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RimWorld => Mods => Releases => Topic started by: NoImageAvailable on June 09, 2017, 04:13:13 PM

Title: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: NoImageAvailable on June 09, 2017, 04:13:13 PM
Combat Extended
(http://i.imgur.com/Z2LU2yU.png)

This mod completely overhauls combat from the ground up. It brings completely new shooting, melee and medical mechanics and drastically changes the way combat plays out. Unarmored combat is much more lethal and realistic, bullets are highly lethal. Melee fighters can use ballistic shields and score parries and critical hits against opponents. Bloodloss on the battlefield is a major threat and requires medics to immediately stabilize patients. Almost every aspect of combat has been redone.

Important: First time players should enable the ingame tutor. CE changes a lot about how combat works and the new learning concepts will explain the differences as they come up.

Requires a new save.

Features
For a list of features, see here (https://github.com/NoImageAvailable/CombatExtended#combat-extended)

CE Guns
CE Guns is an addon to CE which adds a selection of guns specifically designed to interact with new CE mechanics. These include weapon types that are missing from vanilla, e.g. belt-fed machine guns, anti-tank rocket launchers, etc. It is highly recommended that you install this if you're not using another gun mod that adds these things, as they fill niches in gameplay that are missing from vanilla's weapon lineup.

Load below CE main mod in your load order.

CE Melee
Like Guns, CE Melee is an addon to fill in niches opened up by CE mechanics, such as a two-handed blunt weapon and powered melee weapons with improved armor penetration.

Load below CE main mod in your load order.

Mod spotlights
Mod showcase by Barky (https://www.youtube.com/watch?v=Nl5n-k0fe_o)

Download
GitHub:Main Mod (https://github.com/NoImageAvailable/CombatExtended/releases/latest) - CE Guns (https://github.com/NoImageAvailable/CombatExtendedGuns/releases/latest) - CE Melee (https://github.com/NoImageAvailable/CombatExtendedMelee/releases/latest)
Steam:Main Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1631756268) - CE Guns (https://steamcommunity.com/sharedfiles/filedetails/?id=1582570547)

Compatibility
Since CE makes sweeping changes to the combat system it is unfortunately incompatible with any mod adding new weapons and requires a compatibility patch. Mods adding new animals also require a patch to add new CE melee verbs and body shapes to animals. Trying to shoot at an unpatched animal will produce a log error to warn you about it using the default body shape.

For instructions on how to make a mod compatible with CE, see the CE Wiki (https://github.com/NoImageAvailable/CombatExtended/wiki) on GitHub.

These mods have been made compatible with CE:
A Dog Said (https://ludeon.com/forums/index.php?topic=29310)
Achtung! (https://ludeon.com/forums/index.php?topic=22130)
Apparello (https://ludeon.com/forums/index.php?topic=5085)
Clutter Weapon Hands (https://ludeon.com/forums/index.php?topic=17610) (part of Clutter Misc)
Defensive Machine Gun Pack (https://ludeon.com/forums/index.php?topic=45727)
EPOE (https://ludeon.com/forums/index.php?topic=10571)
FashionRIMsta (https://ludeon.com/forums/index.php?topic=24432)
Hand 'n' Footwear (https://ludeon.com/forums/index.php?topic=32255)
Mechanoids Extraordinaire (https://ludeon.com/forums/index.php?topic=35058)
More Mechanoids
Rah's Bionics and Surgery Expansion (https://ludeon.com/forums/index.php?topic=28731)
Rimfire (https://ludeon.com/forums/index.php?topic=9536)
RunAndGun (https://ludeon.com/forums/index.php?topic=36061)
Simple Sidearms (https://ludeon.com/forums/index.php?topic=32497)
Vanilla-Friendly Animal Surgery (https://ludeon.com/forums/index.php?topic=35536)
Vanilla-Friendly Weapon Expansion (https://ludeon.com/forums/index.php?topic=31526)
What The Hack?! (https://ludeon.com/forums/index.php?topic=44082)
Zombieland (https://ludeon.com/forums/index.php?topic=32601)

These mods have known conflicts with CE:
MedievalTimes (third party patch is available here (http://www.moddb.com/games/rimworld/downloads/medieval-times-combat-extended-compatibility-mod))
WM Smarter Food Selection (hard conflict with hay food and loadouts due to destructive detours used by SFS)

Bug reports
If you found a bug, please report it using the GitHub issue tracker (https://github.com/NoImageAvailable/CombatExtended/issues)

Discord
We have our own Discord here (https://discord.gg/SGQKESU)

Contributors
CodingNoImageAvailable, ProfoundDarkness, Alistaire, Skullywag, Killface, Skyarkhangel, Latta, Fluffy, NotFood, Shackleberry, DoomOfMax, LockdownX7
XMLBobDoleV, SeanAndJay, Papa_Borov, XeoNovaDan, N7Huntsman, DChieh
ArtA friend, Shinzy, Alistaire, stinkycat752, BobDoleV, 3DGrunge, Dark_Inquisitor, AndrewZo, Luizi, Aleanna
TranslationsLatta, spoonshortage, AwesomeDOWD, Boundir
Special advisorsSkullywag, DaemonDeathAngel, JetpackManiac
Steam releaseN7Huntsman, Profugo Barbatus, Skullywag
Compatibility patches  XeoNovaDan, Pardeike, Boundir, JetpackManiac, Valerate, noooooo

A special thanks to all the people who helped with testing this mod.

Credits
Realistic Weapons (https://ludeon.com/forums/index.php?topic=5807.0) by AY - The original inspiration for this mod.
Defend That Colony! (https://ludeon.com/forums/index.php?topic=9492.0) by elStrages - Adopted the barbed wire.
Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0) by eatKenny - Adopted cannon turret sound effects.
Simply More Melee (https://ludeon.com/forums/index.php?topic=49574) by Rottweiler - Adopted several sprites for CE Melee
cuproPanda - Adopted the code for PatchOperationFindMod
Vagabond - Donated the bassinet sprite

License
(https://i.creativecommons.org/l/by-nc-sa/4.0/88x31.png) (https://creativecommons.org/licenses/by-nc-sa/4.0/)

Future plans
Title: Re: [A17] Combat Extended
Post by: BlackSmokeDMax on June 09, 2017, 04:20:38 PM
LOL, that new game I was mentioning in your other thread may be coming much sooner now!

Grats on the release! And thanks!!

edit: by the way, if you want me to remove my post so you can reserve some early replies right under the original post please let me know.
Title: Re: [A17] Combat Extended
Post by: deathstar on June 09, 2017, 04:29:10 PM
It... is... HAPPENINGGGGG!!!
Title: Re: [A17] Combat Extended
Post by: BetaSpectre on June 09, 2017, 04:52:57 PM
Is there a list of CE guns?
Title: Re: [A17] Combat Extended
Post by: NoImageAvailable on June 09, 2017, 05:03:00 PM
Quote from: BetaSpectre on June 09, 2017, 04:52:57 PM
Is there a list of CE guns?

Updated OP with a list of guns.
Title: Re: [A17] Combat Extended
Post by: Umbreon117 on June 09, 2017, 05:46:15 PM
...I cannot confirm or deny shouting "YES CHRISTMAS HAS COME EARLY" out loud and getting yelled at by my mom.
Title: Re: [A17] Combat Extended
Post by: Devon_v on June 09, 2017, 05:47:49 PM
Yays!
Title: Re: [A17] Combat Extended
Post by: Soldat947 on June 09, 2017, 06:40:28 PM
Does this mod only work with vanilla clothing due to the new deflection system?
Title: Re: [A17] Combat Extended
Post by: Fregrant on June 09, 2017, 07:04:34 PM
Is this mod compatible with SimpleSidearms? That one not adds any guns, but changes loadout system. Or, will it be compatible in future? Or have same features?

https://ludeon.com/forums/index.php?topic=32497.0
Title: Re: [A17] Combat Extended
Post by: kaptain_kavern on June 09, 2017, 07:14:50 PM
Hey congratz for the release guys!

I wasn't aware the project was already so mature (more than 200~ish closed issues on the github!)

I'm looking forward to try this one
Title: Re: [A17] Combat Extended
Post by: Ghasty on June 09, 2017, 08:23:54 PM
Been waiting awhile for a mod combat realism to make its debut. Thanks for all the hard work guys :)
Title: Re: [A17] Combat Extended
Post by: NoImageAvailable on June 09, 2017, 08:41:01 PM
Updated OP with Steam link

Quote from: Soldat947 on June 09, 2017, 06:40:28 PM
Does this mod only work with vanilla clothing due to the new deflection system?

Any apparel should be fine out of the box.

Quote from: Fregrant on June 09, 2017, 07:04:34 PM
Is this mod compatible with SimpleSidearms? That one not adds any guns, but changes loadout system. Or, will it be compatible in future? Or have same features?

https://ludeon.com/forums/index.php?topic=32497.0

I haven't had an in-depth look but there might be conflicts with CE's loadout system. Depending on how SimpleSidearms is coded it might just cause weird overlap but otherwise work fine though. If someone wants to test it feel free to report the results.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: Razzoriel on June 09, 2017, 09:38:07 PM
Congratulations on the release, OP.

Again, I'll voice my only gripe with CE/CR; it uses the same damage, armor pen and bullet speed for every single weapon, making it difficult to code different firearms with the same caliber and differ them accordingly. Example: 5.56mm. In a nutshell: 5.56mm out of a 5' barrel has 1900 fps velocity; out of a 12' barrel, 2900 fps. That is 50% difference in muzzle velocity that most certainly account into all the three stats I've laid out earlier.

(http://sadefensejournal.com/wp/wp-content/uploads/2012/02/barrel6.jpg)

This can be solved by simply making the shooting verb of the specific firearm inherit the stats, instead of the bullet type. This way we have more customization and can assign different armor pen for different weapons. Possibilities suddenly become endless; you could make thirty 9mm guns and each would operate differently under not only those three, but all the rest of the stats.

It also does not cover fall-off armor penetration according to the range of the guns, but that is very passable.

EDIT: Disregard what I said; it can be done by making multiple    <CombatExtended.AmmoSetDef> with different projectiles based on the same ammo set.
Title: Re: [A17] Combat Extended
Post by: AllenWL on June 09, 2017, 10:27:54 PM
Quote from: NoImageAvailable on June 09, 2017, 05:03:00 PM
Quote from: BetaSpectre on June 09, 2017, 04:52:57 PM
Is there a list of CE guns?

Updated OP with a list of guns.

The guns I know from the list is RPG-7, AK-47, and M60.
And my knowledge of them is limited to 'Shoots explosives' 'Shoots lots of bullets' 'Also shoots lots of bullets'.

Also, just wondering, but can a pawn carry two shields? How would that effect them?
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: Jetpack_Maniac on June 10, 2017, 12:12:08 AM
Shields are worn so you cannot have two equipped at the same time.  You can wear one and carry another though.  Also, since it's a clothing item it is useful for non-violents.  I had a doctor who was pacist use one to drag people away safely from combat.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: jpnm92 on June 10, 2017, 05:20:21 AM
I love your mod.
My only suggestion to it as of right now is let me have an option to craft a shit ton of arrows.
Crafting only 10 at a time is way too painfull.

Edit: Nevermind i think i can edit the file myself. Never tried to mod
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: XeoNovaDan on June 10, 2017, 06:19:39 AM
This is an interesting looking mod, but I have a little balance feedback:

When I was testing this mod on my test map, I found the test pawns easily downing their targets in 1 burst from a machine pistol - whether it be a human, deer - and even a megatherium only took 4 bursts to take down. Thrumbos are somewhat more logical, and a thrumbo ripping a pawn's leg off instantly incapacitated them from pain.

i'd suggest reducing the pain factor of all injuries a little so that there's a little bit of wiggle room; while it does make sense that an unarmoured person will go down quickly, I'd find it more logical that a few uzi shots to the chest would be really painful - but not so much that you lose yourself.

I've never experienced any of this stuff IRL, so I could be completely wrong.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: Razzoriel on June 10, 2017, 09:15:02 AM
Quote from: XeoNovaDan on June 10, 2017, 06:19:39 AM
I've never experienced any of this stuff IRL, so I could be completely wrong.

Yeah, you're completely wrong.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: IHateRegistering on June 10, 2017, 09:28:33 AM
Quote from: Razzoriel on June 10, 2017, 09:15:02 AM


Yeah, you're completely wrong.
Well there were reports about people eating multiple bullets without flinching, but those are pretty damn rare. The average human would probably just scream and fall down.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: Fregrant on June 10, 2017, 09:30:28 AM
There is enough sources, what a man could be downed in pain just by a single bullet. Usual 5.45 or 7.62 and so on, not only .50. As I saw, thorso shots tend to be more painful than limb ones. Sometimes reaction is delayed though, so man walks and shoots and then drops down.

So mod makes armor and combat drugs much more useful. No more average humans running with a dozen shots.
And traits like Wimp and Tough make much more sense.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: XeoNovaDan on June 10, 2017, 09:37:28 AM
OK, I'll take what I said back then.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: Razzoriel on June 10, 2017, 01:56:40 PM
Quote from: XeoNovaDan on June 10, 2017, 09:37:28 AM
OK, I'll take what I said back then.
This mod is meant to be a more realistic approach at combat. Realistic isn't the same as balanced. If someone made a realistic mod which implemented .50 BMG mounted automatic machine guns, and a tribal raid was about to happen, that little machine gun could singlehandedly kill 90% of the raid, because realistically, someone with minimal training can operate that beast and kill/incapacitate dozens, if not hundreds of men charging at a spot with clubs, spears and bows, before they even got to their desired location to smack some heads.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: NoImageAvailable on June 10, 2017, 01:59:03 PM
Quote from: Razzoriel on June 10, 2017, 01:56:40 PM
This mod is meant to be a more realistic approach at combat. Realistic isn't the same as balanced.

There is a reason this mod isn't called Combat Realism anymore. Its not designed to be realistic for realism's sake, its designed to be realistic in areas where realism enhances gameplay.

The reason shotguns and SMG's are set to be as lethal as they are is to reward players for getting close-range flanks with those weapons and punish them for letting enemies do the same. If you need 10 bursts to do any significant damage with an SMG your opponent will have moved far away by that time or gotten a lucky headshot or whatever, gameplay moves away from tactics and towards killboxing and trap spam.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: XeoNovaDan on June 10, 2017, 02:41:05 PM
Pretty neat stuff though!

I'm currently having a shot at converting a weapon or two from my weapon mod to CE format, and I'm enjoying the spreadsheet very much. Brilliant touch of QoL going on here, thank you!

It'd be nice if tribal weapons were thrown on the sheet too, because some weapons from some packs may delve into that region like mine does
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: NoImageAvailable on June 10, 2017, 03:06:34 PM
Quote from: XeoNovaDan on June 10, 2017, 02:41:05 PM
It'd be nice if tribal weapons were thrown on the sheet too, because some weapons from some packs may delve into that region like mine does

I wouldn't mind including neolithic weapons but unfortunately the guy who used to do our formulas hasn't been around for months and nobody currently on the team is that great at making those.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: TA1980 on June 10, 2017, 04:00:40 PM
Dear NoImageAvailable,

thank you for making this happen! (Having followed and played the development versions of this, I wonder what happened to the different painkillers, and what weapon mods except your own do you recommend (there are some calibres I cannot attribute to any weapons, e.g. .22 - possibly meant for the varmint rifle from the Rimfire-mod)?

Regards
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: AseaHeru on June 10, 2017, 04:48:07 PM
 Ah, good, Ive been waiting for ammunition to use.
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: Falkirk on June 10, 2017, 06:11:21 PM
Is there a way to split stacks of ammo? I seem to only be able to pick up one, or all, making sharing very tedious
Title: Re: [A17] Combat Extended - now available on Steam too
Post by: MrWeeGee on June 10, 2017, 06:41:04 PM
Awesome work with the mod, was so much more than I anticipated. The animated ducking/cover adds an entertaining level to combat, and their behavior in fights is a great add too.

I have a rather nasty bug that's happening to me though. Ever since I started my new game, my handlers have been getting "10 jobs in 10 ticks" errors that just loop endlessly when they try to pick up food to tame. I found the same issue on the Github (https://github.com/NoImageAvailable/CombatExtended/issues/141), but it was closed back in April. I've added any information I had to it. My modlist is also in the Pastebin (https://pastebin.com/dKGvkd61), but I don't think they'd give any compatibility issues.

Thanks again for everyone who put the time in keeping this alive.
Title: CE Patching Issues
Post by: XeoNovaDan on June 10, 2017, 06:47:41 PM
This is quite a serious one here: I tried making one of the weapons from my weapon mod (which I promptly isolated as a separate standalone mod for the exact experimentation purposes) compatible with CE using the XML-patch method as shown on the guide to making weapon mods compatible with this mod, following the example as a baseline - but my log gets flooded with red error messages.

From what I've gathered, the actual Patch Operation classes mentioned in the CE XML-patching section don't even exist.

Load order is as follows:
- Core
- Combat Extended
- Repeater Rifle (the gun mod)
- Repeater Rifle CE (CE patch)

I've attached a ZIP file containing the output log, the standalone weapon, and the CE patch.

It may also be noteworthy that I did add an ammo type too.

Edit: I've reported this on GitHub too

[attachment deleted by admin due to age]
Title: Re: CE Patching Issues
Post by: NoImageAvailable on June 10, 2017, 07:03:14 PM
Update

0.17.1.1 is out now. It includes some minor fixes for players but the main additions are for mod makers: a new patch class to expedite the process of making gun mods compatible and several additional calibers were added to the main mod.

Additionally, the mod is now compatible with EPOE.

For details, see the changelog on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.17.1.1)

Quote from: XeoNovaDan on June 10, 2017, 06:47:41 PM
From what I've gathered, the actual Patch Operation classes mentioned in the CE XML-patching section don't even exist.

Yeah, I wrote that documentation earlier today when I was prepping the release, but got delayed. Sorry about that.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: XeoNovaDan on June 10, 2017, 07:05:59 PM
Ah, excellent, thank you.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: gariba on June 10, 2017, 07:19:27 PM
I realize this was updated like 10 minutes ago, but please update it on steam too.

Also, I know there are still stuff to be done, so I'll just point out that currently the flak vest has no crafting recipe.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Beefi on June 10, 2017, 08:28:43 PM
Is there a specific ammo for turrets or just 5.56 because I can't seem to reload the auto turrets.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Alaqdas on June 10, 2017, 08:35:28 PM
Does this mod work in saved games? I have a game saved and it always appears the log when I start, and I can not save the game. Here is the log below for more details. (I could not insert the image in the text so here is the link).

http://imgur.com/a/qs1kk

When I save this error appears ....

http://imgur.com/a/hSiwm
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Geneoce on June 10, 2017, 08:44:37 PM
Hey NoImageAvailable,

Would you be able to get some armor calculations on the wiki? I'm trying to get Rimsenal's Ferals compatible with CE and I'm scratching my head getting the armor done. Ferals have kinda been naturalized into my game since their release. Hard to play without them, just like with your mod!

Cheers.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 10, 2017, 09:15:01 PM
I have some trouble with one of my colonists.
She is equipped with a survival rifle, and I want to give her my new assault rifle. It seems she can't equip it. She takes it and drops it immediately on the floor. After a while she comes back and equips the old survival rifle again.
I tried to give her other weapons (LMG, rocket launcher), but she won't take it. I gave her another survival rifle, and she took it. But she don't want to equip other types of weapons.
She has a bagpack, so bulk and mass aren't the problem (current weight: 8 kg, capacity: 34 kg/current bulk: 14, capacity: 42).
My other colonists did equip the assault rifle...

So, what I am doing wrong? Or is there a bug?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: corafutur on June 10, 2017, 10:28:49 PM
Quote from: Jan2607 on June 10, 2017, 09:15:01 PM
I have some trouble with one of my colonists.
She is equipped with a survival rifle, and I want to give her my new assault rifle. It seems she can't equip it. She takes it and drops it immediately on the floor. After a while she comes back and equips the old survival rifle again.
I tried to give her other weapons (LMG, rocket launcher), but she won't take it. I gave her another survival rifle, and she took it. But she don't want to equip other types of weapons.
She has a bagpack, so bulk and mass aren't the problem (current weight: 8 kg, capacity: 34 kg/current bulk: 14, capacity: 42).
My other colonists did equip the assault rifle...

So, what I am doing wrong? Or is there a bug?

You might want to assign/modify the loadout for your pawn.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: AseaHeru on June 11, 2017, 06:22:26 AM
 Yeah, The colonist being assigned a loadout is almost certainly the issue there.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 11, 2017, 08:22:52 AM
Thank you :)
Yeah, I made accidentally a loadout for her and didn't notice it. Now everything works fine :)
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Profound_Darkness on June 11, 2017, 10:07:04 AM
Quote from: Alaqdas on June 10, 2017, 08:35:28 PM
Does this mod work in saved games?

If you are adding CE mid save game, fairly sure that won't work.  If that wasn't what you were asking, my apologies.

There are two times that you are likely to need to start a new game with this mod, if your current save didn't have the mod already and if the current save had the ammo system disabled and you decide to enable it.


Quote from: MrWeeGee on June 10, 2017, 06:41:04 PM
I have a rather nasty bug that's happening to me though. Ever since I started my new game, my handlers have been getting "10 jobs in 10 ticks" errors that just loop endlessly when they try to pick up food to tame. I found the same issue on the Github (https://github.com/NoImageAvailable/CombatExtended/issues/141), but it was closed back in April. I've added any information I had to it. My modlist is also in the Pastebin (https://pastebin.com/dKGvkd61), but I don't think they'd give any compatibility issues.

That's quite a collection of mods there!  :) I see two possibilities for your issue: 1) There was a regression in the code and that bug is indeed back. 2) Some mod happens to alter the training/taming job such that CE isn't recognizing the job in order to track the food.

