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Fixed flashbang grenade recipe.#4

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Fixed flashbang grenade recipe.#4
Thorbane wants to merge 177 commits into
Skullywag:masterfrom
Thorbane:master

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Pretty much what the title says. It was trying to produce projectiles instead of ammo.

Krutchen and others added 30 commits May 13, 2016 04:24
Fixes raiders being unable to fire at colonists who are "inside", ie behind embrasures inside of a building.
Do note, this is an initial fix, more work is going to be put into it.

Before, ranged attacks had to be able to get a path to the target, now they do not, because of my changes within Detour_AttackTargetFinder
Fixes raiders being unable to fire at colonists who are "inside", ie behind embrasures inside of a building.
Do note, this is an initial fix, more work is going to be put into it. It can be hit and miss at the moment, but it does enable raiders to fight back.

Before, ranged attacks had to be able to get a path to the target, now they do not, because of my changes within Detour_AttackTargetFinder
messed something up with attacktargetfinder, now they should fire at you even if you're in an enclosed box.
messed something up with attacktargetfinder, now raiders should fire at you even if you're in an enclosed box.
Altered Incendiary IED recipe to use an incendiary 81mm mortal shell, instead of a 81mm High-Explosive shell.
Inconsistency between material requirements and ingredient filters made molotovs impossible to craft.
Melee damage is still off, but at least projectile damage is working as
intended
Partial fix for mechanoid armor
Add new molotov's animation
Mortars can target any location
Some other changes.
Fix errors with mods that add plants; added armor to Tortoises
Probably a more elegant way to do it, but it works.
Casings no longer require another class.
skyarkhangel and others added 30 commits January 7, 2017 22:24
Added mild fragmentation effect to RPGs
Rebalance RPG, mortar, and cannon shells
Move ammo and projectile bases into their own file
Temp. fix bean bug ammo
Organs are more likely to be hit, and bleed more. (as in previous CR
versions)
Insects now have working armor
Megaspider armor increased, because it had less armor than a megascarab
Turtles now have working armor
- work for pawn with null loadout.
Advanced AI for AI pawns
- Now all humanlike pawns can find weapons, ammo for them, checking their inventory for overload, find and equip apparel if needed.
Balance pass on humans and animals
Also temporarily remove stock "pick up meal" behavior, we need a way to
assign generic meals to a loadout.
Fix issue with handling and berries.
These two methods allow to GetLoadoutId and SetLoadoutById using Reflection. These way, any mod can Get and Set pawn's loadouts without requiring to reference a Loadout class.
Allow Set and Get Pawn Loadout via its UniqueID
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8 participants