to the mod now and all files got downloaded so the issue seems to be on your end
ODevil 6 Aug @ 12:54pm 
Unsub and resub, yeah. Steam didn't want to update the mod initially so I did the usual unsub, delete local file, resub and verify files. For some reason it only downloaded the mod with the 1.6 folder inside, the rest was missing.
Mlie  [author] 6 Aug @ 12:50pm 
@ODevil You mean if you unsubscribe and subscribe again? Or are you using some non-steam downloader?
ODevil 6 Aug @ 12:16pm 
Weird. If I delete the mod and download it again it only downloads it for 1.6... I'm using my local backup right now...
Mlie  [author] 6 Aug @ 8:48am 
@ODevil Not sure what you mean, all tagged versions are available in the mod. I just cant change the earlier versions.
ODevil 6 Aug @ 8:40am 
Too bad. But then please remove the version tags from the mod description if the previous versions aren't available anymore.
Mlie  [author] 6 Aug @ 7:51am 
@ODevil When a new update of the game is released there is too much overhead for me to continue to update the older versions of the mod. Sorry.
ODevil 6 Aug @ 7:49am 
Thanks. But for some reason it only downloads the mod for 1.6, 1.5 (where I'm still playing on) and below are missing...
Mlie  [author] 6 Aug @ 6:58am 
@ODevil Should work better now
ODevil 4 Aug @ 12:55pm 
The specific issue (I just noticed I left a part out...):
When the Shaft Worker mechanoid (DMS_Mech_ShaftWorker) from DMS tries to construct something the log gets spammed with an error. Disabling the option for Rebound to automatically grant the Sword Master trait stops the error spam.
Mlie  [author] 4 Aug @ 10:09am 
@ODevil I dont know what mod that is, please link to it
ODevil 4 Aug @ 9:34am 
It seems Rebound is trying to give the Sword Master trait to the Shaft Worker from Dead Man's Switch when it tries to construct something. Even though it's a mechanoid with and should only have a max skill level of 12.
冰玉小狐狸酱 15 Jul @ 5:06pm 
cant work with miho,the celestial fox
HiKaLi♡Offical 4 Jul @ 6:42am 
@Lumo
I’m not sure, disabling this option alone doesn’t seem to affect this mod’s other functions in my case
If your Pawn needs to acquire traits, you can enable this option after reaching skill level 20, then return to your game. Your Pawn should gain the trait automatically, and don’t forget to disable it again
Lumo 4 Jul @ 12:52am 
@HiKaLi♡Offical
But does the mod work normally otherwise? And how would we give a pawn the trait if we wanted it?
HiKaLi♡Offical 3 Jul @ 8:53pm 
If you use DMS with this mod, turn off the 'Pawns will get the rebound-trait automatically when reaching level 20 in melee skill or level defined here' option in settings. This will prevent it from disrupting the JobDriver when DMS mechanoids are working.
This function assumes every pawn has trait properties, but some DMS mechanoids don't.
Mlie  [author] 14 Jun @ 9:15am 
@Kenki;-) It will happen, but assembly mods will have to wait until the game is out of unstable-release
Kenki;-) 14 Jun @ 8:52am 
1.6 pls XD
Harpuea 13 Apr @ 4:57pm 
Also concur to not work with Dead Man's Switch. It breaks the mechs and bots work jobs.
幸运星 12 Apr @ 12:53am 
not compatible with Dead Man's Switch
Xenogray 15 Feb @ 10:23am 
Hi, thank you for the quick answer ! It's this mod :
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3121742525&searchtext=The+d+ad+man

Seen multiple reports of incompatibility and I confirmed the behaviour.
Thank you !
Mlie  [author] 15 Feb @ 9:23am 
@Xenogray Please link to the mod you are referring to
Xenogray 15 Feb @ 9:02am 
Hello, not compatible with Dead Man's Switch : bots will not most of their jobs while this mod is active.
Mlie  [author] 4 Feb @ 3:06am 
@Lobanych It just reverses the direction of the bullet. Apparently that is how ce handles it
Lobanych 4 Feb @ 2:57am 
I don't think it should work like that
Lobanych 4 Feb @ 2:56am 
i mean bullets fly just a bit faster than my pawn walks. Melee master literally can deflect bullet, move to cell where the bullet goes and get shot by himself. WTF
Mlie  [author] 4 Feb @ 2:32am 
@Lobanych Yes, the bullet will not get any additional energy when reflecting. Since ce uses dropoff it will continue to slow down on the way back
Lobanych 4 Feb @ 2:22am 
I play with CE
Lobanych 4 Feb @ 2:21am 
For some reason, if the bullet reflection back to the shooter is turned on, then the reflected bullets fly like an artillery shell - with a high trajectory and very, VERY slowly. As soon as the shooter moves, the returning bullets will not hit him.
Mlie  [author] 3 Feb @ 9:56pm 
@Spoonman Why wouldnt it?
Spoonman 3 Feb @ 7:07pm 
last comment is from a few months ago so, uh, does this mod still work?
Lobanych 13 Oct, 2024 @ 2:32pm 
So a melee fighter (with the Sword Master trait) reflects bullets. When at rest (standing still) he reflects bullets, but can he do this while moving or fighting another pawn?
KnightedWarrior 11 Oct, 2024 @ 2:35am 
Oh okay, thanks!
Mlie  [author] 11 Oct, 2024 @ 2:33am 
@KnightedWarrior They are not intended to be used together as they do sort of the same thing.
KnightedWarrior 11 Oct, 2024 @ 2:17am 
Does this work with supreme melee?
Super Earth President 17 Sep, 2024 @ 5:05am 
If it's not working for anyone, remove Combat Effects for Combat Extended. I went crazy looking for what mod was making this not work and finally found the culprit
Mlie  [author] 16 Jul, 2024 @ 10:37am 
CE-function should now work again
Mlie  [author] 14 Jul, 2024 @ 9:43pm 
@ksu The mod has not been updated since CE released 1.5. When I get the time I will try to fix the CE support.
ksu 14 Jul, 2024 @ 1:07pm 
CE support seems to be broken on the latest version, are you able to find out why?
Mlie  [author] 18 Jun, 2024 @ 10:51pm 
@SwiftPotato Description was wrong, should be fixed now
SwiftPotato 18 Jun, 2024 @ 5:53pm 
I noticed something in the description. Wouldn't (melee skill/5) mean that the weapon would have a greater chance of getting damaged upon deflecting things as the pawn's melee level increases? It reads like ''melee skill divided by 5.'' I believe the opposite of this was intended, no? Just asking out of curiosity.
Mlie  [author] 14 Jun, 2024 @ 10:48pm 
@2962342497 Dont know, havent used that mod
2962342497 14 Jun, 2024 @ 3:47pm 
Is it compatible with Vanilla Combat Reloaded?
Mlie  [author] 24 May, 2024 @ 3:59am 
@vanilla Yes
vanilla 24 May, 2024 @ 3:06am 
can enemies also rebound?
NORI 19 May, 2024 @ 7:58pm 
pls update!
Norman 15 Apr, 2024 @ 1:34am 
1.5plz