For anyone having this issue of 10 jobs in 10 ticks on training/taming, the work around is to add the generic raw food to any loadouts that might be assigned to pawns doing training/taming and make sure it's a large enough amount.  The default should suffice for most animals but big ones like Bears, Elephants, and others of such size might need the amount tweaked upwards.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 11, 2017, 01:05:11 PM
If I want to make this mod compatible with Haplo's Miscellaneous w MAI, what would I need to change? The problem would be to give the MAIs the same loadout and body stuff like the human races, right? Would I have to change much of the code?

Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Moonsong on June 11, 2017, 01:30:43 PM
I'm very glad to see CE in Releases, it looks great so far. Since ammo is a thing it would be nice to not spend it on shooting downed emu five times to finish it off. Just kicking it to death is quite time consuming and requires manual control, so... how about something to deal with it? I believe i saw a small mode which implements like special task to slaughter poor thing once it's downed, which probably can be easy integrated. Or maybe something like "coup de grĂ¢ce mechanic" making everything that is downed killable with a single shot/stab and maybe even bite.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: MrWeeGee on June 11, 2017, 03:11:28 PM
Quote from: Profound_Darkness on June 11, 2017, 10:07:04 AM2) Some mod happens to alter the training/taming job such that CE isn't recognizing the job in order to track the food.

It's possible, but I believe the only mod I'm using that alters taming, food, or even inventory management is Smarter Food Selection. I get the "10 jobs in 10 ticks" error even when I try to assign wakeup to a pawn's loadout. It works properly most of the time, but some pawns just run into the error.

Quote from: Moonsong on June 11, 2017, 01:30:43 PMI believe i saw a small mode which implements like special task to slaughter poor thing once it's downed

That mod is called AllowTool (https://ludeon.com/forums/index.php?topic=17218.0), a must-have imo and works great with CE.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: AseaHeru on June 11, 2017, 03:51:04 PM
 Try assigning your animal handlers some kibble or the like, that typically cleared up most of those sorts of errors for me with Combat Realism, should do the same in CE.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: MrWeeGee on June 11, 2017, 04:21:27 PM
Quote from: AseaHeru on June 11, 2017, 03:51:04 PM
Try assigning your animal handlers some kibble or the like, that typically cleared up most of those sorts of errors for me with Combat Realism, should do the same in CE.

True, I've been doing that and it works. I only have one handler though out of 13 colonists, who still gets stuck once in a while until I drop his food, then he picks it up fine. As opposed to, assigning all of my colonists 2 wake-up, where maybe 4/13 get stuck in the loop. They'll have the wake-up in their pockets, but can't leave at all with it. The others can pickup and leave just fine. It seems completely random.

I'm working around it just fine for now, and maybe it's an isolated problem. I just wanted to let the authors know.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Voker57 on June 11, 2017, 04:58:46 PM
Targeting bug with Centipede? See linked save, it destroyed the wall and then keeps firing in empty space.

http://dump.bitcheese.net/files/piruhif/test.rws
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Silverlock on June 11, 2017, 05:30:03 PM
Maybe I'm missing something, but if I change the quality level of my colonists outfits to be any thing other than "any quality" then they take off their loadbearing gear. (ie. Backpacks, and tactical vests) I assume this is because those items don't have quality levels, is there any way to make my colonists only wear say "good" or better gear and still equip loadbearing stuff?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: gariba on June 11, 2017, 06:24:24 PM
There is a bug with assigning drugs in loadouts, same as CR had in A16. If there is a certain drug assigned to a loadout and the colonist is currently under its effects, he picks it up and drops it repeatedly.

Steps to reproduce:
1- Assign a drug to a loadout (eg.: go-juice) and assign loadout to a pawn
2- Order pawn to consume the drug
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Razzoriel on June 11, 2017, 06:46:16 PM
Just a heads-up to everyone. Throwing weapons need to be manually assigned. That is, if a pawn equips a javelin, you'll have to equip them again once you throw it (CE makes all throwing weapons unit-based, so you have to equip 10 javelins if you want to throw 10 javelins, for instance, and for every javelin you throw, the pawn needs to manually equip another, which can be frustrating and extremely boring to micromanage).
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: ArthoriusBalen on June 11, 2017, 09:02:09 PM
Thank you so much for bringing the mod back!! Just one question!
Why still use the Blazebulb plant? It wouldnt be much better to use just the Chemfuel instead?  ::)
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: ArthoriusBalen on June 11, 2017, 09:22:26 PM
Oh almost forgot! When playing without the ammo, I realized that many of the Turrets may still ask to change their ammunition, and if I do change it, the pawn keeps switching ammo forever
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Mercain on June 12, 2017, 10:08:35 AM
On v0.17.1.0 the Short bow price was 30 wood, on v0.17.1.1 now is 25 steel and 2 components???? is this a bug?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Senafir on June 12, 2017, 12:56:21 PM
How do you reload automatic turrets?

Also my colonist with advanced bionic powerarms (epoe) is treated as handless when it comes to equipping shields and im not sure if thats a 1 time bug or just something consistent
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: XeoNovaDan on June 12, 2017, 04:51:20 PM
Quote from: Senafir on June 12, 2017, 12:56:21 PM
Also my colonist with advanced bionic powerarms (epoe) is treated as handless

That's just how bionics generally work; same goes with bionic legs not actually having feet. It's not a mod bug, it's a vanilla issue. It doesn't affect the vanilla game itself, but it screws some mods over.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: deathstar on June 12, 2017, 05:10:03 PM
My colony just had a bit of a food shortage due to a harsh winter.
I was out of bullets, but had a couple somewhat skilled melee-fighters (6 and 8 skill each), one armed with a good steel knife, the other with a good steel spear. I sent them out hunting anything I could find. Their first would-be victim was a raccoon just minding its own business. I set my two hungry hunters on it and... the raccoon gave them more than a sound thrashing. Out of ~60 attacks by the hunters, only two connected (and killed the raccoon), all the while it constantly hit its attacks, downing one pawn and causing the other to bleed at almost 150%.

Is this normal? What can I do? Doesn't seem right.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 12, 2017, 06:36:20 PM
Quote from: XeoNovaDan on June 12, 2017, 04:51:20 PM
That's just how bionics generally work; same goes with bionic legs not actually having feet. It's not a mod bug, it's a vanilla issue. It doesn't affect the vanilla game itself, but it screws some mods over.

I wasn't aware of this. Might need to change shield coverage to something else.

Quote from: deathstar on June 12, 2017, 05:10:03 PM
Is this normal? What can I do? Doesn't seem right.

Can't reproduce this. Did your hunters have any health impairments?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Atelerd on June 12, 2017, 07:19:36 PM
One fast question: is absence of ammo in trade lists of settlements fixed?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: ArthoriusBalen on June 13, 2017, 12:08:57 AM
I just noticed, when playing without the ammo, the mortars shoot endlessly, without needing shells to fire  :o
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Fregrant on June 13, 2017, 12:42:52 AM
Did I understood correct, race and animal mods needs to add BodyShape patch? Maybe worth mention in the first post?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: XeoNovaDan on June 13, 2017, 02:51:47 AM
While I've been testing my CE patch for my weapon mod, I've noticed that the debug log gets flooded with the following when trying to view an ammo's info tab:


Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoDef.<get_Users>b__9_0 (Verse.ThingDef def) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].FindAllStackBits (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.ThingDef].FindAll (System.Predicate`1 match) [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoDef.get_Users () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoThing.GetDescription () [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility.DescriptionEntry (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility+<StatsToDraw>c__Iterator19A.MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.StatDrawEntry].MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (Rect rect, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.FillCard (Rect cardRect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey2C4.<>m__1B1 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


However, I've noticed the same happening with 'vanilla' ammo types.

In addition, no ammo information actually shows up.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Voker57 on June 13, 2017, 07:02:24 AM
Minigun centipedes are so much more powerful than others. Charge blaster and inferno cannon are awfully imprecise, but minigun is an absolute death machine.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Senafir on June 13, 2017, 10:36:44 AM
So how the hell do you reload auto turrets
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: MCreeper on June 13, 2017, 10:40:28 AM
Played this mod with tribal start, and when my shortbow hunter shooted at monkey on the same tile that he was standing on, he shooted himself. This happened twice for me. Can it be fixed?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: blaxblade on June 13, 2017, 11:02:06 AM
Hello, i have tried Ce with the mod of star wars (lightsaber, the force) and have a good compatibility; however the charachter with max skill can parry but not reflect the bullets, How could it be resolved? Since good or bad work together I would like to see them fully compatible
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Voker57 on June 13, 2017, 11:46:10 AM
Quote from: Senafir on June 13, 2017, 10:36:44 AM
So how the hell do you reload auto turrets

Haulers reload them for me.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Senafir on June 13, 2017, 01:02:49 PM
Quote from: Voker57 on June 13, 2017, 11:46:10 AM
Quote from: Senafir on June 13, 2017, 10:36:44 AM
So how the hell do you reload auto turrets

Haulers reload them for me.

well not for me my turret has been sitting there for ages and even though i have apriopriate ammo no1 is reloading it even though it is in the stockpile right next to it
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: metheviewer on June 13, 2017, 01:20:24 PM
Hi, I'm really excited for this revival, but I'm getting error's on launch:

https://pastebin.com/bKzTqJxX

<i>Combat Extended :: initialized
Verse.Log:Message(String)
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()</i>

The whole thing is too long to post.

Any idea why?

Thanks in advance.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: deathstar on June 13, 2017, 01:41:20 PM
Quote from: NoImageAvailable on June 12, 2017, 06:36:20 PM
Quote from: deathstar on June 12, 2017, 05:10:03 PM
Is this normal? What can I do? Doesn't seem right.

Can't reproduce this. Did your hunters have any health impairments?

Thanks for taking the time to look at this. I've tried the scenario again on the same save and documented everything here: http://imgur.com/a/cRXjn
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 13, 2017, 01:50:21 PM
Quote from: deathstar on June 13, 2017, 01:41:20 PM
Quote from: NoImageAvailable on June 12, 2017, 06:36:20 PM
Quote from: deathstar on June 12, 2017, 05:10:03 PM
Is this normal? What can I do? Doesn't seem right.

Can't reproduce this. Did your hunters have any health impairments?

Thanks for taking the time to look at this. I've tried the scenario again on the same save and documented everything here: http://imgur.com/a/cRXjn

The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: MrWeeGee on June 13, 2017, 01:58:47 PM
Quote from: Voker57 on June 13, 2017, 07:02:24 AM
Minigun centipedes are so much more powerful than others. Charge blaster and inferno cannon are awfully imprecise, but minigun is an absolute death machine.

I lmao'd the first time one popped and it just decimated my entire colony single-handedly. Standing in a small, tight group is a death wish for several colonists, even with 1 spray. I try to fight them, but usually have to save scum if I don't want most of my colony dead.

Quote from: Senafir on June 13, 2017, 10:36:44 AM
well not for me my turret has been sitting there for ages and even though i have apriopriate ammo no1 is reloading it even though it is in the stockpile right next to it

Haulers have to be performing that job as per their priorities. On mannable turrets, if you click the reload button, there's a "reload" option among all the ammo options. Whoever's manning the turret will then reload it. Not sure if the option is there for auto-turrets, I get a "value does not fall within the expected range" error every time I click reload on those. However, I can right click on it and tell a colonist to reload it. Perhaps double check that you're using the correct caliber.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: deathstar on June 13, 2017, 02:41:22 PM
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 13, 2017, 02:52:48 PM
Quote from: deathstar on June 13, 2017, 02:41:22 PM
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht

Seems like something in your mod list is overriding the changes CE makes to those weapons. Nothing in your mod list sticks out to me so you might have to try turning off a bunch of mods, start a test game and see if your starting knife has the armor penetration stat until you narrow down which mod is causing it.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Moonsong on June 13, 2017, 03:06:16 PM
Those outfit and loadout priorities are really high. Crippled people are getting up to equip their shit as soon as they're able to walk. Others would rather refill their ammo asap than deal with their burning house.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: deathstar on June 13, 2017, 05:11:29 PM
Quote from: NoImageAvailable on June 13, 2017, 02:52:48 PM
Quote from: deathstar on June 13, 2017, 02:41:22 PM
Quote from: NoImageAvailable on June 13, 2017, 01:50:21 PM
The fact you're seeing the armor deflection effect makes me think there might be something messing with your weapons' armor penetration. Please post your mod list and a screen of your weapons' info-tab, I'd like to know what the melee armor penetration stat says.

I think you might be right, both weapons equipped seem to lack a few stats completely...
This is the knife the best hunter used: http://i.imgur.com/y98MivQ.jpg

Compared to a rubbish wooden club lying in my storage: http://i.imgur.com/79F56Dx.jpg

My modlist: https://pastebin.com/3k52xpht

Seems like something in your mod list is overriding the changes CE makes to those weapons. Nothing in your mod list sticks out to me so you might have to try turning off a bunch of mods, start a test game and see if your starting knife has the armor penetration stat until you narrow down which mod is causing it.

I disabled a bunch of mods at the bottom of my load-order to try and find the culprit, then re-enabled them one by one and tested with a new colony each time. Works fine now, too, but something must have screwed over my savegame (which I did start with CE enabled!). I don't know what exactly caused this, but it's working now and I totally don't mind starting over.
Thanks for your time.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 13, 2017, 11:01:02 PM
So how'd one make a patch for alien races? Non-standard pawns give error messages when they're spawned in, something about their bodies not playing nice with CE. Also you'd need to give them the correct ammo spawns I suppose, because they don't spawn with any.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Stinkycat752 on June 14, 2017, 03:13:33 AM
NIA, how DARE you use out of date drawings!
Quickly, take these 3 I managed to do before you ruin my non-existent reputation.


Also you can shoot me messages and things if ye be needing more, I got loads of junk I'll never use or likely see used

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Fregrant on June 14, 2017, 04:10:18 AM
Quote from: IHateRegistering on June 13, 2017, 11:01:02 PM
So how'd one make a patch for alien races? Non-standard pawns give error messages when they're spawned in, something about their bodies not playing nice with CE.
I believe I got it. Here the patch, take a look. Replace mod name, race name, body shape, trim abundant nodes and voila.

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 14, 2017, 06:01:22 AM
Quote from: Fregrant on June 14, 2017, 04:10:18 AM

I believe I got it. Here the patch, take a look. Replace mod name, race name, body shape, trim abundant nodes and voila.
Thanks, but do you think playable pawns also work with that patch method? There's a whole bunch of things missing for races like the Orassans, Bee people or that Star Wars race when you run them alongside CE, like they don't have commands for the aiming and firing modes. They also don't automatically pick up ammo and I'm sure there's even more.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 14, 2017, 06:30:08 AM
Wiki now contains instructions on how to make race mods CE-compatible. https://github.com/NoImageAvailable/CombatExtended/wiki/Making-animals-CE-compatible
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: SaerdnaLessah on June 14, 2017, 09:27:09 AM
I have a question about the 12 gauge EMP shells. I seem to recall that in Combat Realism they actually did damage to Mechanoids ontop of the stun effect but now they merely seems to ricochet off (applying the stun but no damage; they are listed as having an armour penetration of 0%?).

Is this the expected behaviour?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: AllenWL on June 14, 2017, 12:37:00 PM
IIRC, EMP shells does electric damage, which should ignore armor. Though, that was in CR, so not sure it would be the same in CE, but I see no reason it should be changed, so...

That said, is there a way to check if a thing is two-handed beforehand? I was planning to have some pawns armed with shields and javelins, but found that that javelins are two-handed weapons. Which was kinda odd to me, but I guess it's a balance thing or something?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 14, 2017, 05:02:05 PM
Could someone please help me to make the MAIs from Haplo's Misc. MAI mod compatible?
Currently they don't seem to crate errors -unless you equip them with guns, because they don't use the loadout system.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: JadedApprentince on June 14, 2017, 05:08:24 PM
Can we see some new SMGs for our colonists please?
I know we have a few, but some new ones would really be great to add to this mod.
Something like the UMP (9mm and/or .45 ACP), P90, MP5/MP7, etc. would be cool to see added into the CE Guns mod.

I'll try to get some pictures done whenever I can and provide those here unless someone does before me. Also some of the outlines of some weapons you provide are a little big, so might want to fix that in my opinion.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 14, 2017, 06:09:52 PM
Quote from: AllenWL on June 14, 2017, 12:37:00 PM
IIRC, EMP shells does electric damage, which should ignore armor. Though, that was in CR, so not sure it would be the same in CE, but I see no reason it should be changed, so...

EMP shells should still do electrical damage. There might be some issues with recent refactors to the armor system, will look into it.

QuoteThat said, is there a way to check if a thing is two-handed beforehand? I was planning to have some pawns armed with shields and javelins, but found that that javelins are two-handed weapons. Which was kinda odd to me, but I guess it's a balance thing or something?

Adding one-handedness to the description sounds like a good idea, I'll see if I can cram it into the 1.2 update. As for the javelins, the balance reason for keeping them two-handed is because I forgot to tag them. Will be fixed in 1.2 as well.

Quote from: Jan2607 on June 14, 2017, 05:02:05 PM
Could someone please help me to make the MAIs from Haplo's Misc. MAI mod compatible?
Currently they don't seem to crate errors -unless you equip them with guns, because they don't use the loadout system.

Check the compatibility section of the OP, it links to a guide on making pawns CE compatible.

Quote from: JadedApprentince on June 14, 2017, 05:08:24 PM
Can we see some new SMGs for our colonists please?
I know we have a few, but some new ones would really be great to add to this mod.
Something like the UMP (9mm and/or .45 ACP), P90, MP5/MP7, etc. would be cool to see added into the CE Guns mod.

I'll try to get some pictures done whenever I can and provide those here unless someone does before me. Also some of the outlines of some weapons you provide are a little big, so might want to fix that in my opinion.

Since stinky is back he's offered some more sprites for inclusion in CE Guns. Next update will have a 9mm pistol and .45 ACP SMG among other things. I probably won't add too much more because I'm trying to keep the weapon count as low as possible. The intent with CE Guns is to fill niches created by CE mechanics without the gun clutter you get with other weapon mods, not to add as many guns as possible.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: TA1980 on June 14, 2017, 06:26:01 PM
Dear NoImageAvailable,

thank you for making this happen! (Having followed and played the development versions of this, I wonder what happened to the different painkillers, and what weapon mods except your own do you recommend (there are some calibres I cannot attribute to any weapons, e.g. .22 - possibly meant for the varmint rifle from the Rimfire-mod)?

Regards
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 14, 2017, 08:48:15 PM
Quote from: NoImageAvailable on June 14, 2017, 06:09:52 PM

Check the compatibility section of the OP, it links to a guide on making pawns CE compatible.


Yes, I did. Because I don't have any experience in modding or coding, I tried to understand what to do with that guide and your code, but it seems, I am totally missing something. The patch I made gave me a lot of red errors when I launched the game.
Maybe someone could look at it? The patch is attached to my post.


This is the error log I got, when I launched the game:

https://gist.github.com/c3007234a717b408aaf237ae41ac32e1


[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 14, 2017, 11:51:10 PM
Anyone else experiencing oddness where your hunters will shoot themselves, especially when hunting small-ish creatures? My hunters are content to waste a lot of ammo shooting at either the ground or their own bodies even when they're two feet away and the target is incapacitated. Or otherwise just... blowing their legs off while missing every other shot. Seems odd.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: AllenWL on June 15, 2017, 11:57:46 AM
I found a bug. Raider's don't seem to switch between weapons.
A grenadier attacked my colony, and after throwing one grenade, proceeded to wander around doing nothing in particular with 14 other grenades in his inventory.

Also, when he threw the grenade, it landed on a wall, and when it blew up, half the sharpenal went through the wall and nearly killed a colonist. Surprisingly, the colonist only got hit with 3 pieces. Not sure if that's because he had a shield or because he hit the ground.

Also also, it seems that getting attacked doesn't reset a ranged pawn's attack, which I could have sworn it did before. I tried to stop a pirate with a doomsday rocket launcher by ambushing him with three pawns. All three where beating him with maces, and even stunned the pirate twice, but he still fired the rocket.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: LustrousWolf on June 15, 2017, 12:03:04 PM
To add to the raiders and grenades thing, the raiders dont take into account that grenades produce shrapnel, the amount of times ive had raiders throwing grenades too close to themselves and giving themselves brain damage is unbelievable haha
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 15, 2017, 12:03:29 PM
Quote from: AllenWL on June 15, 2017, 11:57:46 AM
Also also, it seems that getting attacked doesn't reset a ranged pawn's attack, which I could have sworn it did before. I tried to stop a pirate with a doomsday rocket launcher by ambushing him with three pawns. All three where beating him with maces, and even stunned the pirate twice, but he still fired the rocket.

