RimWorld

RimWorld

Rebound (Continued)
188 kommentarer
Mlie  [ophavsmand] 22. okt. kl. 10:56 
@vexxn0va Im not planning on doing any such changes of the mod
vexxn0va 22. okt. kl. 9:46 
is there a way to make this simply innate with maybe manipulation/sight increasing the chance?, i dont want to make every character just have a 100% of having it since it just makes the trait list look awful
Vra4 28. sep. kl. 11:59 
Mlie  [ophavsmand] 23. sep. kl. 14:52 
@PunisherT1000 No idea, Im not that into the combat side of the game.
But you can probably commission it on the mod market discord
PunisherT1000 23. sep. kl. 13:55 
@Mlie, I have a question if there is a mod similar to this but for long-range combat that would simply increase the firing range at 20, and if there is no such thing, could you make one, is it very labor-intensive?
Talosh 13. sep. kl. 2:10 
Is there anywhere where you can see the current rebound chance of a pawn? I can't find it on my pawn with the sword master trait. Thank you for your help and maintaining the mod!
Apraxas 9. aug. kl. 7:11 
Actually, there has been bug from steam which causes downloading errors these days...
Mlie  [ophavsmand] 6. aug. kl. 12:57 
@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. kl. 12:54 
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  [ophavsmand] 6. aug. kl. 12:50 
@ODevil You mean if you unsubscribe and subscribe again? Or are you using some non-steam downloader?
ODevil 6. aug. kl. 12:16 
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  [ophavsmand] 6. aug. kl. 8:48 
@ODevil Not sure what you mean, all tagged versions are available in the mod. I just cant change the earlier versions.
ODevil 6. aug. kl. 8:40 
Too bad. But then please remove the version tags from the mod description if the previous versions aren't available anymore.
Mlie  [ophavsmand] 6. aug. kl. 7:51 
@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. kl. 7:49 
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  [ophavsmand] 6. aug. kl. 6:58 
@ODevil Should work better now
ODevil 4. aug. kl. 12:55 
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  [ophavsmand] 4. aug. kl. 10:09 
@ODevil I dont know what mod that is, please link to it
ODevil 4. aug. kl. 9:34 
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. juli kl. 17:06 
cant work with miho,the celestial fox
HiKaLi♡Offical 4. juli kl. 6:42 
@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. juli kl. 0:52 
@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. juli kl. 20:53 
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  [ophavsmand] 14. juni kl. 9:15 
@Kenki;-) It will happen, but assembly mods will have to wait until the game is out of unstable-release
Kenki;-) 14. juni kl. 8:52 
1.6 pls XD
Harpuea 13. apr. kl. 16:57 
Also concur to not work with Dead Man's Switch. It breaks the mechs and bots work jobs.
幸运星 12. apr. kl. 0:53 
not compatible with Dead Man's Switch
Xenogray 15. feb. kl. 10:23 
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  [ophavsmand] 15. feb. kl. 9:23 
@Xenogray Please link to the mod you are referring to
Xenogray 15. feb. kl. 9:02 
Hello, not compatible with Dead Man's Switch : bots will not most of their jobs while this mod is active.
Mlie  [ophavsmand] 4. feb. kl. 3:06 
@Lobanych It just reverses the direction of the bullet. Apparently that is how ce handles it
Lobanych 4. feb. kl. 2:57 
I don't think it should work like that
Lobanych 4. feb. kl. 2:56 
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  [ophavsmand] 4. feb. kl. 2:32 
@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. kl. 2:22 
I play with CE
Lobanych 4. feb. kl. 2:21 
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  [ophavsmand] 3. feb. kl. 21:56 
@Spoonman Why wouldnt it?
Spoonman 3. feb. kl. 19:07 
last comment is from a few months ago so, uh, does this mod still work?
Lobanych 13. okt. 2024 kl. 14:32 
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. okt. 2024 kl. 2:35 
Oh okay, thanks!
Mlie  [ophavsmand] 11. okt. 2024 kl. 2:33 
@KnightedWarrior They are not intended to be used together as they do sort of the same thing.
KnightedWarrior 11. okt. 2024 kl. 2:17 
Does this work with supreme melee?
Super Earth President 17. sep. 2024 kl. 5:05 
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  [ophavsmand] 16. juli 2024 kl. 10:37 
CE-function should now work again
Mlie  [ophavsmand] 14. juli 2024 kl. 21:43 
@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. juli 2024 kl. 13:07 
CE support seems to be broken on the latest version, are you able to find out why?
Mlie  [ophavsmand] 18. juni 2024 kl. 22:51 
@SwiftPotato Description was wrong, should be fixed now
SwiftPotato 18. juni 2024 kl. 17:53 
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.