That's a vanilla feature I'm afraid.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 15, 2017, 05:49:57 PM
I noticed, there is no multibarrel weapons research anymore. Is that vanilla or a mod problem?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Awrawra on June 15, 2017, 08:53:07 PM
I can't craft any ammo. What am I doing wrong?  :-\
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 15, 2017, 09:40:24 PM
You'll need to provide more info than that.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 15, 2017, 09:44:22 PM
Quote from: NoImageAvailable on June 14, 2017, 06:30:08 AM
Wiki now contains instructions on how to make race mods CE-compatible. https://github.com/NoImageAvailable/CombatExtended/wiki/Making-animals-CE-compatible
So I tried making a patch for the Xenn race and it looks like this:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>

    <Operation Class="CombatExtended.PatchOperationFindMod">
  <modName>Xenn Race A17</modName>
    </Operation>

<Operation Class="PatchOperationAddModExtension">
<xpath>*/ThingDef[defName="Alien_Xenn"]</xpath>
<value>
<li Class="CombatExtended.RacePropertiesExtensionCE">
<bodyShape>Humanoid</bodyShape>
</li>
</value>
</Operation>

<Operation Class="PatchOperationReplace">
<xpath>*/ThingDef[defName="Alien_Xenn"]/verbs</xpath>
<value>
<verbs>
  <li Class="CombatExtended.VerbPropertiesCE">
    <verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
    <defaultCooldownTime>1.85</defaultCooldownTime>
    <meleeDamageBaseAmount>6</meleeDamageBaseAmount>
    <meleeDamageDef>Blunt</meleeDamageDef>
    <linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
    <meleeArmorPenetration>0.08</meleeArmorPenetration>
  </li>
  <li Class="CombatExtended.VerbPropertiesCE">
    <verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
    <defaultCooldownTime>1.85</defaultCooldownTime>
    <meleeDamageBaseAmount>6</meleeDamageBaseAmount>
    <meleeDamageDef>Blunt</meleeDamageDef>
    <linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
    <meleeArmorPenetration>0.08</meleeArmorPenetration>
  </li>
</verbs>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>*/ThingDef[defName="Alien_Xenn"]/comps</xpath>
<value>
<li>
  <compClass>CombatExtended.CompPawnGizmo</compClass>
</li>
<li Class="CombatExtended.CompProperties_Suppressable" />
</value>
</Operation>

</Patch>


But all I get when I start up the game is this:
[Combat Extended] Patch operation Verse.PatchOperationAddModExtension(*/ThingDef[defName="Alien_Xenn"]) failed
Verse.Log:Error(String)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Has this something to do with the alien framework that's required for those race mods or did I fuck up somewhere?

€dit says: changing ThingDef[defName="Alien_Xenn"] to AlienRace.ThingDef_AlienRace[defName="Alien_Xenn"] has fixed two of the three errors. The Xenn now seem to use the body definitions from CE but the part where it should patch the interface still doesn't work. It spews out the same error as above, and any Xenn spawned spawns without extra ammo.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 15, 2017, 10:20:58 PM
Sorry for the double post but I think I got it. Making any other alien race that uses the alien framework compatible with CE should only be a matter of replacing the thingdef, i.e. instead of Alien_Xenn it would be Alien_Orassan, Alien_Asari or whatever they're called.

This only makes the bodies compatible with CE and enables the race to use the UI options like the fire and aiming modes, this doesn't affect the faction, the loadouts or the weapons however.

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Vaulter69 on June 15, 2017, 11:01:22 PM
Greetings i would like to know if a guide/wiki about all these mod's features is hosted somewhere?

i'm kinda confused why my pawn is always 6-10 blocks away from the animal it's hunting despite his weapon having 100+ range.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Awrawra on June 15, 2017, 11:08:20 PM
Quote from: Evelyn on June 15, 2017, 09:40:24 PM
You'll need to provide more info than that.

Well, I don't know what infos I need to provide to be honest, but basically, when I try to order a bill on loading bench, there is nothing to craft. Even on machining table. Also, if I go to dev's mod, there are no ammo I can spawn. The ammo is attached to the weapon, and I can't drop it too...

I have many other mods, but I don't know what exactly is conflicting...
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 16, 2017, 12:37:46 AM
Well, I'm digging a bit deeper into making alien races compatible with CE but I've run into the next problem: Normally the left and right clavicle are part of the torso, CE makes them a part of the shoulders. When creating a patch for the different coverage CE uses, the dev console displays exactly that error, it can't patch the clavicle as part of the shoulder because the clavicle is still part of the torso for any race that wasn't made with CE in mind. At least I think that this is the issue here.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 16, 2017, 01:49:12 AM
Quote from: Vaulter69 on June 15, 2017, 11:01:22 PM
i'm kinda confused why my pawn is always 6-10 blocks away from the animal it's hunting despite his weapon having 100+ range.

Because you're not going to hit a squirrel from 100+ range, only whatever hauler happened to pass through the same area while you're wasting ammo.

Quote from: IHateRegistering on June 16, 2017, 12:37:46 AM
Normally the left and right clavicle are part of the torso, CE makes them a part of the shoulders.

Vanilla does that, not CE. The mods you're using haven't been updated to A17 properly.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 16, 2017, 02:22:30 AM
Quote from: NoImageAvailable on June 16, 2017, 01:49:12 AM

Vanilla does that, not CE. The mods you're using haven't been updated to A17 properly.
Thanks, man. I could fix the issue on my end without much trouble, but any kind of patch that works out of the box would require the authors of the race mods to update the body model to A17 then. Well that's that then, I guess.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 16, 2017, 02:31:45 AM
Hunters can barely hit what they're shooting at as-is at 6-10 blocks.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: JadedApprentince on June 16, 2017, 11:25:07 AM
Quote from: Evelyn on June 16, 2017, 02:31:45 AM
Hunters can barely hit what they're shooting at as-is at 6-10 blocks.
I have this same issue too, a colonist with the assault rifle (M16/AR-15) can hit targets decently at hunting range, but as soon as the target is incapacitated, they will miss 75% of their shots when they're right next to the target, sometimes even shooting themselves when an animal is next to them/on the same tile. I think that the targeting system is taking the cover/size factor(s) too far and will drastically reduce the ability for the target to get hit based on that/those factor(s). I also had this colonist with 18 shooting skill, and was using 3-round burst while taking aimed shots, so really I don't think this is right at all. This happens with smaller animals like boars and stuff, but even stuff like deer can have this happen, which really bugs me about hunting.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Awrawra on June 16, 2017, 04:46:30 PM
I think I found a incompatibility. I said before I couldn't craft any ammo. Then, I removed all the mods I have, and gradually added them back. Until I add the mod Mechanoid Tech, I had no problem. After add it, I can't craft ammo anymore.

The mod I'm saying is at http://steamcommunity.com/sharedfiles/filedetails/?id=934749176
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 16, 2017, 06:31:27 PM
So, again regarding my issue with the missing multi barrel weapon research. Did anybody notice it, too, or is it just me?
I want to craft miniguns :(
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Pickle on June 16, 2017, 08:21:11 PM
Do you have mods like More vanilla turrets or Rimsenal activated ? I've noticed an error about multibarrel weapons research while I was using them. That's all I can tell, I don't understand much this error log screen.

Could not resolve cross-reference to Verse.ResearchProjectDef named MultibarrelWeapons
Verse.Log:Error(String)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Jan2607 on June 16, 2017, 08:35:46 PM
No, I don't have any mods like thi activated. And I checked a save without CE, and the research was available.
So I think it has something to do with CE. Maybe it's because one of the CE researches (I think it was the  large rocket launcher research) has the same polace in research tree like the multibarrel weapons? Both have postion x:9/y:3 in the research tree. Maybe the rocket launcher research did overwrite it? But I remember that in A16 change log Tynan said, if there are two researches overlapping, the game will automatically move them apart.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 17, 2017, 02:49:45 AM
I made a patch for Rimfall: https://ludeon.com/forums/index.php?topic=29191.0

Pretty sure it works, haven't had any issues so far.

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 17, 2017, 05:02:43 AM
CE removes multibarrel weapons research from the game. Since you can't craft miniguns anymore it was a trap research that didn't do anything
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Brrainz on June 17, 2017, 06:15:35 AM

CE returning BodyType Undefined for pawn Gizler
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
CombatExtended.CE_Utility:GetCollisionBodyFactors(Pawn)
CombatExtended.CollisionVertical:CalculateHeightRange(Thing, FloatRange&, Single&)

I am just testing my mods with CE and fixed a bug in Achtung regarding projectiles. But I noticed that with Zombieland, I get the above error for every zombie which strangly happens for every new zombie even while my colonists are busy building stuff. You may want to null check if you want to be compatible with zombies.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 17, 2017, 06:47:30 AM
Quote from: pardeike on June 17, 2017, 06:15:35 AM

CE returning BodyType Undefined for pawn Gizler
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
CombatExtended.CE_Utility:GetCollisionBodyFactors(Pawn)
CombatExtended.CollisionVertical:CalculateHeightRange(Thing, FloatRange&, Single&)

I am just testing my mods with CE and fixed a bug in Achtung regarding projectiles. But I noticed that with Zombieland, I get the above error for every zombie which strangly happens for every new zombie even while my colonists are busy building stuff. You may want to null check if you want to be compatible with zombies.

That error message is actually there by design, since CE needs some extra hitbox data defined for races. They still work but they'll be easier to hit than they should be, the error just warns you about improperly configured pawns. See here (https://github.com/NoImageAvailable/CombatExtended/wiki/Making-animals-CE-compatible#setting-body-shape).
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Fregrant on June 17, 2017, 08:48:03 AM
Quote from: NoImageAvailable on June 17, 2017, 05:02:43 AM
CE removes multibarrel weapons research from the game. Since you can't craft miniguns anymore it was a trap research that didn't do anything
Yeah, but it broke turrets\weapons mods which use it. Though not much point to use these with a combat overhaul, maybe leave it for sake of compatibility.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Mr_Man on June 17, 2017, 10:31:21 AM
Getting the following spam when someone is training animals: "Can't do taming job because of a full inventory" not sure if it's related to CE
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 17, 2017, 11:55:28 AM
Quote from: Fregrant on June 17, 2017, 08:48:03 AM
Quote from: NoImageAvailable on June 17, 2017, 05:02:43 AM
CE removes multibarrel weapons research from the game. Since you can't craft miniguns anymore it was a trap research that didn't do anything
Yeah, but it broke turrets\weapons mods which use it. Though not much point to use these with a combat overhaul, maybe leave it for sake of compatibility.

Those mods were broken to begin with (as any mods adding new weapons are). Just because it doesn't throw an error doesn't mean its compatible.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 17, 2017, 01:44:43 PM
Any word on why hunters will remove every single arm, leg, or appendage from things the size of deer and smaller before killing them?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 17, 2017, 04:05:04 PM
Quote from: Evelyn on June 17, 2017, 01:44:43 PM
Any word on why hunters will remove every single arm, leg, or appendage from things the size of deer and smaller before killing them?

More of a vanilla feature tbh. Good news is 1.2 is just about finished and has a fix for hunting (hunters will now slaughter downed animals instead of wasting time and ammo).
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 17, 2017, 11:11:28 PM
Will it be save-game compatible?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Fregrant on June 18, 2017, 02:41:02 AM
Quote from: NoImageAvailable on June 17, 2017, 11:55:28 AM
Just because it doesn't throw an error doesn't mean its compatible.
touche.
Quote from: Evelyn on June 17, 2017, 11:11:28 PM
Will it be save-game compatible?
Not recommended. But you could try if fear not. Though I heard switching the ammo system would be fatal for the save)
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: TA1980 on June 18, 2017, 04:03:34 AM
Dear NoImageAvailable,

could you please reintroduce the different kind of painkillers that were featured in the development branch?

Regards
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Pickle on June 18, 2017, 04:30:49 AM
I really enjoy this mod so far, I can't imagined all the work needed to make such a change in the game, but it's great.

The only little flaw I noticed is that pawns seems too eager to take ammunition as soon as they have a weapon.
For example, when I have a medic, I want him to pick up a weapon, pick up medicine, and then take the ammunition. Because otherwise they will take so many they can't have medicine anymore. But when they have the weapon on hand, they rush to the ammunition and don't even listen the order I give them to take the medicine. I have to wait till they have taken them, ask them to drop the ammunition, and finally they can go and take the medicine.

An other case is after a battle, everybody rush to the stockpile for ammunition, the last time it happens I insisted to have one guy rescuing a wounded pawn, and a other to haul his weapon. After a few attempts they did it, but dropped the wounded and the weapon in front of the door to go and take ammunition, I have to order them again to do what I wanted.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 18, 2017, 04:58:24 AM
Quote from: TA1980 on June 18, 2017, 04:03:34 AM
Dear NoImageAvailable,

could you please reintroduce the different kind of painkillers that were featured in the development branch?

Regards

Those were split off into the Panacea mod here (https://ludeon.com/forums/index.php?topic=33128.0)

Quote from: Pickle on June 18, 2017, 04:30:49 AM
An other case is after a battle, everybody rush to the stockpile for ammunition, the last time it happens I insisted to have one guy rescuing a wounded pawn, and a other to haul his weapon. After a few attempts they did it, but dropped the wounded and the weapon in front of the door to go and take ammunition, I have to order them again to do what I wanted.

Two questions: 1) do you have the automatic ammo pickup enabled in the mod settings? 2) Do your pawns have loadouts assigned to them?

Pawns with loadouts will prioritize picking up equipment in the order it is defined in the loadout, i.e. if you want your medics to pick up medicine before ammo it has to be higher in the list.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: AllenWL on June 18, 2017, 07:35:15 AM
You know, I think it'll be really nice to have a 'execute' command or something that can be used on a immobile pawn which has the soldier attack a fatal part(like say, a brain) with 100% accuracy, but only on immobile pawns, so we can kill prisoners and downed raiders in-mass without wasting too much time or ammo. If it can count as a execution to avoid 'prisoner died' it'd be even better.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: LustrousWolf on June 18, 2017, 07:37:14 AM
Quote from: AllenWL on June 18, 2017, 07:35:15 AM
You know, I think it'll be really nice to have a 'execute' command or something that can be used on a immobile pawn which has the soldier attack a fatal part(like say, a brain) with 100% accuracy, but only on immobile pawns, so we can kill prisoners and downed raiders in-mass without wasting too much time or ammo. If it can count as a execution to avoid 'prisoner died' it'd be even better.

I believe there is already a mod like that, allowtool I think it was? If you are looking for somthing to finish off immobile pawns/animals
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Thundercraft on June 18, 2017, 10:23:50 AM
Looking on the Combat Extended GitHub wiki (https://github.com/NoImageAvailable/CombatExtended/wiki), I was reading the Creating an xpath patch (https://github.com/NoImageAvailable/CombatExtended/wiki/Creating-an-xpath-patch) page. And this part caught my attention:
QuoteCE adds two new patch operations to make creation of compatibility patches easier.

PatchOperationFindMod

So, if I'm reading this right, CE is what adds this patch operation?

Is there any way I could use this patch operation outside of CE, for a completely unrelated mod? This would be very handy for use outside of CE...

Will Tynan eventually add this into RimWorld itself?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: OSley on June 18, 2017, 11:23:53 AM
For an unknown reason, i cannot change the ammo type and the fire mode of the added turret (heavy, blaster, etc)

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194
Verse.Log:Message(String)
CombatExtended.Harmony.Harmony_GenRadial_RadialPatternCount:Patch()
CombatExtended.Harmony.HarmonyBase:InitPatches()
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Combat Extended :: initialized
Verse.Log:Message(String)
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Combat Extended :: Ammo injected
Verse.Log:Message(String)
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Loading game from file New Arrivals1 with mods Core, 943406470, and 943440180
Verse.Log:Message(String)
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

System.ArgumentException: Value does not fall within the expected range.
  at CombatExtended.Command_Reload.MakeAmmoMenu () [0x00000] in <filename unknown>:0
  at CombatExtended.Command_Reload.ProcessInput (UnityEngine.Event ev) [0x00000] in <filename unknown>:0
  at Verse.GizmoGridDrawer.DrawGizmoGrid (IEnumerable`1 gizmos, Single startX, Verse.Gizmo& mouseoverGizmo) [0x00000] in <filename unknown>:0
  at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (IEnumerable`1 selectedObjects) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: tgbps4 on June 18, 2017, 12:41:26 PM
Quote from: AllenWL on June 18, 2017, 07:35:15 AM
You know, I think it'll be really nice to have a 'execute' command or something that can be used on a immobile pawn which has the soldier attack a fatal part(like say, a brain) with 100% accuracy, but only on immobile pawns, so we can kill prisoners and downed raiders in-mass without wasting too much time or ammo. If it can count as a execution to avoid 'prisoner died' it'd be even better.

The mod AllowTool has that feature included
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 18, 2017, 09:43:08 PM
Is it intentional that you can't use shields on a colonist with bionic arms (missing body parts)? Also, could spears be made to be considered one-handed rather than two-handed, as historically there are many examples of soldiers using spears and shields, notably Greek hoplites come to mind as a famous example?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 18, 2017, 10:44:36 PM
Quote from: Evelyn on June 18, 2017, 09:43:08 PM
Is it intentional that you can't use shields on a colonist with bionic arms (missing body parts)? Also, could spears be made to be considered one-handed rather than two-handed, as historically there are many examples of soldiers using spears and shields, notably Greek hoplites come to mind as a famous example?
That's a vanilla issue because bionic arms have only an arm, no bones, no hands and no fingers. It's the same with bionic legs, those also don't have feet or toes attached to them.

As for your suggestion, I agree. Javelins should also be one handed weapons since those were also used with shields.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: LustrousWolf on June 19, 2017, 04:48:42 PM
Will the bionic arm problem be fixed in version 1.2 of the mod? Only reason I am holding back on using this mod at the moment >.<
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: XeoNovaDan on June 19, 2017, 05:44:26 PM
The bionic arm problem is a vanilla issue and therefore has nothing to do with Combat Extended. Unless NIA makes significant changes to the bionic system or Tynan himself makes some form of changes to bionics, it's going to stay that way.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 19, 2017, 09:37:10 PM
Quote from: XeoNovaDan on June 19, 2017, 05:44:26 PM
The bionic arm problem is a vanilla issue and therefore has nothing to do with Combat Extended. Unless NIA makes significant changes to the bionic system or Tynan himself makes some form of changes to bionics, it's going to stay that way.

Would it be possible to just make it so that the shields are worn on the arms instead of the hands, then?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 20, 2017, 05:06:40 AM
Quote from: Evelyn on June 19, 2017, 09:37:10 PM
Quote from: XeoNovaDan on June 19, 2017, 05:44:26 PM
The bionic arm problem is a vanilla issue and therefore has nothing to do with Combat Extended. Unless NIA makes significant changes to the bionic system or Tynan himself makes some form of changes to bionics, it's going to stay that way.

Would it be possible to just make it so that the shields are worn on the arms instead of the hands, then?

Yes and in fact that's the solution I implemented.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: LustrousWolf on June 20, 2017, 05:18:31 AM
Quote from: NoImageAvailable on June 20, 2017, 05:06:40 AM
Quote from: Evelyn on June 19, 2017, 09:37:10 PM
Quote from: XeoNovaDan on June 19, 2017, 05:44:26 PM
The bionic arm problem is a vanilla issue and therefore has nothing to do with Combat Extended. Unless NIA makes significant changes to the bionic system or Tynan himself makes some form of changes to bionics, it's going to stay that way.

Would it be possible to just make it so that the shields are worn on the arms instead of the hands, then?

Yes and in fact that's the solution I implemented.

Glad to hear there is a solution to the problem :) Can't wait for version 1.2! :)
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Evelyn on June 20, 2017, 06:19:38 AM
Could the rate of weapon damage on parrying be rebalanced? I'm losing masterwork plasteel gladii in the course of a single fight if it's in the hands of a skilled Melee user. 5% may be a bit too much.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: rambo on June 20, 2017, 02:01:14 PM
Quote from: Evelyn on June 20, 2017, 06:19:38 AM
Could the rate of weapon damage on parrying be rebalanced? I'm losing masterwork plasteel gladii in the course of a single fight if it's in the hands of a skilled Melee user. 5% may be a bit too much.
You are right maybe 0.1% damage and there should be an option to repair it ( like sharping a sword or welding  a weapon to fix a dent on a weapon)
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: rambo on June 20, 2017, 02:11:07 PM
Mate can you make the throwable stuff like the frags be thrown a little further because they throw the frags and the fragments just shred the thrower so consider buffing them by increasing the range I cant use them in battle the are useless
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Alistaire on June 21, 2017, 05:15:23 AM
At the same time consider that if you were to throw a grenade in the open field, the fragments would hit you which is why grenades are used in close quarters or combat surrounding obstructions such that the thrower is protected from fragments.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: rambo on June 21, 2017, 08:07:58 AM
I know. In real life the frags take longer to explode ( 5 sec timer), you could run away from it (but in the game the colonist just stands for a bit then he starts "running") and also in real life they can be tossed way further than in the game. So the ways to make it more useful is to give it a longer timer so he has a chance to run away or giving it a bigger throw range
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: PreDiabetic on June 21, 2017, 11:03:25 AM
I have couple of suggestions (not requests of course) if you hear me.

1. Option to unload non-equipped weapons (right click -unload weapons)
Because in early game it's hard to find ammo and it's tedious to equip unload drop both ammo and weapon, rinse and repeat for each weapon.

2. Show ammo on left side as category. (I wanna know how much FMJ for M60 in stockpile quickly instead of checking each stack.)

3. Ammo on weapons drop on Smelting weapons instead of consuming ammo with them.(I mean magazine)

4. Jamming mechanic (if it exists I haven't see so far) on weapons lower quality.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: TrashMan on June 21, 2017, 03:28:11 PM
QuoteCritical hits produce different effects depending on the source of the attack: blunt weapons will stun the opponent, sharp weapons bypass all enemy armor and animals cause knockdown.

Shouldn't it be the other way around?
In melee, blunt weapons are considered anti-armor weapons (impact shock), while slashing weapons cause nasty bleeding injuries.
Slashing weapons don't ignore heavy armor - they are TERRIBLE against it. Piercing is somewhat more effective, but not much (it doesn't cause as nasty wounds though)
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: IHateRegistering on June 21, 2017, 03:42:57 PM
Quote from: TrashMan on June 21, 2017, 03:28:11 PM
QuoteCritical hits produce different effects depending on the source of the attack: blunt weapons will stun the opponent, sharp weapons bypass all enemy armor and animals cause knockdown.

Shouldn't it be the other way around?
In melee, blunt weapons are considered anti-armor weapons (impact shock), while slashing weapons cause nasty bleeding injuries.
Slashing weapons don't ignore heavy armor - they are TERRIBLE against it. Piercing is somewhat more effective, but not much (it doesn't cause as nasty wounds though)
I don't think critical hits with slashing weapons are meant to cut through armor, rather that you manage to hit a weakspot, i.e. where there is no armor, hence bypassing all of it.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Lord_Fancypantaloons on June 22, 2017, 03:31:07 AM
Quote from: IHateRegistering on June 21, 2017, 03:42:57 PM
Quote from: TrashMan on June 21, 2017, 03:28:11 PM
QuoteCritical hits produce different effects depending on the source of the attack: blunt weapons will stun the opponent, sharp weapons bypass all enemy armor and animals cause knockdown.

Shouldn't it be the other way around?
In melee, blunt weapons are considered anti-armor weapons (impact shock), while slashing weapons cause nasty bleeding injuries.
Slashing weapons don't ignore heavy armor - they are TERRIBLE against it. Piercing is somewhat more effective, but not much (it doesn't cause as nasty wounds though)
I don't think critical hits with slashing weapons are meant to cut through armor, rather that you manage to hit a weakspot, i.e. where there is no armor, hence bypassing all of it.

If you manage to bypass a legendary set of armour I'd be very surprised. Maces should be the real anti-armour weapon, as they were in RL, and cutting weapons should not have this magical property of cutting through layers upon layers of armour specifically made to be cut resistant! Blunt weapons would literally be there for flavour, rather than actual effectiveness.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Lord_Fancypantaloons on June 22, 2017, 03:37:41 AM
Make soldiers throwing grenades auto-pin themselves so they don't get their eyeballs shredded with fragments.

Also make an option to make your soldiers take cover more frequently/ at player command, and, if possible, add an option that allows the player to set how much a pawn can be shot at before he ducks into cover.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Tanelorn on June 22, 2017, 04:14:03 AM
Suggestion: Until you can make a gunsmithing bench you are severely handicapped in getting the ammo you need. Very few traders and visitors can buy / sell ammunition. Please update and expand the opportunities to buy / sell ammunition.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: NoImageAvailable on June 22, 2017, 04:34:16 AM
Quote from: IHateRegistering on June 21, 2017, 03:42:57 PM
I don't think critical hits with slashing weapons are meant to cut through armor, rather that you manage to hit a weakspot, i.e. where there is no armor, hence bypassing all of it.

Pretty much this. For example historical longswords had their tips designed specifically to fit through the rings of a chainmail shirt, at least to some extend. When used against people in plate armor fighters would aim for the gaps at the joints where there was no plate coverage, they didn't just bash the plate the way you'd do it with a mace. So a critical hit is supposed to represent hitting such a gap.
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Tanelorn on June 22, 2017, 04:37:14 AM
Regarding hunting: There are major issues with hunting as the hunters shoot from max range and have a near impossible time hitting the animals (especially small animals). Is there any way to make hunting take place at shorter ranges, or choose to fire only if there's a 50% or better chance to hit?
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: Alistaire on June 22, 2017, 08:33:19 AM
Quote from: Tanelorn on June 22, 2017, 04:37:14 AM
Regarding hunting: There are major issues with hunting as the hunters shoot from max range and have a near impossible time hitting the animals (especially small animals). Is there any way to make hunting take place at shorter ranges, or choose to fire only if there's a 50% or better chance to hit?

This should not be the case. For small animals, hunters should get maybe five tiles away from the hunted animal and for larger ones a maximum of 20 tiles or max range if it is below 20 tiles.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on June 22, 2017, 10:07:47 AM
UPDATE: v1.2 released

Version 1.2 was released on GitHub with tons of balance changes, bug fixes and QoL improvements. See the full changelog on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.17.1.2).

Note that CE Guns has moved to its own repo, with the 1.2 version available here (https://github.com/NoImageAvailable/CombatExtendedGuns/releases/tag/v0.17.1.2).

So far only the GitHub download has been updated, Steam release will follow soon.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: Tanelorn on June 22, 2017, 04:06:28 PM
Great to see the updates, great changes.

Regarding javelins  their bulk is so high that you can't carry enough to be effective. Please consider reducing that.

I also have similar issue with the bolt action rifle, which uses of nearly all of your bulk capacity.  Makes it very hard for hunters.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: Tanelorn on June 22, 2017, 04:40:18 PM
WOAH! Shortbows require 25 steel and 2 components?!?!? Longbows have similar requirements. Is this the CE recipe or do I have some rogue mod doing this??
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: MCreeper on June 22, 2017, 04:53:16 PM
Quote from: Tanelorn on June 22, 2017, 04:40:18 PM
WOAH! Shortbows require 25 steel and 2 components?!?!? Longbows have similar requirements. Is this the CE recipe or do I have some rogue mod doing this??
Yeah, it's definitely this mod. And it seems you can no longer make wooden bows. Or i missed something?
Did recent patch done something with this? "Fixed bows having wrong crafting materials"
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: corafutur on June 22, 2017, 04:59:25 PM
Quote from: MCreeper on June 22, 2017, 04:53:16 PM
Quote from: Tanelorn on June 22, 2017, 04:40:18 PM
WOAH! Shortbows require 25 steel and 2 components?!?!? Longbows have similar requirements. Is this the CE recipe or do I have some rogue mod doing this??
Yeah, it's definitely this mod. And it seems you can no longer make wooden bows. Or i missed something?
Did recent patch done something with this? "Fixed bows having wrong crafting materials"

You must have the wrong version.

    <defName>Bow_Short</defName>
    <statBases>
      <SightsEfficiency>0.6</SightsEfficiency>
      <ShotSpread>1</ShotSpread>
      <SwayFactor>2</SwayFactor>
      <Bulk>3.00</Bulk>
      <RangedWeapon_Cooldown>1</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <WoodLog>10</WoodLog>
    </costList>
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: IHateRegistering on June 23, 2017, 12:44:55 AM
There seems to be an error with the apparello tribal shield:
XML error: Could not find parent node named "ShieldBase" for node "ThingDef". Full node: <ThingDef ParentName="ShieldBase"><defName>Apparello_Tribalshield</defName><description>Shield made of planks and padding. Used by native tribes in hopes to deflect bullets and to summon the courage of the great 'Shiled-Sheild TĂ©h Gaurdian' A Godly protector of the tribes.</description><label>tribal shield</label><graphicData><texPath>Apparel/Display/MogoShield</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><tradeability>Sellable</tradeability><costStuffCount>15</costStuffCount><stuffCategories><li>Leathery</li><li>Fabric</li></stuffCategories><recipeMaker><workSpeedStat>TailoringSpeed</workSpeedStat><workSkill>Crafting</workSkill><effectWorking>Tailor</effectWorking><soundWorking>Recipe_Tailor</soundWorking><researchPrerequisite>ApparelloTribalwearDesign</researchPrerequisite><recipeUsers><li>ElectricTailoringBench</li><li>HandTailoringBench</li><li>CraftingSpot</li></recipeUsers></recipeMaker><thingCategories><li>Apparel</li></thingCategories><statBases><Mass>0.40</Mass><ArmorRating_Blunt>0.25</ArmorRating_Blunt><ArmorRating_Sharp>0.1</ArmorRating_Sharp><Bulk>8</Bulk><WornBulk>5</WornBulk></statBases><apparel><tags><li>TribalShield</li></tags></apparel><colorGenerator Class="ColorGenerator_StandardApparel" /><equippedStatOffsets><ReloadSpeed>-0.05</ReloadSpeed><MeleeHitChance>-0.05</MeleeHitChance><ShootingAccuracy>-0.05</ShootingAccuracy><AimingAccuracy>-0.05</AimingAccuracy><Suppressability>-0.25</Suppressability><MeleeCritChance>-0.05</MeleeCritChance><MeleeParryChance>1.0</MeleeParryChance></equippedStatOffsets><modExtensions><li Class="CombatExtended.ShieldDefExtension"><shieldCoverage><li>Hands</li><li>Arms</li><li>Shoulders</li><li>Torso</li><li>Neck</li></shieldCoverage></li></modExtensions></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on June 23, 2017, 01:59:26 AM
Quote from: IHateRegistering on June 23, 2017, 12:44:55 AM
There seems to be an error with the apparello tribal shield:
XML error: Could not find parent node named "ShieldBase" for node "ThingDef". Full node: <ThingDef ParentName="ShieldBase"><defName>Apparello_Tribalshield</defName><description>Shield made of planks and padding. Used by native tribes in hopes to deflect bullets and to summon the courage of the great 'Shiled-Sheild TĂ©h Gaurdian' A Godly protector of the tribes.</description><label>tribal shield</label><graphicData><texPath>Apparel/Display/MogoShield</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><tradeability>Sellable</tradeability><costStuffCount>15</costStuffCount><stuffCategories><li>Leathery</li><li>Fabric</li></stuffCategories><recipeMaker><workSpeedStat>TailoringSpeed</workSpeedStat><workSkill>Crafting</workSkill><effectWorking>Tailor</effectWorking><soundWorking>Recipe_Tailor</soundWorking><researchPrerequisite>ApparelloTribalwearDesign</researchPrerequisite><recipeUsers><li>ElectricTailoringBench</li><li>HandTailoringBench</li><li>CraftingSpot</li></recipeUsers></recipeMaker><thingCategories><li>Apparel</li></thingCategories><statBases><Mass>0.40</Mass><ArmorRating_Blunt>0.25</ArmorRating_Blunt><ArmorRating_Sharp>0.1</ArmorRating_Sharp><Bulk>8</Bulk><WornBulk>5</WornBulk></statBases><apparel><tags><li>TribalShield</li></tags></apparel><colorGenerator Class="ColorGenerator_StandardApparel" /><equippedStatOffsets><ReloadSpeed>-0.05</ReloadSpeed><MeleeHitChance>-0.05</MeleeHitChance><ShootingAccuracy>-0.05</ShootingAccuracy><AimingAccuracy>-0.05</AimingAccuracy><Suppressability>-0.25</Suppressability><MeleeCritChance>-0.05</MeleeCritChance><MeleeParryChance>1.0</MeleeParryChance></equippedStatOffsets><modExtensions><li Class="CombatExtended.ShieldDefExtension"><shieldCoverage><li>Hands</li><li>Arms</li><li>Shoulders</li><li>Torso</li><li>Neck</li></shieldCoverage></li></modExtensions></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Try loading Apparello lower in your load order.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: IHateRegistering on June 23, 2017, 02:46:51 AM
Quote from: NoImageAvailable on June 23, 2017, 01:59:26 AM

Try loading Apparello lower in your load order.
Placing it below combat extended did the trick, which leads me to the question where exactly should CE be placed in a load order? Was loaded last in my list and didn't have any problem until now.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: XeoNovaDan on June 23, 2017, 03:59:23 AM
I'd put CE at the bottom of load order because of its patching nature; it patches any mods above it in the load order that it's compatible with, to work with CE.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: AllenWL on June 23, 2017, 04:37:28 AM
I think I found a bug. If a pawn with a shield gets attacked by a prisoner and blocks the attack, the prisoner does not get the 'guilty' label. The only turn guilty when they actually manage to hurt the pawn, which sorta makes it annoying when executing prisoners who constantly go berserk or try to run away.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: rambo on June 23, 2017, 08:33:55 AM
I know its overpowered but is there a patch or something that adds back the mini gun i understand the reason why you removed it but i want it
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: IHateRegistering on June 23, 2017, 09:23:56 AM
Quote from: AllenWL on June 23, 2017, 04:37:28 AM
I think I found a bug. If a pawn with a shield gets attacked by a prisoner and blocks the attack, the prisoner does not get the 'guilty' label. The only turn guilty when they actually manage to hurt the pawn, which sorta makes it annoying when executing prisoners who constantly go berserk or try to run away.

Yeah that's what I thought as well but Apparello actually needs to be loaded below CE so the patch can do its magic. So maybe CE should be loaded somewhat early because I don't think Apparello needs to be at the very bottom by itself.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: deathstar on June 23, 2017, 09:27:11 AM
Quote from: XeoNovaDan on June 23, 2017, 03:59:23 AM
I'd put CE at the bottom of load order because of its patching nature; it patches any mods above it in the load order that it's compatible with, to work with CE.

Wut? I've been doing the complete opposite, I see the mod as more of a framework and have it as high up as possible. It's Core, HugsLib, CE for me.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: coldcell on June 23, 2017, 10:28:28 AM
Quote from: deathstar on June 23, 2017, 09:27:11 AM
Quote from: XeoNovaDan on June 23, 2017, 03:59:23 AM
I'd put CE at the bottom of load order because of its patching nature; it patches any mods above it in the load order that it's compatible with, to work with CE.

Wut? I've been doing the complete opposite, I see the mod as more of a framework and have it as high up as possible. It's Core, HugsLib, CE for me.

I think it's becaus the lower the mod is placed, the more it'll overwrite. 1st should be Core, 2nd HugsLib. CE at the very bottom since it's a massive overhaul and will overwrite any conflicts from other mods. If you put it on 3rd, then other mods that change the nature of CE will get used instead, and you'll have disjointed CE experience.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on June 23, 2017, 10:49:58 AM
Quote from: XeoNovaDan on June 23, 2017, 03:59:23 AM
I'd put CE at the bottom of load order because of its patching nature; it patches any mods above it in the load order that it's compatible with, to work with CE.

That's not how patches work. CE will patch all mods regardless, load order only comes into play if another mod patches the same value (in which case the one with lower order will override the higher). But then that shouldn't be a problem except in cases where a) the mod makes changes that are fundamentally incompatible with CE, in which case load order won't fix the hard conflict or b) the other mod is written in a sloppy fashion that is prone to override other mods' changes for no reason.

The reason Apparello needs to be below in the load order is because the patch changes the Apparello tribal shield to inherit from an abstract def defined in CE and defs can only access abstracts from mods higher up in the load order.

Quote from: AllenWL on June 23, 2017, 04:37:28 AM
I think I found a bug. If a pawn with a shield gets attacked by a prisoner and blocks the attack, the prisoner does not get the 'guilty' label. The only turn guilty when they actually manage to hurt the pawn, which sorta makes it annoying when executing prisoners who constantly go berserk or try to run away.

I wouldn't call that a bug so much as the entire guilt system being kind of rubbish in general. If they swing at you and miss entirely they won't get flagged guilty either.

I may or may not make a separate mod in the future where guilt is just a more or less permanent flag that gets assigned to anyone who spawns as part of a raid. So that traveler you arrested when he was just passing by and resisted arrest would never be flagged guilty and anyone who arrives to murder and pillage is automatically guilty even if he gets downed by a deadfall trap before firing a single shot.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: AllenWL on June 24, 2017, 02:00:05 AM
Is it just me, or is the steam version of the mod really slow to update?
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on June 24, 2017, 03:50:03 AM
Quote from: AllenWL on June 24, 2017, 02:00:05 AM
Is it just me, or is the steam version of the mod really slow to update?

The guy who handles our Steam release hasn't been around the last few days, until he gets back its not getting updated.
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: LustrousWolf on June 24, 2017, 02:14:27 PM
Is the steam version no longer being updated? Says it is version 1.1 still?
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on June 24, 2017, 02:15:26 PM
UPDATE: v1.3 released

Version 1.3 was released on GitHub with some minor balance changes. This is mostly a utility update to add a compatibility patch between CE and Zombieland, graciously provided by Pardeike. It also adds a French and updated Korean translation, courtesy of Boundir and AwesomeDOWD respectively.

The full changelog on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.17.1.3).

ATTENTION STEAM USERS

As the guy in charge of maintaining our Steam release has been busy these past few days the Steam release unfortunately still has the 1.1 version. We will update it as soon as we can, until then updates will unfortunately only be available via direct download.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: JT on June 25, 2017, 03:40:47 AM
Quote from: NoImageAvailable on June 24, 2017, 02:15:26 PM
UPDATE: v1.3 released

Just FYI that your link there is pointing to the 1.2 release.

Might be better just to link generically to the releases page (https://github.com/NoImageAvailable/CombatExtended/releases) instead -- that way the most recent release will be contemporary even if someone discovers this in an archaeological dig. =)
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Demon of War on June 25, 2017, 06:51:23 PM
Here's patch that I made for MAI.
Feel free to include this in your mod.

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: rambo on June 26, 2017, 01:33:47 PM
when I go on records the shots fired stat shows 0 but I have seen him shoot plz fix
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Facepunch on June 26, 2017, 09:09:35 PM
You sexy, beautiful bugger, you!
Title: Possible bug with Hospitality?
Post by: Frug on June 28, 2017, 12:28:34 AM
If I select a visiting pawn and go into their gear tab, I can cause them to drop items from their inventory by clicking the drop button. This only works when they've walked into my home zone and been marked as guests, and only works on items in their inventory and not on items they have equipped. Have not tried this with the Hospitality mod disabled, and it is not game-breaking, but the temptation can be hard to resist at times.
Title: Re: Possible bug with Hospitality?
Post by: NoImageAvailable on June 28, 2017, 03:26:34 AM
Quote from: Frug on June 28, 2017, 12:28:34 AM
If I select a visiting pawn and go into their gear tab, I can cause them to drop items from their inventory by clicking the drop button. This only works when they've walked into my home zone and been marked as guests, and only works on items in their inventory and not on items they have equipped. Have not tried this with the Hospitality mod disabled, and it is not game-breaking, but the temptation can be hard to resist at times.

Its a Hospitality issue, not related to CE.
Title: Re: Possible bug with Hospitality?
Post by: Frug on June 28, 2017, 06:48:26 AM
Quote from: NoImageAvailable on June 28, 2017, 03:26:34 AM
Quote from: Frug on June 28, 2017, 12:28:34 AM
If I select a visiting pawn and go into their gear tab, I can cause them to drop items from their inventory by clicking the drop button. This only works when they've walked into my home zone and been marked as guests, and only works on items in their inventory and not on items they have equipped. Have not tried this with the Hospitality mod disabled, and it is not game-breaking, but the temptation can be hard to resist at times.

Its a Hospitality issue, not related to CE.

Suspected as much, thanks.
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Muffalo Wool on June 28, 2017, 10:05:40 AM
lol i accidentally angered a thrumbo and it destroyed the tribal caravan passing by because it's armor was unpenetrable by their weapons. If this is intended then thrumbos are a lot more op now i'm just saying
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Frettzo on June 28, 2017, 01:46:56 PM
Quote from: Muffalo Wool on June 28, 2017, 10:05:40 AM
lol i accidentally angered a thrumbo and it destroyed the tribal caravan passing by because it's armor was unpenetrable by their weapons. If this is intended then thrumbos are a lot more op now i'm just saying

There are a couple things that have become much more powerful. Both thrumbos and mechanoids are big examples, you just gotta be that much more careful nowadays hahha
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Adalah217 on June 28, 2017, 01:47:43 PM
Just to bring up the grenade issue again: it's impossible to avoid being hit by fragments from a frag grenade in an open field in the game, and it's been established that is on purpose. But even in cover, I am still being hit by fragments because of the timer cooldown after throwing the grenade. The colonist is still looking at the damn thing after throwing it.

Suggestion: decrease the weapon cooldown from grenades (which might result in AI that just spams grenades; kinda funny if that's what happens, but I guess a guy running into battle with only grenades might do just that).
Or: decrease the amount of shrapnel, increase the distance thrown, increase time taken after being thrown to explode.

As it is, there's no point to frag grenades IMO. I've not been in a situation where it would be useful in battle.

Edit: after some quick testing, it's possible to avoid the fragments behind solid walls thrown directly straight ahead. I was behind smaller cover, like trees etc. Still feels wrong though.
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Alistaire on June 28, 2017, 02:29:24 PM
Quote from: Adalah217 on June 28, 2017, 01:47:43 PM
Just to bring up the grenade issue again: it's impossible to avoid being hit by fragments from a frag grenade in an open field in the game, and it's been established that is on purpose. But even in cover, I am still being hit by fragments because of the timer cooldown after throwing the grenade. The colonist is still looking at the damn thing after throwing it.

Suggestion: decrease the weapon cooldown from grenades (which might result in AI that just spams grenades; kinda funny if that's what happens, but I guess a guy running into battle with only grenades might do just that).
Or: decrease the amount of shrapnel, increase the distance thrown, increase time taken after being thrown to explode.

As it is, there's no point to frag grenades IMO. I've not been in a situation where it would be useful in battle.

Edit: after some quick testing, it's possible to avoid the fragments behind solid walls thrown directly straight ahead. I was behind smaller cover, like trees etc. Still feels wrong though.

Fragment range has been nerfed in CE 1.2 and minimum distance has been added in CE 1.3. Are you sure you are using the latest CE version?
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Knight85 on June 28, 2017, 11:20:56 PM
So I had a poorly skilled colonist with the pistol attempt to engage a rabbit. Obviously given the rabbit's small size he missed, but not only did he miss, but he ended up shooting himself in the pelvis. Is this intended?
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: rambo on June 29, 2017, 12:12:36 AM
Devenitly a glich or bug
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: XeoNovaDan on June 29, 2017, 04:41:59 AM
Quote from: Knight85 on June 28, 2017, 11:20:56 PM
he ended up shooting himself in the pelvis. Is this intended?

IIRC this bug was fixed in v1.2, but the Steam version is still v1.1. If you want to be up-to-date with Combat Extended, you'll need to directly download it.
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: skullywag on June 30, 2017, 12:38:40 PM
I just pushed the latest build to steam on behalf of NIA for those that care.
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: NoImageAvailable on June 30, 2017, 01:07:15 PM
Quote from: skullywag on June 30, 2017, 12:38:40 PM
I just pushed the latest build to steam on behalf of NIA for those that care.

Said update is here (http://steamcommunity.com/sharedfiles/filedetails/?id=960196012), link in the OP is updated too.

CE Guns is here (https://steamcommunity.com/sharedfiles/filedetails/?id=960237962)
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: skullywag on June 30, 2017, 01:31:48 PM
Guns addon is here:

https://steamcommunity.com/sharedfiles/filedetails/?id=960237962
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Facepunch on June 30, 2017, 05:16:52 PM
I have a suggestion. I love the current damage model (Personally would like bleeding to be more severe across the board still, but a definite improvement), I more or less need to give all of my dedicated fighters medicine to treat their injuries on the battlefield. To the point, I think that morphine or some such would be pretty great. If one of my guys gets filled full of holes, a little morphine to get him back on his feet, albeit with reduced consciousness, would be great.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: admiralKew on June 30, 2017, 05:25:57 PM
I made a tiny little addon with help from NoImageAvailable himself and Zhinsy that allows you to make backpacks and tac vests out of leather and other fabrics than just cloth. They don't offer any additional capability than to add more carrying capacity to pawns, as in normal CE. They also require the same amount of fabric.

I plan to edit the sprites later on, and perhaps make them last a bit longer in another patch.

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Xubrim on June 30, 2017, 08:57:24 PM
While it's pretty easy to guess what it does, I can't find precisely how the Suppress aim mode is better. Anyone know?
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Wazowski on July 01, 2017, 09:41:33 AM
Hello,
A query Hospitality MOD has no effect with this MOD?
Title: Re: [A17] Combat Extended - v1.3 Translations and Zombieland fix (24.06.2017)
Post by: Adalah217 on July 01, 2017, 01:49:04 PM
Quote from: Alistaire on June 28, 2017, 02:29:24 PM
Fragment range has been nerfed in CE 1.2 and minimum distance has been added in CE 1.3. Are you sure you are using the latest CE version?

I was using the one on steam. Thanks for pushing it to the workshop now though!
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: NoImageAvailable on July 01, 2017, 03:05:03 PM
Quote from: Xubrim on June 30, 2017, 08:57:24 PM
While it's pretty easy to guess what it does, I can't find precisely how the Suppress aim mode is better. Anyone know?

Suppress ignores partial cover obstructing LoS. If the target hunkers behind partial cover it'll keep firing
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: MightyGooga on July 01, 2017, 06:41:41 PM
May i ask if the Animal Colab Project mod, is compatible with CE?
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Xubrim on July 02, 2017, 12:13:13 AM
I noticed a conflict between Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) and Smarter Food Selection (https://ludeon.com/forums/index.php?topic=30708.0). Combat Extended has a loadout system which drops any unassigned items, like the outfit manager for weapons/items. Animal handlers automatically force carry food to train/tame with and bypass the loadout system. Smarter Food Selection has an option for animals that changes the priority in which foods are consumed, which also allows them to be trained with hay (when appropriate). When these featured used at the same time, handlers become stuck in a loop where they pick up hay, drop it, and then picking it up again. This continues until their shift stops.

This is not gamebreaking and can be worked around. Manually ordering training/taming, adding hay to the loadout, having no loadout, and simply not using hay all seem viable.

I'm posting this on both pages for visibility and to save time for anyone else trying to figure out why their handlers went insane. I have zero clue which mod would be in a better position to address this issue, if either one of you are even inclined to attempt it. Hopefully it's something really easy.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: NoImageAvailable on July 02, 2017, 03:34:29 AM
Quote from: Xubrim on July 02, 2017, 12:13:13 AM
...

Are you using an outdated version? The infinite loop food/drug pickup was fixed in 1.2 already.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: rambo on July 02, 2017, 03:38:22 AM
can this work with misc training facility? 
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: skullywag on July 02, 2017, 05:41:36 AM
From steam:

Tanelorn 4 hours ago 
I am seeing the ability to craft sling shot now, but I see nothing for crafting slings. Is this from another mod or is this an incomplete part of CE?

Gunblade Hero 6 hours ago 
I seem to be having an issue where my tribesmen cannot drop ammo, specifically arrows (I have not tested bullets). Further, when they craft great stone arrows they will carry them to the stockpile and when they put it down, the arrows vanish. The pawn did not pick them up, no others pawns in the area picked them up and it did not auto-stack with another stack of them nearby.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: MrWeeGee on July 02, 2017, 05:43:44 AM
Decided to make a spreadsheet listing all the guns and their stats side-by-side for easier comparison. Each class of guns has its own page as well.

Should be noted that I don't make spreadsheets -- ever. That being said, I probably won't keep up with updating it so anyone's free to download, edit, and reupload as they wish.

CE v1.3 + CE Guns v1.2 Weapon List:
https://docs.google.com/spreadsheets/d/1s1VQ-EL7dUpqjrLjFr0PI7O4CpKIxZUeHFujyZze_M0/edit?usp=sharing
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Xubrim on July 02, 2017, 03:23:07 PM
Quote from: NoImageAvailable on July 02, 2017, 03:34:29 AM
Quote from: Xubrim on July 02, 2017, 12:13:13 AM
...

Are you using an outdated version? The infinite loop food/drug pickup was fixed in 1.2 already.

I just some more testing using a clean install with just Combat Extended, and once again using with just CE, Hugs, and Smarter Food Selection. SendOwl and GitHub versions were used.

With just CE, there's no food pickup loop. Pawns also don't use hay to train, BUT if the pawn manually picks up hay (or has it in their loadout) they can use it to train fine. Strange. It's like the game doesn't natively realize that hay is a valid option.

With all three installed, the loop happens as previously described. Again, this loop ONLY occurs with hay. Corn, rice, kibble, meals, literally anything else (I didn't test nutrient paste, I suppose?) works fine. Contrary to what I said earlier, this occurs regardless of if the "Control Pets" toggle is enabled.

I'm beginning to think that there's just something really damn weird with how hay is setup.

Sorry for the hassle, but I appreciate how responsive you've been.

Quote from: rambo on July 02, 2017, 03:38:22 AM
can this work with misc training facility?

It works fine, but keep in mind that training requires ammo. Make sure to have a bill setup so you don't run out of ammo, charge rifles are expensive, ect.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: NoImageAvailable on July 02, 2017, 04:58:44 PM
It would make sense that hay bugs out. CE is relying on certain vanilla behavior to clear its inventory of forced hold raw food and its hardcoded to certain ingestible properties. Could be that hay doesn't fit all the conditions and so never gets cleared properly, or that Smarter Food selection messes with this behavior to enable hay and the change doesn't carry over into CE.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Umbreon117 on July 02, 2017, 11:43:09 PM
Quote from: NoImageAvailable on July 02, 2017, 04:58:44 PM
It would make sense that hay bugs out. CE is relying on certain vanilla behavior to clear its inventory of forced hold raw food and its hardcoded to certain ingestible properties. Could be that hay doesn't fit all the conditions and so never gets cleared properly, or that Smarter Food selection messes with this behavior to enable hay and the change doesn't carry over into CE.
I have CE as well as that mod loaded and ready to go, and my base has a huge stockpile of Hay. I'll check to see if it happens to me as well.

In the morning at least. It's bloody 11:42 as I am typing this, leave me alone! XD
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JustALittleCrazyTalk on July 03, 2017, 04:05:38 AM
How do you change a loadout once you've made one?
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Anvil_Pants on July 03, 2017, 08:37:33 AM
Orange 'Orange' Bascullo wasn't being tracked by HoldTracker and tried to forget a ThingDef RawRice.
Verse.Log:Error(String)
CombatExtended.Utility_HoldTracker:HoldTrackerForget(Pawn, Thing)
CombatExtended.Harmony.Harmony_JobGiver_DropUnusedInventory_Drop:Prefix(JobGiver_DropUnusedInventory, Pawn, Thing)
RimWorld.JobGiver_DropUnusedInventory:Drop_Patch1(Object, Pawn, Thing)
RimWorld.JobGiver_DropUnusedInventory:TryGiveJob(Pawn)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Loading game from file Debuggers with mods Core, DeCore A17, Anvil Patch - Core, Large Map Save Game Fix, Butcher Mood Fix, HugsLib, Miscellaneous 'CORE', Fluffy Breakdowns, Misc. Incidents, Misc. MapGenerator, Misc. MapGen FactionBase, Misc. Bees'n'Honey, Misc. Objects, Misc. Training, Misc. MAI, Misc. Robots, Misc. Robots++, Blueprints, Colony Manager, Follow Me, Medical Tab, Relations Tab, Work Tab, AllowDeadMansApparel, Allow Tool, Better Workbench Management, CleaningArea, HelpTab, Heat Map, JTMoreAreas, MJ - MiniMap (A17), JTZoneButtons, MineItAll, [FSF] No Default Shelf Storage, ResearchPal, Storage Search A17, EdB Prepare Carefully, Billy's Improved Caravan Formation, Billy's Improved Load Transport Pods, JTBetterHauling, Hand Me That Brick, Haul to Stack, Xeva's Rimhair (A15, A16, A17), [T] MoreFloors, MT - Silent Doors, Where's the gravel? - Grayscale Edition, Additional Traits v2.2 [A17 Update], Extended traits, Genetically Engineered Trait, L-Traits, Pawns Are Capable!, Prisoner Harvesting, TAG Trait, Temperature Tolerant, Psychology, Brainwashing, Cold Desert Nights, Combat Readiness Check, Dubs Hygiene and Central Heating, ED-Laser Drill, Enlighten, Expanded Power, Faction Discovery, Force Do Job, Glitter Tech (No Surgery), Hospitality, I Can Fix It!, Infused, Limited Blight, Matching Embrasures, Mending, Miniaturisation, No Death Randomness, QualityBuilder, Quality Cooldown, QualitySurgeon, RedistHeat, GHXX Tech Advancing, Vanilla-Friendly Weapon Expansion, Combat Extended, Combat Extended Guns, Anvil - Vampire, and Anvil Patch - Workshop
Verse.Log:Message(String)
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__84F()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JustALittleCrazyTalk on July 03, 2017, 12:00:16 PM
Wait I have a better question, how are you supposed to beat poison ships before its possible to turret spam given that cover apparently does absolutely nothing against scythers?  I don't think they missed a single shot.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: skullywag on July 03, 2017, 12:44:11 PM
Quote from: JustALittleCrazyTalk on July 03, 2017, 04:05:38 AM
How do you change a loadout once you've made one?

Use the Assign tab.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: MightyGooga on July 03, 2017, 02:18:15 PM
Hey guys,

So Im playing Sk hardcore, which just added CE in place of Combat Realism. There is something bothering me thoug. I had a colonist with melee 15, and a hammer, try to beat a Fly to death (Didnt use finish), and it took ages for the guy to kill the fly. Is that suppose to happen? If not, just be warned it is. Thanks for the effort on this mod, its great.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JustALittleCrazyTalk on July 03, 2017, 02:57:43 PM
Quote from: gustavoghe on July 03, 2017, 02:18:15 PM
Hey guys,

So Im playing Sk hardcore, which just added CE in place of Combat Realism. There is something bothering me thoug. I had a colonist with melee 15, and a hammer, try to beat a Fly to death (Didnt use finish), and it took ages for the guy to kill the fly. Is that suppose to happen? If not, just be warned it is. Thanks for the effort on this mod, its great.

It's probably an out of date version of CE, there was a note in the changelog about preventing that (though shooting small critters is still nearly impossible).
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JustALittleCrazyTalk on July 03, 2017, 03:15:19 PM
Changing my question: Does cover do anything of any kind?

I dropped the Scyther accuracy down from ungodly to 100% and got nearly the same result, this time they missed *one* shot while wiping my shooters (and the only one that missed was badly injured).  Come to think, tribals have had really good aim with their bows while I'm under cover too...
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Tanelorn on July 03, 2017, 03:38:10 PM
 In my experience playing tribal hard, the accuracy drop off for bows is really bad. My tribals I have a hell of a time hitting anything that isn't right in their face.  On the other extreme, the mechanoids  are super deadly. I am forced to save and reload many times during a fight, because they often get decapitated on the first shot even behind good cover.

The game in general is bad about scaling raids etc for tribals, often bringing in large high tech raiders or poison ships against my spears and bows. But thats a bit off topic.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JustALittleCrazyTalk on July 03, 2017, 05:58:33 PM
Bows are perfectly effective against poison ships in the base game, that's really a balance problem with the mod not adjusting the more dangerous events to be reflective.

But its not even that, I'm using firearms, I can hit the scythers just fine (or at least the two with excellent bolt action rifles hit, I need to ditch that poor rifle). The problem is cover isn't introducing a miss chance as far as I can tell. In the base game with this configuration (I don't use door exploits for what that's worth, just walls and sandbags/embrasures) I can trade shots with scythers all day and night. Even if I turn the scythers' weapon handling down to zero they still hit consistently though.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JustALittleCrazyTalk on July 03, 2017, 06:26:19 PM
Ok I figured out if I turn 'AimingAccuracy' down they'll start missing. So here's a new experiment, I set it to .5, and ran the fight both with and without cover.

I did better without cover, just leaving the pawns standing where the cover would have been. tried a third with sandbags instead of embraces and that was the worst of the three. If the cover is doing anything, its too small to overcome the inherent randomness.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: PeteTimesSix on July 03, 2017, 11:14:09 PM
Over in my mod thread...
Quote from: PeteTimesSix on July 03, 2017, 11:10:52 PM
Added basic CE compatibility. When CE is loaded, SimpleSidearms disables its own inventory management and postfixes CE's alternative weapon verbs. It's pretty simplistic so I expect some issues to crop up, but there you go.
If anyone uses the two mods together, I'd love some reports on how (or if) it works fine now. Hopefully I can get SimpleSidearms removed from the list of conflicting mods.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Tanelorn on July 03, 2017, 11:48:34 PM
Also a simple but important request, frag grenades need longer timers. They blow up before you can duck into cover.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: NoImageAvailable on July 04, 2017, 02:59:53 AM
Quote from: Anvil_Pants on July 03, 2017, 08:37:33 AM
...

That error should be harmless, will be fixed in 1.4.

Quote from: JustALittleCrazyTalk on July 03, 2017, 03:15:19 PM
Changing my question: Does cover do anything of any kind?

Cover works just fine. The issue is more likely to be with a series of other balance changes such as lower range having directly or indirectly improved overall accuracy so that a high level shooter just won't care about cover from medium/short range unless suppressed.

Quote from: PeteTimesSix on July 03, 2017, 11:14:09 PM
If anyone uses the two mods together, I'd love some reports on how (or if) it works fine now. Hopefully I can get SimpleSidearms removed from the list of conflicting mods.

I moved it over to the compatible mods section, thanks for taking the time to make those mods compatible.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: AllenWL on July 06, 2017, 01:50:13 AM
My crafting stop has a recipe for 'stone sling shots' which I'm assuming is from this mod, since no other mod I have effects combat or adds ammo.
However, I can't find a single thing that might use said shots, nor do the 'stone sling shots' seem to be actual items as I couldn't find it with the dev-mode item placer.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: rambo on July 06, 2017, 05:38:31 AM
Quote from: AllenWL on July 06, 2017, 01:50:13 AM
My crafting stop has a recipe for 'stone sling shots' which I'm assuming is from this mod, since no other mod I have effects combat or adds ammo.
However, I can't find a single thing that might use said shots, nor do the 'stone sling shots' seem to be actual items as I couldn't find it with the dev-mode item placer.
Same
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: KLk on July 06, 2017, 11:03:50 AM
I have bug with CE extended, i just installed it, started a new game, and now i can't heal my first captive :(
it was fine untill now, my current version is 17.1557
edit: maybe i can fix it i founded an old version running at the same time, i will try once again
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Xubrim on July 06, 2017, 12:56:38 PM
Quote from: rambo on July 06, 2017, 05:38:31 AM
Quote from: AllenWL on July 06, 2017, 01:50:13 AM
My crafting stop has a recipe for 'stone sling shots' which I'm assuming is from this mod, since no other mod I have effects combat or adds ammo.
However, I can't find a single thing that might use said shots, nor do the 'stone sling shots' seem to be actual items as I couldn't find it with the dev-mode item placer.
Same

It looks like it's related to the patch for Vanilla-Friend Weapon Expansion (https://ludeon.com/forums/index.php?topic=31526), which adds a sling among other things.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: NoImageAvailable on July 06, 2017, 01:03:55 PM
Quote from: AllenWL on July 06, 2017, 01:50:13 AM
My crafting stop has a recipe for 'stone sling shots' which I'm assuming is from this mod, since no other mod I have effects combat or adds ammo.
However, I can't find a single thing that might use said shots, nor do the 'stone sling shots' seem to be actual items as I couldn't find it with the dev-mode item placer.

This is due to some technical limitations with the way ammo injection works, which is also causing certain recipes to show up in no-ammo mode. Its already been fixed for 1.4.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: korvyr on July 06, 2017, 02:39:40 PM
Much to my dismay I can't seem to play with this mod.

First off; a code logs when I first load up the game, that seems to break the game.

https://gist.github.com/d1bdccfd277a084b01c1c06dc7ac4310

Secondly: Mortars shoot and waste ammo, without any thing happening. Just consistently uses ammo.

Thirdly: when I shoot any gun with ammo, it does not shoot ammo but uses the ammo.

It may be a conflict, but I can't seem to figure it out either way.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Superlagg on July 08, 2017, 03:01:29 PM
I threw together a patch to make some of the furry races be compatible with CE.

Included:

Just move all the folders in the attached rar into the Patches folder of this mod. If you've installed CE through the workshop, I think you'll have to go digging in the workshop folder to find it. Might be in folder 960196012, but I haven't checked. Super easy to find if you installed it manually, it'll be in your Mods folder.

Note that this patch patches only the pawns (and that orassan monkey thing) to be able to work with CE: They can use the inventory thing, have firemode buttons, be suppressed, get shot and die, those fun things. It does not alter their equipment, so any guns, armor, hats, and whatnot will still be more or less "vanilla".

Bear with me, this is the first "mod" I've ever "made". I've tested it as far as making sure all the races work, but it's far from finished.

...patching all those cat guns is gonna be interesting. Really gotta figure out how to work them into CE's system. Maybe I'll start by learning how to actually patch it!

[attachment deleted by admin due to age]
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Jaxelar on July 08, 2017, 07:13:37 PM
Reporting a pretty big bug. I used auto combat on a manhunting rat in my base and it put a bunch of red overlay on the screen that wont disappear. I've tried replacing the floor of the area and reloading a prior save before the incident.
http://imgur.com/a/m9Xr5
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: notfood on July 08, 2017, 11:30:06 PM
Autocombat is an Atchung thing.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Brrainz on July 09, 2017, 01:12:59 AM
Quote from: notfood on July 08, 2017, 11:30:06 PM
Autocombat is an Atchung thing.
And all you need to do is to turn off that red debug overlay in the Achtung prefs (press Shift-Return).
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on July 09, 2017, 06:45:25 AM
UPDATE: v1.4 released

Fixed various issues with loadout priorities and food pickup behavior.

The full changelog on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.17.1.4).
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: hoaxdream on July 09, 2017, 09:10:17 AM
Quote from: NoImageAvailable on July 09, 2017, 06:45:25 AM
UPDATE: v1.4 released

Fixed various issues with loadout priorities and food pickup behavior.

The full changelog on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.17.1.4).

thanks for the update, is it safe to upgrade from previous version without any conflict on existing save?
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: MCreeper on July 09, 2017, 10:10:49 AM
Can someone make call of cthulhu compatibility patch?
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: JadedApprentince on July 09, 2017, 10:42:03 AM
Quote from: korvyr on July 06, 2017, 02:39:40 PM
Much to my dismay I can't seem to play with this mod.

First off; a code logs when I first load up the game, that seems to break the game.

https://gist.github.com/d1bdccfd277a084b01c1c06dc7ac4310

Secondly: Mortars shoot and waste ammo, without any thing happening. Just consistently uses ammo.

Thirdly: when I shoot any gun with ammo, it does not shoot ammo but uses the ammo.

It may be a conflict, but I can't seem to figure it out either way.

Make sure you have Combat Extended at or near the top of the load order, that way any mods that might have conflict with it will be placed below it. I play with most of these mods, so good rule of thumb is to put most of the major mods at the top (unless its specifically stated where to place them) and then all the smaller mods at the bottom.

Try that and see if it helps.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Sp0nge on July 09, 2017, 11:54:10 AM
In Slingbullet.xml the defname seems to be wrong, its MakeSlingBullet instead of MakeAmmo_SlingBullet. It has however been pushed on github on Dan i noticed :)
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on July 09, 2017, 03:04:44 PM
UPDATE: v1.4a released

Hotfix for the VFWE patch to make it compatible with latest VFWE version. No other changes so if you're not using VFWE you don't need this update.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: KLk on July 09, 2017, 03:38:48 PM
VFWE?
Title: Re: [A17] Combat Extended - v1.4a Loadout fixes + VFWE Patch (09.07.2017)
Post by: Boundir on July 09, 2017, 03:44:23 PM
Quote from: KLk on July 09, 2017, 03:38:48 PM
VFWE?
Vanilla-Friendly Weapon Expansion (https://ludeon.com/forums/index.php?topic=31526.0)
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: gajop on July 10, 2017, 01:23:34 PM
I have a lot of issues with Combat Extended. To give some examples:
https://pastebin.com/WKfBCfXe
https://pastebin.com/d9A5XqRA
+ Game randomly crashing without leaving anything in the log (https://pastebin.com/rTZ7rFWx)

It of course might be some other mod, but I've no idea how to find out.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Sp0nge on July 10, 2017, 03:49:14 PM
Got any mods that adds any factions or animals? Ive had a similar issue, and in my case its been that those mods werent compatible with CE
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: rambo on July 10, 2017, 05:54:56 PM
https://docs.google.com/document/d/1xFXuPYfICOgr5sZof7dEFT2PhJMNHN1KSZfgAnXBIZc/edit (https://docs.google.com/document/d/1xFXuPYfICOgr5sZof7dEFT2PhJMNHN1KSZfgAnXBIZc/edit)
thats the thing about the sling its from VFWE
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: gajop on July 10, 2017, 11:56:23 PM
Quote from: Sp0nge on July 10, 2017, 03:49:14 PM
Got any mods that adds any factions or animals? Ive had a similar issue, and in my case its been that those mods werent compatible with CE
Animal mods:
- Shibainu
- CK -Tropical Animal and Plant Pack
"Faction" mods:
- Faction Discovery

I removed all of that, and some other stuff, but it's still crashing. I don't want to play with no other mods, so I'll wait until a dev can suggest which of the mods below might be causing issues:

Loading game from file Flowerville (Permadeath) with mods Core, HugsLib, Combat Extended, Combat Extended Guns, Allow Tool, New Zone Tools, Medical Tab, Stack Merger, Fluffy Breakdowns, Miniaturisation, Conduit Deconstruct, QualityBuilder, QualitySurgeon, Cooks Can Refuel, Hand Me That Brick, I Can Fix It!, Plant Cutting is for Growers!, Number 22 with Rice, Mad Skills, Set-Up Camp, RimSearch, Wildlife Tab, ResearchPal, Moody, AllowDeadMansApparel, Hunting Alert, Realistic Darkness Lighter Version V3.0 A17, Hospitality, Expanded Prosthetics and Organ Engineering 2.0, Psychology, Expanded Incidents, EdB Prepare Carefully, Dubs Hygiene and Central Heating, A Dog Said..., [T] MoreFloors, Xeva's Rimhair (A15, A16, A17), Spoons Hair Mod, [T] ExpandedCrops, Miscellaneous 'CORE', Misc. Training, Misc. Incidents, tatami, LT-DoorMat, Ofuton, fusuma plus, ishidourou plus, Bonsaiplus, iroriplus, Shibainu, RimFridge - A17, More Furniture (A17), Pawns Paint!, Additional Joy Objects, Hand 'n' Footwear, Efficient Light, Fences And Floors, ConcreteWalls, MiningCo. MiningHelmet, MiningCo. MMS, [A17] Trading Spot, Apparello 2, Water Power, Dubs Skylight, Roof Support A17, Dog Bowl, Power Logic, Temperature Tolerant, SeedsPlease, Vegetable Garden , Soybeans, WorkFlex, CK -Tropical Animal and Plant Pack, Patient Sanity, Modular Tables, FriendNameBank, Corrected WorkGivers, Clutter Structures, Clutter Furniture Module, Clutter Laser bolt-action, Clutter Weapon Hands, Children and Pregnancy - Testing v0.2D, Old Gods - Music, [RF] Basic Bridges (and Fishing) [a17], Time-of-Day Switches, Faction Discovery, SeedsPleaseAddonVG, SeedsPleaseAddonExpandedCrops, SeedsPleaseAddonSoyBeans, and "ADS - CK-APP" Compatibility Patch
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Aronnekick on July 11, 2017, 04:18:59 PM
Is it possible when choosing a loadout to put the minimum deterioration % of the gun my pawn has to take?
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Superlagg on July 11, 2017, 04:30:38 PM
Quote from: Superlagg on July 08, 2017, 03:01:29 PM
I threw together a patch to make some of the furry races be compatible with CE.

Included:

  • Leeani (https://steamcommunity.com/sharedfiles/filedetails/?id=918789213)
  • Orassans (https://steamcommunity.com/sharedfiles/filedetails/?id=733113011)
  • Xenn (https://steamcommunity.com/sharedfiles/filedetails/?id=918312251)
  • Racc (https://steamcommunity.com/sharedfiles/filedetails/?id=940371232)
  • Some foxpeople (https://steamcommunity.com/sharedfiles/filedetails/?id=947861311)
  • Equium (https://steamcommunity.com/sharedfiles/filedetails/?id=940371232)

Just move all the folders in the attached rar into the Patches folder of this mod. If you've installed CE through the workshop, I think you'll have to go digging in the workshop folder to find it. Might be in folder 960196012, but I haven't checked. Super easy to find if you installed it manually, it'll be in your Mods folder.

Note that this patch patches only the pawns (and that orassan monkey thing) to be able to work with CE: They can use the inventory thing, have firemode buttons, be suppressed, get shot and die, those fun things. It does not alter their equipment, so any guns, armor, hats, and whatnot will still be more or less "vanilla".

Bear with me, this is the first "mod" I've ever "made". I've tested it as far as making sure all the races work, but it's far from finished.

...patching all those cat guns is gonna be interesting. Really gotta figure out how to work them into CE's system. Maybe I'll start by learning how to actually patch it!

And it *was* interesting!

In addition to the above, I've added some compatibility patches to those races' guns and equipment:


It's all super rough and bound to be a buggy, unbalanced mess, but that's what patches and playtesting is for. Also note that none of the scenarios or pawnkind loadouts have been changed, which means that any of the new races' raids and new games are going to be without ammo I think.

Download: Dropbox! (https://www.dropbox.com/s/pdan0iafansmrfa/Combat%20Extended%20Furry%20Patches%20v0.001a.rar?dl=0)

Just extract the rar into your mods folder, everything should go where it's supposed to go if you installed CE in there. Dunno how to install it with a Workshop installation of CE.

Enjoy!
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Sp0nge on July 11, 2017, 05:59:04 PM
Why not use github for those patches? That way others can contribute aswell towards balancing etc. And when the "product" is final its possible to submit it through there?

Im currently working on Weapon Tech A17 and Animal Collab Project (just started) and people are encouraged to throw in commits to it

https://github.com/Sp0nge
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Superlagg on July 11, 2017, 06:28:07 PM
Quote from: Sp0nge on July 11, 2017, 05:59:04 PM
Why not use github for those patches? That way others can contribute aswell towards balancing etc. And when the "product" is final its possible to submit it through there?

Im currently working on Weapon Tech A17 and Animal Collab Project (just started) and people are encouraged to throw in commits to it

https://github.com/Sp0nge

Not a bad idea! I'll git it up there once I figure out git.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Sp0nge on July 12, 2017, 10:14:11 AM
Ive taken the liberty to push this to my github, feel free to connect to it. I can be contacted on the Rimworld Dirscord if anyone needs to get in touch with me :)
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Akrakorn on July 13, 2017, 12:23:15 PM
It seems CE and Rikki's force field mod are incompatible, as the bullets just go through the force field. Is there a way to make them compatible?
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Epishade on July 13, 2017, 12:25:34 PM
Posted this on the steam mod page that SkullyWag uploaded, but I'll post it here too.

Is there any expected change for decreasing the amount of bullets made from the loading bench? Imo making 500 bullets for the bolt action for just 21 steel means I can go for years without having to worry about making more, and defeats the purpose of having bullets in the first place since you don't need to be stingy with your ammo anymore after making it just once. 200 buckshot is 17 steel and 500 bullets of .45 acp is 11! I think that there should be a much higher steel usage to bullet ratio to balance out bullet-making imo so you're not always rich with ammunition after the loading bench.

There was a thread on the previous 1.3 CE mod that SkullyWag also uploaded on steam about this same issue, and they suggested possibly using FSX cannisters in conjunction with steel to create bullets.  I think that would be a great way to make ammo creation more significant.

Any feedback?
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: NoImageAvailable on July 13, 2017, 01:56:01 PM
There are some plans to limit ammo crafting in the future by introducing primers as a requirement. Acquiring them would require either buying them from traders, breaking down existing ammo or making them at the component assembly table. This is all in the planning phase though so subject to change.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: hoaxdream on July 14, 2017, 03:49:05 AM
can you add an option to turn off reloading only on auto turrets? i only want reloading on guns but not on auto turrets
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Brrainz on July 14, 2017, 05:08:53 AM
As a quick observation (partly from all the players combining Zombieland with CE, partly from others) I can clearly see a conflict between hyper-realism and the very constraint resources a RimWorld planet gives you. Works at the beginning but one ends up quickly with no resources to play. I self have no opinion on the matter but I've seen players struggle with the result.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Epishade on July 14, 2017, 01:56:14 PM
Quote from: NoImageAvailable on July 13, 2017, 01:56:01 PM
There are some plans to limit ammo crafting in the future by introducing primers as a requirement. Acquiring them would require either buying them from traders, breaking down existing ammo or making them at the component assembly table. This is all in the planning phase though so subject to change.
Ah nice.  Thanks.  Good to know.  Excited to see what happens with this.  It's one of the few things I think this mod could be improved with, as it's otherwise a very well-made mod and I'd much rather play the game with it than without it.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: dannyslag on July 14, 2017, 08:22:38 PM
I've managed to solve all the conflicts i was getting with this beautiful mod except this one. I can't seem to figure out where it's coming from. Any ideas? I don't have any mods that add grenades or weapons other than the two listed in the OP. CE guns and vanilla friendly weapons expansion.

QuoteXML error: Could not find parent node named "GrenadeRecipeBase" for node "RecipeDef". Full node: <RecipeDef ParentName="GrenadeRecipeBase"><defName>MakeM72LAW</defName><label>make M72 LAW x5</label><description>Craft 5 M72 LAW launchers.</description><jobString>Making M72 LAW launchers.</jobString><workAmount>22500</workAmount><ingredients><li><filter><thingDefs><li>Steel</li></thingDefs></filter><count>50</count></li><li><filter><thingDefs><li>FSX</li></thingDefs></filter><count>3</count></li><li><filter><thingDefs><li>Component</li></thingDefs></filter><count>3</count></li></ingredients><fixedIngredientFilter><thingDefs><li>Steel</li><li>FSX</li><li>Component</li></thingDefs></fixedIngredientFilter><products><CE_Gun_M72LAW>5</CE_Gun_M72LAW></products><researchPrerequisite>CE_AdvancedFirearms</researchPrerequisite></RecipeDef>

*EDIT* Moving vanilla friendly weapons expansion to the bottom of the load list fixed this.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Evelyn on July 14, 2017, 08:41:11 PM
Quote from: NoImageAvailable on July 13, 2017, 01:56:01 PM
There are some plans to limit ammo crafting in the future by introducing primers as a requirement. Acquiring them would require either buying them from traders, breaking down existing ammo or making them at the component assembly table. This is all in the planning phase though so subject to change.

God, please, no. It's already a pain to craft the higher levels of ammo.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Selchoni on July 15, 2017, 03:21:47 AM
is it compatable with the star wars mods
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: PreDiabetic on July 15, 2017, 09:15:50 AM
After 1.4 Tribes don't have ARROWS with them. They have bows or melee weapons but no arrow to shoot. Tried with CE on top of modlist and bottom of list.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Epishade on July 15, 2017, 04:02:52 PM
A lot of times after a battle, particularly with tribals, I'll have guys with guns that, after hauling away all their loot, pick up their shields and keep them in their inventory.  Then they're not able to shoot their weapons by the time the next attack comes because I didn't notice that they picked them up.

Aside from micromanaging my guys so that I watch them pick up the shield, haul it, then drop it in the stockpile and I immediately forbid it, is there any way I can stop them from automatically equipping shields?
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Hungry Colonist on July 15, 2017, 08:38:15 PM
Quote from: Epishade on July 15, 2017, 04:02:52 PM
A lot of times after a battle, particularly with tribals, I'll have guys with guns that, after hauling away all their loot, pick up their shields and keep them in their inventory.  Then they're not able to shoot their weapons by the time the next attack comes because I didn't notice that they picked them up.

Aside from micromanaging my guys so that I watch them pick up the shield, haul it, then drop it in the stockpile and I immediately forbid it, is there any way I can stop them from automatically equipping shields?
Assign them to an outfit without shield. Shields are considered apparel.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Jeffsikles on July 15, 2017, 11:14:33 PM
Quote from: NoImageAvailable on July 13, 2017, 01:56:01 PM
There are some plans to limit ammo crafting in the future by introducing primers as a requirement. Acquiring them would require either buying them from traders, breaking down existing ammo or making them at the component assembly table. This is all in the planning phase though so subject to change.
I kind of like the idea of primer, but I would like it if you could have it toggleable, so you have options for no-ammo, the current system, and the more in-depth primer based one, just in case it ends up being a pain and kills the fun. Sometimes things like this end up missing the balance point between fun and work.
In my experience with this mod the main restriction for me is components. Normally I do well with balancing component income but the component cost on mortars is murdering me, so having to balance that with also needing primers might just mean I disable the ammo system all together
I did have a question, is the Railgun from this mod? I got one from a quest and I just thought it was odd that it doesn't need any kind of ammunition
Also, does this mod interact with RBSE? Specifically wondering about bionic spine / exoskeleton
Also, I've been seeing a lot of [FACTION] Ammo Generators in inventories when visitors/baddies first show up, sometimes it gets replaced with gear relatively quickly but sometimes they make it to my walls with no bullets. My framrate chugs a big one most of the time so I figured it had to do with that but thought I'd ask
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: Sam Gray on July 16, 2017, 03:35:06 AM
A suggestion for your awesome mod:

Can you implement something like reloading on the go into the mod?
Meaning while pawns are drafted and have orders to move somewhere with an empty magazine, they reload their weapon while moving with a speed penalty. I can think of some situations when this mechanic would be very handy.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: NoImageAvailable on July 16, 2017, 03:38:07 AM
Quote from: Jeffsikles on July 15, 2017, 11:14:33 PM
Also, I've been seeing a lot of [FACTION] Ammo Generators in inventories when visitors/baddies first show up, sometimes it gets replaced with gear relatively quickly but sometimes they make it to my walls with no bullets. My framrate chugs a big one most of the time so I figured it had to do with that but thought I'd ask

If you're seeing loadout generators you're using the outdated version. Use the one currently linked in the OP.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: JadedApprentince on July 16, 2017, 10:17:47 AM
Quote from: pardeike on July 14, 2017, 05:08:53 AM
As a quick observation (partly from all the players combining Zombieland with CE, partly from others) I can clearly see a conflict between hyper-realism and the very constraint resources a RimWorld planet gives you. Works at the beginning but one ends up quickly with no resources to play. I self have no opinion on the matter but I've seen players struggle with the result.

Use the quarry mod, it allows you to mine ore and get stone blocks (at least the type(s) that the quarry is constructed on) so that you don't have to constantly move tile to tile or send out groups to strip mine entire maps. It also allows your not-so-useful colonists to do something useful by training/doing mining, so its a win-win situation.
For stuff like FSX and Prometheum, you'll just have to steal, grow/gather, or buy it, so it's not that hard to get.
Title: Re: [A17] Combat Extended - v1.4 Loadout fixes (09.07.2017)
Post by: alexander_q on July 16, 2017, 10:34:08 AM
QuoteThese mods have been made compatible with CE:
Zombieland

Have tested just now with only CE and Zombieland (in different load orders) and have found that colonists don't receive the "zombie bite" injury and so the infection mechanic never triggers. Instead they get "scratch (zombie teeth). It's a shame, because limited ammo + zombies is a great starting point for any colony. Hopefully this is a quick fix.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on July 17, 2017, 09:06:58 AM
UPDATE: v1.4b released

Hotfix for Zombieland compatibility. Zombie bites weren't causing infections properly, this is now resolved. No other changes so if you're not using Zombieland you don't need to download this update.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Brrainz on July 17, 2017, 12:23:10 PM
On a side note (and because modder love goes both ways) I successfully got Zombieland colonists to shoot even downed zombies - especially important with CE installed. Release soon!
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: rambo on July 19, 2017, 11:07:01 AM
so my guys are in a fire fight and one of them was behind a wall and not shooting and then one of the enemies just shoots them through and hits my guy BEHIND A WALL he gets hit behind a wall thats bullsh*t. it may be from your mod
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: NoImageAvailable on July 19, 2017, 12:22:52 PM
The wall-phasing bug was fixed ages ago in 1.2. Don't use the outdated Steam release people, only use the one uploaded by Skullywag.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: PreDiabetic on July 19, 2017, 04:24:01 PM
Am I the only one having Arrow problem? When Archers are out of arrows. They still trying to shoot instead of switching to fist or melee weapons. Owned colonist or guest. It's all the same. The just look enemy with bow, attacking without actually firing anything.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: rambo on July 19, 2017, 11:17:31 PM
Quote from: NoImageAvailable on July 19, 2017, 12:22:52 PM
The wall-phasing bug was fixed ages ago in 1.2. Don't use the outdated Steam release people, only use the one uploaded by Skullywag.
i have version 1.4
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Daimonin on July 20, 2017, 02:26:49 AM
I seem to have a slight issue, Running CE with Ammo disabled (and new game). My mortars no longer need ammo either, which I thought was a vanilla thing. Also, mortal shells are not craftable in either the machining table OR the Loading Bench (which has no recipes at all).
This would not be a problem, except the IED and Incendiary Traps still ask for an HE and Incendiary shell to build. Rather annoying to be limited to only deadfall traps.

Is this a bug (known or not? Or should I be looking at other mods that might be breaking this?)
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: NoImageAvailable on July 20, 2017, 04:09:07 PM
No ammo means no ammo, that includes mortar shells. The trap recipes are an issue I might look at but I'm not gonna change mortars back to vanilla shells for no ammo mode, simply because I'd rather be adding new features or improve existing ones than figure out ways to disable them.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Evelyn on July 21, 2017, 01:17:44 AM
A potential workaround could be adding landmines or other explosives made with FSX and/or Prometheum. That is, if you can still obtain it with ammo disabled. I've admittedly never played a game of CE without ammo.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: rambo on July 21, 2017, 12:29:58 PM
i wish there could be a better system of range like you can shoot any gun as far as a colonist can see like trying to snipe with a pistol but hard to do and need a lot of shooting skill
Title: Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
Post by: hawerz on July 21, 2017, 02:32:53 PM
Quote from: Mr_Man on June 17, 2017, 10:31:21 AM
Getting the following spam when someone is training animals: "Can't do taming job because of a full inventory" not sure if it's related to CE

Yes I have this also. Just beginning a new game, my main hunter / tamer had equipped the riffle and he had taken 100x the matching type of ammo automatically, as advertised in the mod showcase.

Then as most workers do, he also equipped a Packaged Survival Meal and went to his own business like cutting trees, but second priority was taming, that's when the message poped up.

So I tried to right clik on my dog I want to train obedience, and force training, that's when I get spammed the message ad infinitum


I got clever, paused the game, unequipped the meal, the ammo and also clicked on the arrow to drop the weapon ... but alas it did nothing, the pawn wouldn't drop the weapon.

He dropped the meal and the ammo, and then ran to the closest stockpile to get some more of the same ammo while he had it at his feet .....

I paused the game again, clicked the arrow to drop the gun again, wouldn't work. I clicked a bunch of time and finally he dropped the weapon and the game crashed to desktop.

I guess that's enough Combat Extended for me, I'll start a new game without it, it's sad because it looked promising.


EDIT :
so being a dev, I went a step further.
Disabled all addons except CE (I disabled also CE weapons), and restarted the game.

Generated a new world, 3 new colonists making sure one was above 4 at shooting AND taming (name Joe), and started randomly on a 30% world and standard size map on cassandra Rough.

Pause the game, allow rifle and ammo, tell Joe to equip rifle, disable taming on all characters, select nearby bushes for harvest, set "cut" on priority 1 for everyone, unpause the game.

Joe equips the rifle, than takes matching ammo and reload the rifle, than join the other 2 at gathering berries.

Once I have some berries on the floor, pause the game again, find nearest rabbit and tag him "tame".
In Work I re-enable taming on Joe, select him, right click on rabbit, the popup to tame comes and I get spammed of messages on the top left "Can't do taming job because of a full inventory"

Click elsewhere, unpause the game a little so characters decide what to do, pause the game again and try the same : right clicking the rabbit with Joe selected doesn't even do anything anymore.

After a while it comes back I get the popup to tame and it's clickable. I click on it and now Joe goes to pick something ... For a moment I think he goes for berries to come back tame the rabbit but no he goes for ammo ??? while he still hasn't used any. Picks up some more ammo, then goes to pick a berry and ... eats it. The task to tame the rabbit is forgotten.

Pause the game, right click again on the rabbit and click tame (not spammed of messages on the top left this time), and finally Joe goes to try and tame the rabbit.

There is something really wrong going on here.

I'm playing on steam and installed the mods through the workshop, don't know if it changes anything but now you know :p

Good luck ... random bugs like this are the worse
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: NoImageAvailable on July 21, 2017, 04:33:18 PM
The can't do hauling job message isn't a bug, its there to let you know your tamer can't do his job cause you filled his inventory with junk. They need to pick up a certain amount of food before they'll do taming and they won't go over the mass/bulk limits for it. If you're having problems try giving them a tactical vest or backpack or alternatively drop some ammo from their inventory. If you're using the auto-equip ammo option they'll usually fill up on ammo automatically, try using a loadout to prevent that.

Speaking of bulk, its kinda rare these days that I'm working on features that make for decent screenshots, so have a sneak peek at this storage solution for tribals (should also help with people experiencing issues with tribals spawning without ammo)
(http://i.imgur.com/wjxCybL.png)
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: hawerz on July 22, 2017, 11:50:29 AM
Quote from: NoImageAvailable on July 21, 2017, 04:33:18 PM
The can't do hauling job message isn't a bug, its there to let you know your tamer can't do his job cause you filled his inventory with junk. They need to pick up a certain amount of food before they'll do taming and they won't go over the mass/bulk limits for it. If you're having problems try giving them a tactical vest or backpack or alternatively drop some ammo from their inventory. If you're using the auto-equip ammo option they'll usually fill up on ammo automatically, try using a loadout to prevent that.

In the tests I've done, bulk doesn't matter, sometimes it works and sometimes it doesn't, sometimes the pawn is carying only the gun, ammo and 1 packaged meal, and can't go taming, next time he is also carying berries, and still he goes pick up meat and goes taming an animal.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: NoImageAvailable on July 22, 2017, 04:14:31 PM
Quote from: hawerz on July 22, 2017, 11:50:29 AM
In the tests I've done, bulk doesn't matter, sometimes it works and sometimes it doesn't, sometimes the pawn is carying only the gun, ammo and 1 packaged meal, and can't go taming, next time he is also carying berries, and still he goes pick up meat and goes taming an animal.

If you can reliably reproduce it I'd be interested in a screenshot of your tamer's gear tab at the time the bug occurs. Also, what version of the mod are you using (listed in the mod menu if you're unsure)?
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Daimonin on July 22, 2017, 06:53:58 PM
Quote from: NoImageAvailable on July 20, 2017, 04:09:07 PM
No ammo means no ammo, that includes mortar shells. The trap recipes are an issue I might look at but I'm not gonna change mortars back to vanilla shells for no ammo mode, simply because I'd rather be adding new features or improve existing ones than figure out ways to disable them.

Ah Im ok with there not being mortar shells at all. But if you could change/add a recipe for traps using prometheum/FSX instead of the shell itself... That would be great. :)
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Pupun2542 on July 23, 2017, 12:51:58 AM
How to reload auto turret???
I try right click but it now has any window open and I very sure I use 5.56 ammo
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Tanelorn on July 23, 2017, 04:58:44 PM
Quote from: hawerz on July 22, 2017, 11:50:29 AM
Quote from: NoImageAvailable on July 21, 2017, 04:33:18 PM
The can't do hauling job message isn't a bug, its there to let you know your tamer can't do his job cause you filled his inventory with junk. They need to pick up a certain amount of food before they'll do taming and they won't go over the mass/bulk limits for it. If you're having problems try giving them a tactical vest or backpack or alternatively drop some ammo from their inventory. If you're using the auto-equip ammo option they'll usually fill up on ammo automatically, try using a loadout to prevent that.

In the tests I've done, bulk doesn't matter, sometimes it works and sometimes it doesn't, sometimes the pawn is carying only the gun, ammo and 1 packaged meal, and can't go taming, next time he is also carying berries, and still he goes pick up meat and goes taming an animal.

In my opinion the bulk values for rifles, spears, etc. are too high. I give a pawn a rifle, knife, and ammo, plus clothing and the bulk is almost maxxed. Think about a roman legionaire with his shield, sword, 3 pila, and other accessories all without a backpack. That's not possible in CE. In tribal this is especially difficult as you can't make backpacks and tactical vests for some time.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: MoronicCinamun on July 24, 2017, 08:00:13 AM
Hello,

Let me start with I'm LOVING the mod so far, also using the CE: guns.

I think I've found a bug, I will admit I didn't read through all the pages here I just skimmed. 14.5mm APIs don't seem to be igniting anything. Maybe I'm just exceedingly unlucky because the description does say "chance to light the target", but I haven't noticed it yet, against many many humans and a few elephants. I can confirm they are taking burn damage however, so I guess it still "works" as a more interesting AP.

Not bug related feedback: the ability to manage inventories on a caravan are kind of bad. I assume it's totally not your fault, hell it might not even be possible without significant UI overalls (which I hear are hard to do), just 1 weapon + clothing +vest +backpack fills up the entire bar. Still, I found out the hard way you have to make sure your colonists have full load-outs before even starting to form the caravan, rather than my usual "oh we might need APs let's just have the animals carry that". If you get attacked and get charged, you won't have time to do all that management.

As for what may be a genuine caravan related bug: a colonist with a loadout specifying RPD + ammo was trying to grab the ammo directly form a pack animal, but it didn't work, she would just hug the muffalo, following it presumably forever. I ended up solving it just by dropping the ammo from the beast, so she picked it off the ground. Still, might be worth a look, such micromanagement gets harder as you get more peeps in bigger combats.

But yea, excellent mod.  You have made me play Rimworld again, and now I'm playing it hours every day. Keep up the good work!
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Jexa on July 25, 2017, 07:51:46 AM
Ive discovered a problem , started up a new colony no problems no lag etc , i get ammo and decide to make a loadout and my game starts stuttering and lagging , help pls
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: rambo on July 25, 2017, 08:34:58 AM
how do i stop colonists from taking meals in their inventory
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Saint Lucifer on July 25, 2017, 01:56:37 PM
Sorry i'm a bit new to the modding thing, so i have 3 questions please:

-As for the compatibility thing, i have "EPOE", "Simple Sidearms" and "Aparello 2" on my mods, do i need to download a patch file or something for then or i just place CE and CE guns on the top of the list before then, and it will work automatically?

-I'm using FashionRIMsta that isn't on the compatibility list, will i get a bug or any sort of issue because of it?

-Also about compatibility, is there any known issue about "A dog said" mod? Since it adds prosthetic and bionic parts for the colony pets.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Boundir on July 25, 2017, 04:53:07 PM
Quote from: Saint Lucifer on July 25, 2017, 01:56:37 PM
Sorry i'm a bit new to the modding thing, so i have 3 questions please:

-As for the compatibility thing, i have "EPOE", "Simple Sidearms" and "Aparello 2" on my mods, do i need to download a patch file or something for then or i just place CE and CE guns on the top of the list before then, and it will work automatically?

-I'm using FashionRIMsta that isn't on the compatibility list, will i get a bug or any sort of issue because of it?

-Also about compatibility, is there any known issue about "A dog said" mod? Since it adds prosthetic and bionic parts for the colony pets.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: NoImageAvailable on July 25, 2017, 05:19:53 PM
Quote from: MoronicCinamun on July 24, 2017, 08:00:13 AM
As for what may be a genuine caravan related bug

We noticed the caravan NRE before and it was supposed to be fixed several versions ago. You're not using an old version by any chance? Otherwise we'll have to look into it again.

Quote from: Saint Lucifer on July 25, 2017, 01:56:37 PM
Also about compatibility, is there any known issue about "A dog said" mod? Since it adds prosthetic and bionic parts for the colony pets.

It would have the same problem as any mod adding bionics, which is the melee system won't work with any newly added limbs properly. The Github Wiki has a guide on how to make natural attack verbs CE-compatible, the process is mostly the same for bionic parts.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Saint Lucifer on July 25, 2017, 05:39:54 PM
Thanks for the answers NoImage and Boundir. Just finished with my current colony, so is time to see how long i will last with a more lethal combat experience on a new one.  :)
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: mathwizi2005 on July 25, 2017, 08:32:23 PM
Could someone explain how bows.....cause suppression?
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Alistaire on July 26, 2017, 08:02:44 AM
Quote from: mathwizi2005 on July 25, 2017, 08:32:23 PM
Could someone explain how bows.....cause suppression?

Wouldn't you duck or run if a volley of arrows passed very nearby where you're standing
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: SpaceDorf on July 26, 2017, 08:46:09 AM
Easy ..

(http://i.imgur.com/kUgCqzI.jpg)

(http://t15.deviantart.net/hF-Qocijg5WgemqAgV9HsBfVjT8=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre03/e59d/th/pre/f/2007/285/3/7/371bda648fee6e11.jpg)
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Seven on July 26, 2017, 09:12:56 AM
Since load bearing gear count as clothing, is there some way to get around the lack of a quality flag for them in the outfit template configuration (and storage, though a second stockpile can take care of that)? If you for example tell a colonist to only wear legendary clothes, they will not equip backpacks/tac vests since they don't have a quality (or rather, they seem to have a hidden one; if you set the lower limit low enough, I'm guessing at "normal", they will be equipped). I tried adding them to the loadout template instead, but that just resulted in my colonist putting them unequipped in their inventory.
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on July 26, 2017, 04:11:58 PM
UPDATE: v1.4c released

Added patch for A Dog Said, provided by Boundir. No other changes so if you don't use A Dog Said you don't need to update.

In other news I'll be taking a hiatus for a week or two, so won't be able to respond to any questions or work on pending pull requests until I get back.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: FurtherV on July 26, 2017, 06:19:13 PM
It would be nice if you could add compatibility for the Misc. MAI Mod. (Basically a craftable pawn which a special race)
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on July 27, 2017, 03:47:39 PM
Quote from: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.

That's not a CE mechanic, its from Psychology
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Saint Lucifer on July 27, 2017, 09:25:20 PM
Quote from: NoImageAvailable on July 27, 2017, 03:47:39 PM
Quote from: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.

That's not a CE mechanic, its from Psychology

Odd this just started showing when i installed CE tho. Oh well i guess i can check with then tho. Thanks for the info.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Anvil_Pants on July 28, 2017, 11:05:46 AM
Quote from: Saint Lucifer on July 27, 2017, 09:25:20 PM
Quote from: NoImageAvailable on July 27, 2017, 03:47:39 PM
Quote from: Saint Lucifer on July 27, 2017, 03:39:41 PM
Just a small question, what exactly causes the "Panic Attack" thing? I keep having crafters cowering even when doing simple things like a parka for example.

That's not a CE mechanic, its from Psychology

Odd this just started showing when i installed CE tho. Oh well i guess i can check with then tho. Thanks for the info.

Psychology's panic attack thought should only proc on a pawn that has Anxiety medical condition. It needs to be treated by a doctor. That works essentially like an infection. The cowering behavior is in the Anxiety hediff.

using System;
using Verse;
using Verse.AI;
using RimWorld;

namespace Psychology
{
    public class Hediff_Anxiety : HediffWithComps
    {
        public override void Tick()
        {
            base.Tick();
            switch ((pawn.GetHashCode() ^ (GenLocalDate.DayOfYear(pawn) + GenLocalDate.Year(pawn) + (int)(GenLocalDate.DayPercent(pawn) * 5) * 60) * 391) % (50*(13-((this.CurStageIndex+1)*2))))
            {
                case 0:
                    panic = true;
                    this.Severity += 0.00000002f;
                    if (pawn.Spawned && pawn.RaceProps.Humanlike)
                    {
                        if (pawn.jobs.curJob.def != JobDefOf.FleeAndCower && !pawn.jobs.curDriver.asleep)
                        {
                            pawn.jobs.StartJob(new Job(JobDefOf.FleeAndCower, pawn.Position), JobCondition.InterruptForced, null, false, true, null);
                        }
                        else if (pawn.jobs.curDriver.asleep)
                        {
                            pawn.needs.mood.thoughts.memories.TryGainMemory(ThoughtDefOfPsychology.DreamNightmare);
                        }
                    }
                    break;
                default:
                    panic = false;
                    break;
            }
        }

        public bool panic = false;
    }
}


using Verse;
using RimWorld;
using System;

namespace Psychology
{
    public class ThoughtWorker_PanicAttack : ThoughtWorker
    {
        protected override ThoughtState CurrentStateInternal(Pawn p)
        {
            if (!p.Spawned)
                return ThoughtState.Inactive;
            if (!p.Awake())
                return ThoughtState.Inactive;
            if (!p.RaceProps.Humanlike)
                return ThoughtState.Inactive;
            if (p.Dead)
                return ThoughtState.Inactive;
            Hediff_Anxiety anxiety = p.health?.hediffSet?.GetFirstHediffOfDef(HediffDefOfPsychology.Anxiety) as Hediff_Anxiety;
            if (anxiety == null)
                return ThoughtState.Inactive;
            if (!anxiety.panic)
                return ThoughtState.Inactive;
            return ThoughtState.ActiveAtStage(0);
        }
    }
}


Go talk to Linq on Psychology's Steam Workshop page if your pawn doesn't have anxiety in its medical tab.

You'd need to reproduce the bug with only CE, Psychology, and dependencies, to prove a conflict there.
Title: Re: [A17] Combat Extended - v1.4b Zombieland fix (17.07.2017)
Post by: Anvil_Pants on July 28, 2017, 11:12:09 AM
Quote from: FurtherV on July 26, 2017, 06:19:13 PM
It would be nice if you could add compatibility for the Misc. MAI Mod. (Basically a craftable pawn which a special race)

Misc. MAI can't easily be made compatible with CE and other mods that add or modify pawn code (like Psychology does) because MAI directly interferes with pawn code to create its pawns. These other mods using Harmony to do it isn't stopping MAI from conflicting.

The compatibility needs to start with MAI being refactored to use Harmony, Hugs, or both, to accomplish its pawn generation. That in itself won't magically create compatibility, but it is the most likely path.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: dannyslag on July 29, 2017, 02:54:47 PM
I don't seem to have the recopies to craft any of the combat extended (or unrelated to this mod vanilla weapons expansion) weapons at the machining table, is there a specific research for it?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Saint Lucifer on July 29, 2017, 07:23:04 PM
Small question, is it normal for minigun Centipides to melt trough a whole base made of plascrete similar walls in one single burst?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Muffalo Wool on July 29, 2017, 08:46:05 PM
Explosions are hitting pawns over walls. http://imgur.com/a/reVEa
I'm not at all sure of this but maybe this has something to do with the new explosion mechanics as I've noticed the way charged scatterguns (from Vanilla Friendly weapons) are treated as explosions (you can easily reproduce this by spawning a Scyther with a scattergun and a colonist, have him take go-juice and let the scyther kill the colonist with the gun. A notification then pops up saying: "colonist" has died in an explosion). and thus go through walls similarly. I'm using the 1.3 version. I don't have any mods that alter combat except for CE but if you need it I'll provide a list of my mods.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Seven on July 29, 2017, 09:22:16 PM
I've got no weapon mods other than what CE has, and the centipede charged blaster produces the died in explosion kills too, at least through embrasures (not sure about walls). Rockets and grenades also seem to ignore both walls and embrasures, speaking of explosions in general.

I'm not sure if that's intended or not, but mechs in general are just insanely threatening. The embrasures seems to do nothing to protect my colonists to the point where I suspect they just commit suicide when they see a mech, they shrug off small arms fire like it was nothing, and if I get a mech raid before I have multiple mortars to destroy their weapons with before they reach my base, I might as well just restart. They also seem to be completely immune to EMP shells for some reason; I've literally had 8 shells hit a mech formation, at least a few of them dead center, and not a single one even got its paint scratched.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Daveorav on July 29, 2017, 10:38:38 PM
Some shit I noticed as far as bugs below. I love the mod, I really, really do. And I don't think I can take it outta my mod list because it's just so good. But the gripes below are serious issues, and they make playing with the mod more frustrating than it needs to be.

In the loadout menu you seem to be doing something every time a character is added or removed in the name of the loadout. I've looked through the code and the only thing I could guess at is that it's being used as a regex on accident every time it is modified. Or you're just renaming it with each keystroke, which is a poor implementation of this. A save button for the name field would be infinitely better. This can cause crashes if you spam the name field, and it also makes putting in a name frustrating.

Backpack's increased bulk seems to be randomly reflected in the loadout screen, so sometimes your bulk on the loadout screen will be 40 less than it should, resulting in some amount of confusion.

The game doesn't pause when you bring up the loadout screen, causing massive FPS loss and other such trouble, makes it even more difficult to navigate than usual.

A dynamic search bar for the loadout screen as far as searching for items is a fine idea, but the massive performance issues caused by it makes it frustrating, slow, and sorta shitty. I mean you're running it against, potentially, thousands of entries and it runs it every time you input or delete a character, or potentially even more often than that which could cause the massive FPS loss from just opening the menu.

I love the mod, but basically all of the UI elements of it are just frustrating to use, also pawns don't really prioritize equipping their loadout, they just sorta o it whenever which defeats the whole point of the loadout system. If you can't make something good to use, then don't make it fancy. I feel like there are a bunch of bells and whistles on the loadout screen and none of them really do anything. They look great, no doubt, but making it simpler would make it far more usable and not a pain to input a simple number.

Also any places you can enter a count act weirdly, when backspacing a single number, the cursor just skips over it. Also an error message when you force a pawn to pick up a weapon not in their assigned loadout would be nice. As it is now, pawns will try to pick up the weapon, realize they shouldn't have it, then drop it immediately. This can be very frustrating for new players, or even more veteran ones if they forgot to change the loadout of a pawn.

And just as a want from me, adding something like the mod quality cooldown, but with firerate as well as a chance to jam would be really neat. For example shoddy weapons would have slightly lower fire rate then better quality ones, but would have maybe a 1 in 20 chance to jam, and poor would retain the fire rate but make the jamming rate like 1 in 100, and so on and so forth in that kinda manner with legendary guns having like 5% higher fire rates and virtually no chance to jam. Though I could see Jamming being an addition that could be better in my head than in the game.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Saint Lucifer on July 29, 2017, 11:13:08 PM
Quote from: Seven on July 29, 2017, 09:22:16 PM
I've got no weapon mods other than what CE has, and the centipede charged blaster produces the died in explosion kills too, at least through embrasures (not sure about walls). Rockets and grenades also seem to ignore both walls and embrasures, speaking of explosions in general.

I'm not sure if that's intended or not, but mechs in general are just insanely threatening. The embrasures seems to do nothing to protect my colonists to the point where I suspect they just commit suicide when they see a mech, they shrug off small arms fire like it was nothing, and if I get a mech raid before I have multiple mortars to destroy their weapons with before they reach my base, I might as well just restart. They also seem to be completely immune to EMP shells for some reason; I've literally had 8 shells hit a mech formation, at least a few of them dead center, and not a single one even got its paint scratched.

Honestly the only way i found on how to deal with the dam mechs is "PTRS-41" with AP-I for long range engagement or "Milkors" with EMP grenades for crash ships. As for base defense i just basically made a wall of 90mm Flak Guns loaded with EMP Cannon shells, that usually will melt the centipedes.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Frank2368 on July 30, 2017, 01:54:58 AM
Bug report. CE Guns seems to be missing all of the AI tags and the pistol tags.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: gillsminnow on July 30, 2017, 09:38:21 AM
Is anybody able to tell me what is causing the conflict with CE please? Thank you

https://gist.github.com/e2caaaea880d8df52774b9fbd76bbbd6
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: zinwaz on July 30, 2017, 03:03:18 PM
Is this mod compatible with Rah's Bionics and Surgery Expansion ?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: WolfgangPolska on July 31, 2017, 09:46:57 AM
I seem not to be able to craft arrows, since  I have installed medievial mod
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: JustTundra on August 01, 2017, 01:23:56 AM
I'm not sure if this was intentional but if you disable ammunition it also disables it for mortars. Raids with mortars will constantly have a drop pod coming in every couple of seconds which opens and spawns a pile of shells then immediately despawns the shells. The operators of the mortars, even if their name goes blue from fleeing, won't stop shelling the base until you shoot them and snap them out of it.
I mean, it's doing what it says on the tin but I was expecting disabling ammunition to return it to vanilla where guns had infinite ammo but you still had to make and load artillery shells.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: kubility on August 01, 2017, 03:11:29 PM
there are lots and lots of incompatible mods and i cant identify what's causing hauling bug. when my pawns carry any amount of ammo from somewhere to a stockpile it just disappears at there. removed anything that says "adds new weapons" yet still couldn't find the problem. also, plz check steam page as well it would be easier to reach you and fix the problems.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Llamas1115 on August 01, 2017, 10:04:31 PM
Is there an available list of all guns added by CE Guns and their stats anywhere?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: kodapa on August 01, 2017, 10:34:55 PM
Quote from: Llamas1115 on August 01, 2017, 10:04:31 PM
Is there an available list of all guns added by CE Guns and their stats anywhere?
https://docs.google.com/spreadsheets/d/1xdLXgSCvnnZXlCE-UAHXgfqXZxn3hGmaQMjX7kza8xA/edit#gid=884124215
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Llamas1115 on August 01, 2017, 10:36:53 PM
Quote from: kodapa on August 01, 2017, 10:34:55 PM
Quote from: Llamas1115 on August 01, 2017, 10:04:31 PM
Is there an available list of all guns added by CE Guns and their stats anywhere?
https://docs.google.com/spreadsheets/d/1xdLXgSCvnnZXlCE-UAHXgfqXZxn3hGmaQMjX7kza8xA/edit#gid=884124215
Thank you very much! Maybe this should be added to the OP?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: sadpickle on August 06, 2017, 04:35:48 PM
Quote from: zinwaz on July 30, 2017, 03:03:18 PM
Is this mod compatible with Rah's Bionics and Surgery Expansion ?
I am using RBSE as well as CE and I have not had any issues. Not had a chance to try advanced bionics but everything seems to work. I would load CE last, followed by CE guns.




I think this mod is great, but I had noticed some issues, vis-a-vis the explosive weapons and their wonkiness. Centipedes in particular and the Charge Blaster. Firstly it seems to have no report. I hear no sound associated with either it's firing or shots impacting. Secondly, it's absurdly overpowered with most colonist simply being annihilated in one shot. Cover doesn't seem to have any effect on likelihood of being hit. Sandbags and embrasures are equally ineffective. The lack of sounds to verify they've taken a shot and the lethality I feel are either bugged or need serious addressing. I save-scum because I simply do not think tactics are enough to deal with this threat.

Secondly, loadouts do not work well at all. The biggest problem I've identified is ammo. At some point pawns will simply refuse to take ammo designated to their loadout, even when they have spare bulk and mass and the ammo is in a stockpile. I'm not sure if they are waiting to fulfill a need or their current job, or what is causing this. It IS incredibly aggravating because on paper, the loadout system is fantastic. But if it only works some of the time it's worse than useless. Pawns will also put their weapon into inventory when ammo is depleted, which can cause issues. The loadout interface itself is weird and causes massive lag and slowdown when opened. Needs serious optimizing.

That said the mod is fantastic, it really does elevate the combat in this game to the next level. Guns are suitably lethal. Hunting is SO. MUCH. BETTER. Embrasures make sense but may be too powerful; it's up to the player to decide how much to abuse them. I like all the gun varieties and the vanilla replacements. Making an armory feels like a worthwhile exercise now.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Ark7 on August 06, 2017, 11:03:32 PM
Running CE w/ CE Weapons A17b, and now chickens require feritilization before they lay eggs. Possibly related to CE / CE Weapons as it seems vanilla A17b users (including myself) aren't having the issue. I've disabled CE + CE weps on 06 Aug 2017, started a new colony w/ a hen, and it layed an egg just fine w/o fertilization.

Any chance you could look into this?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: FoxM60 on August 09, 2017, 01:46:53 PM
Having problem with the NPCs not having ammo, when ever i get raided or raid an outpost, there is a spam of "Out of ammo!" Text and basically making the game super easy for me. Please help ;-;
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: johnarcie009123 on August 10, 2017, 05:03:33 AM
The mod is incompatible with Jectools + Yes, Vehicles mods please make it compatible
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: skullywag on August 10, 2017, 05:12:01 AM
Quote from: Ark7 on August 06, 2017, 11:03:32 PM
Running CE w/ CE Weapons A17b, and now chickens require feritilization before they lay eggs. Possibly related to CE / CE Weapons as it seems vanilla A17b users (including myself) aren't having the issue. I've disabled CE + CE weps on 06 Aug 2017, started a new colony w/ a hen, and it layed an egg just fine w/o fertilization.

Any chance you could look into this?

Im running CE and CE Guns plus a tonne of other mods, ive had no issues with CE and have tonnes of chickens laying eggs...unfert and fert.

For those having issues with ammo vanishing etc, check your mod settings for CE, make sure you dont have ammo disabled or anything.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 11, 2017, 03:46:11 AM
Quote from: sadpickle on August 06, 2017, 04:35:48 PM
At some point pawns will simply refuse to take ammo designated to their loadout, even when they have spare bulk and mass and the ammo is in a stockpile.

Loadouts will count ammo loaded in guns as well, so if you set them to carry an M16 + 150 rounds of ammo they'll have 120 in their inventory and 30 in the gun. This tends to confuse people but its necessary because the other way caused some really annoying situations if you had multiple ammo types in your loadout.

If this is not what's happening to you its a legitimate bug though.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Jetpack_Maniac on August 12, 2017, 11:33:37 AM
Quote from: sadpickle on August 06, 2017, 04:35:48 PM
I am using RBSE as well as CE and I have not had any issues. Not had a chance to try advanced bionics but everything seems to work. I would load CE last, followed by CE guns.




I think this mod is great, but I had noticed some issues, vis-a-vis the explosive weapons and their wonkiness. Centipedes in particular and the Charge Blaster. Firstly it seems to have no report. I hear no sound associated with either it's firing or shots impacting. Secondly, it's absurdly overpowered with most colonist simply being annihilated in one shot. Cover doesn't seem to have any effect on likelihood of being hit. Sandbags and embrasures are equally ineffective. The lack of sounds to verify they've taken a shot and the lethality I feel are either bugged or need serious addressing. I save-scum because I simply do not think tactics are enough to deal with this threat.

The mod does calculate hit locations on pawns properly; that said, someone behind a sandbag or embrasure has their lower body obscured.  For the shots that do hit are more frequently head or chest.  The sounds themselves haven't changed from vanilla at all for the blaster.

When fighting centipedes, I use HEAT RPGs, KPVs with AP rounds, 90mm EMP shells, and AGS-30 with EMP grenades.  When I have a ship part crash, I'll set up a L-shaped ambush.  In it, I'll include as many manned and auto turrets as possible.  This is often 6 or 7 manned turrets and 8 or 10 manned turrets (plus a 90mm cannon).  Centipedes are just too dangerous to allow them to live long enough to shot.

Lastly, when using manned turrets, I often (when available) equip a personal shield to the gunner pawn.  It doesn't stop them from using the turret but keeps them alive.  It's very effective overall.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Lupin III on August 15, 2017, 07:53:54 AM
So I'm using CE guns as the only gun mod, because it is recommended for the additional special weapons. The problem I have with that is I have no f*** clue what all the guns are by their name. I mean, I may have heard of an M16 or AK-47, but for all the rest I always (when manufaturing, equipping, selling...) have to call up the info page to see what it actually is. Is there a similar mod that just calls the guns "pistol", "shotgun", "assault rifle" and so on as they are in vanilla (but with CE intended stats) and adds the additional weapons like anti ttank rifles as well?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: rambo on August 15, 2017, 09:30:18 AM
You can look at the description of the gun to know what it it
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Lupin III on August 15, 2017, 11:59:24 AM
Quote from: rambo on August 15, 2017, 09:30:18 AM
You can look at the description of the gun to know what it it
If you read my comment, that's what I have to do and is exactly the annoying part. If a pistol would just be called "pistol" instead of "M1911" I would not have to do that.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Andy_Dandy on August 16, 2017, 05:29:23 AM
I'd be extremely happy if it was possible to download a mod just with everything related to ammo (without the modified combat mechanics etc). Is that a possibility now or in the future?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Sam Gray on August 16, 2017, 05:54:30 AM
Quote from: Andy_Dandy on August 16, 2017, 05:29:23 AM
I'd be extremely happy if it was possible to download a mod just with everything related to ammo (without the modified combat mechanics etc). Is that a possibility now or in the future?

Yeah, i would be really interested in a mod which only introduced ammo and load-outs without changes in combat mechanics because of many incompatibilities with other mods.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 16, 2017, 10:46:15 AM
Quote from: Lupin III on August 15, 2017, 11:59:24 AM
Quote from: rambo on August 15, 2017, 09:30:18 AM
You can look at the description of the gun to know what it it
If you read my comment, that's what I have to do and is exactly the annoying part. If a pistol would just be called "pistol" instead of "M1911" I would not have to do that.

Look at Rimfire to see the problem with that approach. You end up with an armory containing "pistol", "modern pistol", "rimfire pistol" and similar non-descriptors. And what do you do if you have say, an AK-47 and AK-74? "Old Soviet assault rifle" and "Modern Soviet assault rifle"?

With real names at least weapon enthusiasts can tell weapons at a glance and I don't need to waste time on figuring out generic names, while non-enthusiasts will be equally confused by generic and non-generic names.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Seven on August 16, 2017, 03:54:53 PM
"AK-47" and "AK-74" are even less descriptive. With a category and tier for the name, I can at least get a clue about their role and relative power.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KLk on August 17, 2017, 05:30:28 AM
The balls trespasing the walls is a normal thing in the real world guys, caliber and so on :D
And WTF http://imgur.com/a/5nBeq (http://imgur.com/a/5nBeq)
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Lupin III on August 17, 2017, 11:28:11 AM
Quote from: NoImageAvailable on August 16, 2017, 10:46:15 AM
Look at Rimfire to see the problem with that approach. You end up with an armory containing "pistol", "modern pistol", "rimfire pistol" and similar non-descriptors. And what do you do if you have say, an AK-47 and AK-74? "Old Soviet assault rifle" and "Modern Soviet assault rifle"?

You gave an excellent example of how it would be much easier to discern different weapons. With that description at least I know that something is a pistol or assault rifle and which one is most likely better (because "newer"). Why should anyone be confused by that? But if I want to assemble a pistol for someone and I see a list like that "SVD, PTRS-41, M24, Tac-50, Degtyarev DP, M60, RPD, PKM, AK-12, Tec DC-9, KRISS Vector, Mossberg 500, Saiga 12K, USAS-12, M1911, P7, Taurus Judge, SKS" my only way is to get into the description of every single one of them to find out what of them is a pistol in the first place.

[feature request] On a slightly different but related topic:
It would be nice to be able to select "any pistol" or "any weapon of kind x" for a loadout, or generally alternatives in a loadout ("get that SMG, if available, otherwise take that pistol"). The differences between different weapons of a kind are small enough that I don't care about them until later in game when I can afford to build a certain weapon for the whole squad.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 17, 2017, 12:30:08 PM
Quote from: Lupin III on August 17, 2017, 11:28:11 AM
With that description at least I know that something is a pistol or assault rifle and which one is most likely better (because "newer").

That's a fallacy. Using the AK example the 74 would be lighter, less bulky with more range and firing 5.45mm vs the 47's 7.62mm. If you want to go on a caravan the 74 is clearly the better choice as it allows carrying more ammo/trade goods, but if you're defending a jungle mountain base you don't care about ammo capacity and engagements will happen mostly at close range, making the 47 the better choice.

Someone familiar with the gun would be able to see the name AK-12 and immediately know this is an assault rifle firing 5.45mm with a high-capacity 60-round magazine but "Russian assault rifle" could be anything, so they'd have to check the stats manually (same as people who don't know the AK-12 because they wouldn't be able to infer magazine capacity from its Russian-ness either).
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Drusek on August 17, 2017, 02:25:11 PM
Is there any turret mod compatible with this?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KLk on August 17, 2017, 03:11:37 PM
it's this mod compatible with hospitality?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Seven on August 17, 2017, 04:37:04 PM
Someone familiar with the AK-12 might also be aware that it's compatible with magazines with capacities of 30, 60 and 96 rounds and have no idea which one was picked for this mod. They might also not be familiar with every other weapon on the list, or for that matter, know the specifics about all of them even if they were. Using only weapon names as a descriptor ensures that only gun nuts stand a chance of deciphering what the weapons actually are, and even they might have trouble doing so unless the mod is fully accurate (which it's not, since some features like reliability is to my knowledge at least not implemented at all, not to mention different weapon configurations available).

From what I've seen, there's little this mod offers that couldn't be aggregated down to simple things like "sniper rifle", "assault rifle", "battle rifle" etc., possibly with light/heavy appended to give even more info, to give an idea of what to expect from a weapon. Sure, you might still need to check the details to pick which weapon you want, but you could at least narrow it down to just a few different ones if you knew you needed, for example, a long-range, high-damage automatic (probably a battle rifle in that case). It's not perfect, but it's far more accessible.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Hungry Colonist on August 17, 2017, 05:41:38 PM
Or you could just get used to the weapons real life names. Jesus Christ people, it's not that hard. It's not like the mod has 200 weapons anyway. You came here to download a mod called Combat ->Extended<- and that's what you're getting. I think the autor should focus more on improving the loadout system and fixing issues, rather then spend his time bothering about weapon names that AFAIK are accurate. Their names represent what they are in the game models. It's not like that is rocket science anyway.

Would be great to have something like:
"m24 (sniper rifle)"
"m240b (machine gun)"
Instead of just their names on the machining table recipes, to help you know what kind of weapon you are making. But having them named:
x-machine gun
x-heavy machine gun
x-sniper
x-anti tank sniper
x-pistol
x-oh yeah another pistol
x-semi auto pistol?
Wouldn't help in any way. As you have absolutely no fucking clue what the heck the weapon is.
And as the mod adds new weapons it's gonna become even more ridiculous. That's why people don't name guns like: pistol, auto pistol, pistol 1.2, pistol 1.2 scope edition, etc. It get's even more confusing.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Element4ry on August 17, 2017, 05:44:15 PM
I can't see the problem with the proper gun description. Just learn what is what and problem solves itself. I found this mod great so far and I was pleased to see original guns names. After a while I showed mod to my girlfriend, and even she knowing only which end of a gun is dangerous didn't had issues with that. With proper gun names you can also google that and actually learn stuff about real guns that way. I'd call it win-win situation.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Hungry Colonist on August 17, 2017, 05:46:05 PM
Quote from: Element4ry on August 17, 2017, 05:44:15 PM
I can't see the problem with the proper gun description. Just learn what is what and problem solves itself. I found this mod great so far and I was pleased to see original guns names. After a while I showed mod to my girlfriend, and even she knowing only which end of a gun is dangerous didn't had issues with that. With proper gun names you can also google that and actually learn stuff about real guns that way. I'd call it win-win situation.
Absolutely.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Seven on August 17, 2017, 07:03:20 PM
You can also get used to having descriptions rather than names. You could also index the weapons by a unique number and have no indication whatsoever what they are, because you can just "get used to it" too. If you're designing an interface based on what obstacles people can get around, you're doing it the wrong way.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Drusek on August 18, 2017, 04:00:49 AM
I think there is a minor bug - every turret (auto or manual) no matter how you configure warmups and cooldowns in xml files has exactly 1s of cooldown or warmup ("Can fire in: 1s")
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Lupin III on August 19, 2017, 02:42:06 PM
Quote from: Hungry Colonist on August 17, 2017, 05:41:38 PMYou came here to download a mod called Combat ->Extended<- and that's what you're getting.
You are right it's called "combat extended", and not "learn your guns". I install this mod, because the combat mechanics of the base game are lacking, to say the least, and not to learn random character and number combinations. Those names don't add anything to combat, but make the game tedious whenever you have to deal with guns, be it manufacturing, equipping, buying/selling and scrapping.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 19, 2017, 03:16:41 PM
Quote from: Seven on August 17, 2017, 04:37:04 PM
From what I've seen, there's little this mod offers that couldn't be aggregated down to simple things like "sniper rifle", "assault rifle", "battle rifle" etc., possibly with light/heavy appended to give even more info, to give an idea of what to expect from a weapon. Sure, you might still need to check the details to pick which weapon you want, but you could at least narrow it down to just a few different ones if you knew you needed, for example, a long-range, high-damage automatic (probably a battle rifle in that case). It's not perfect, but it's far more accessible.

I can see where you're coming from on how having things like assault rifle in the name would be helpful to some people, but I think it ultimately comes down to the individual user. Appending this stuff to the weapon name sounds good until you realize that there's already caliber, quality and health appended there. Pretty much the only way to please everyone would be a toggle, which would take a lot of effort to implement for relatively little gain and take time away from other development.

Speaking of, I finally had some time to work on this mod again, so expect an update soon. Among various bugfixes and a buff to sniper rifles you can expect some upgrades to tribals: they can now send sapper raids using stick bombs and have new high tier units that use low-level firearms. Chieftains can occasionally spawn with lower tier assault rifles. And of course their new backpacks ensure they can actually carry all their gear now without running up against the bulk limit.

(http://i.imgur.com/N6lSXf6.png)
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Seven on August 19, 2017, 03:54:32 PM
Weapon classes can be heavily abbreviated. AR, SR, LMG, SMG, SG, GL, RPG etc. can cover most of the major classes with 2-3 characters (+1 if you count the space). Most of those are widely recognized, in some cases more so than the full name (RPG for example, which is even technically a Russian acronym).

On the topic of stick bombs, the AI seems to be very poor at handling them properly. If I place a turret at the front lines with embrasures around or even just in front of it, several pawns will attempt to rush it with melee weapons and promptly get blown to pieces when the pawns with stick bombs get within range. I've literally had raids aborted by stick bomb friendly fire deaths caused by a single turret, and the raids that make it past that point are severely diminished.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Razzoriel on August 19, 2017, 04:30:53 PM
Quote from: Hungry Colonist on August 17, 2017, 05:41:38 PM
Or you could just get used to the weapons real life names. Jesus Christ people, it's not that hard. It's not like the mod has 200 weapons anyway. You came here to download a mod called Combat ->Extended<- and that's what you're getting. I think the autor should focus more on improving the loadout system and fixing issues, rather then spend his time bothering about weapon names that AFAIK are accurate. Their names represent what they are in the game models. It's not like that is rocket science anyway.

Would be great to have something like:
"m24 (sniper rifle)"
"m240b (machine gun)"
Instead of just their names on the machining table recipes, to help you know what kind of weapon you are making. But having them named:
x-machine gun
x-heavy machine gun
x-sniper
x-anti tank sniper
x-pistol
x-oh yeah another pistol
x-semi auto pistol?
Wouldn't help in any way. As you have absolutely no fucking clue what the heck the weapon is.
And as the mod adds new weapons it's gonna become even more ridiculous. That's why people don't name guns like: pistol, auto pistol, pistol 1.2, pistol 1.2 scope edition, etc. It get's even more confusing.
That's not how guns should work.

For example, I'm doing a huge weapon mod. Hundreds. For this problem you're describing, I'm simply making tiers and dividing in categories. Not every time you get a higher tier weapon it means they're 100% better in every way; it simply means that, on average, their stats will be better than a lower tier weapon.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Hungry Colonist on August 20, 2017, 01:06:20 AM
Quote from: Lupin III on August 19, 2017, 02:42:06 PM
Quote from: Hungry Colonist on August 17, 2017, 05:41:38 PMYou came here to download a mod called Combat ->Extended<- and that's what you're getting.
You are right it's called "combat extended", and not "learn your guns". I install this mod, because the combat mechanics of the base game are lacking, to say the least, and not to learn random character and number combinations. Those names don't add anything to combat, but make the game tedious whenever you have to deal with guns, be it manufacturing, equipping, buying/selling and scrapping.
My point is, the base game has only one kind of gun for each functionality (AKA only 1 assault rifle, 1 scoped rifle, 1 pistol, etc) so it makes sense not to give the guns specific model names, because it's not really needed.
But CE has different guns with the same purpose in mind, which in turn makes sense to differ them by their names.

He can't name every pistol just "pistol" because there's more than one in the mod, the same goes for every other gun added by the mod. And naming them "american assault rifle, russian sniper rifle" etc, would just be cluttering the already kinda long gun description.

Sure, some abbreviations would be nice for helping the "not gun nuts" identify what weapon it is, so you know what kind of gun you're gonna make when you have never seem that gun in the game.

The thing that needs some better explanation is the production tab.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Hungry Colonist on August 20, 2017, 01:33:12 AM
Quote
That's not how guns should work.

For example, I'm doing a huge weapon mod. Hundreds. For this problem you're describing, I'm simply making tiers and dividing in categories. Not every time you get a higher tier weapon it means they're 100% better in every way; it simply means that, on average, their stats will be better than a lower tier weapon.
I don't know if you understood what I said exactly. The approach your taking can work if your weapons are as simplified as the base game.

But with CE, I can take a M1911 or P7 and recall in my head what caliber they use, how they perform, if I use them.

One doesn't need to be better then the other, they both do their thing. It doesn't  necessarily make it easier if they are named Tier I Pistol and Tier II Pistol. Just sticking (pistol) after their names would be enough to make it easier for people who don't know/care about gun names.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Lupin III on August 20, 2017, 08:41:58 AM
Quote from: NoImageAvailable on August 19, 2017, 03:16:41 PM
Pretty much the only way to please everyone would be a toggle, which would take a lot of effort to implement for relatively little gain and take time away from other development.
Now with mod patches how about a small addon mod that just overwrites the labels of all weapons and does nothing else? If someone wants those names, they just load this small mod after CE and CE guns.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Drusek on August 21, 2017, 05:56:08 AM
Minor but annoying bug: I use EPOE and when I install bionic arm I cannot use shields anymore :/ It says I'm missing body part.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: thesoupiest on August 21, 2017, 12:21:55 PM
I fucking hate it when a colonist decides to hunker down and become completely unresponsive to all commands. Artillery shells, incendiary rounds, bullets, etc. are flying over his head and his position is rapidly becoming untenable, but there's nothing to be done because this guy that has seen combat dozens of times before is for some reason paralyzed with fear all of a sudden.

Please, make the hunkering down stun mechanic optional.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KappaccinoNation on August 22, 2017, 01:30:07 AM
One question about CE Guns. Can I add it mid-save? I just removed all guns in my colony using dev mode to disable Vanilla Friendly Weapons and it seemed like it worked without any problems. So currently there's no gun equipped or stored in the map.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KLk on August 22, 2017, 11:11:24 AM
Quote from: thesoupiest on August 21, 2017, 12:21:55 PM
I fucking hate it when a colonist decides to hunker down and become completely unresponsive to all commands. Artillery shells, incendiary rounds, bullets, etc. are flying over his head and his position is rapidly becoming untenable, but there's nothing to be done because this guy that has seen combat dozens of times before is for some reason paralyzed with fear all of a sudden.

Please, make the hunkering down stun mechanic optional.
you never had been under gunfire? try to move with artillery shells, incendiary rounds, bullets and so on, flying over you. You will shit your pants, by fear or just beacuse you are dead.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Shagrix on August 23, 2017, 12:13:41 PM
Hello I wanted to know how to make  guns I make for my mod compatible with your mod I really like it and im currently working on a stalker call of rim mod and I would like to make guns in it work with CE thx
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: WereCat88 on August 26, 2017, 06:42:38 AM
Could you make some sort of locker with a quick swap mechanic?

What i mean by that is that there should be a locker-like storage facility (1x1 or 2x1 preferably) that you can assign a loadout to and will hold the items you want (weapons and ammo, maybe even clothing), lockers from which a colonist can be ordered to swap their inventory with the locker inventory (with clothing or without) thus reducing the time needed to search for weapons and ammo and equipping armor while a raid is in progress.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KLk on August 26, 2017, 08:19:34 AM
this mod is incompatible with hospitallity it laggs the game :((((
May it could be fixed?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Hatchet Warrior on August 26, 2017, 07:36:16 PM
Hey. I was wondering if anyone could help me and take a look at the XML errors i'm getting since the install of this mod.

XML Error pastebin (https://pastebin.com/gRd3sHKY)

Mod List Loaded in order (https://pastebin.com/CXMrnLB7)

Apologize if this is something simple. However I'm not the best when it comes to reading XML errors or figuring out which is what.
Removing all the CE stuff obviously makes it all work.

I can play the game fine. Once I'm actually in game and turn off the "ammo" option everything works fine, but if i leave it on none of the bows have ammo and i cannot craft ammo either.

Thanks in advance for any help or suggestions. Just let me know if you need anything more in order to determine where I'm messing this up.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 27, 2017, 12:45:20 AM
Quote from: Hatchet Warrior on August 26, 2017, 07:36:16 PM
Hey. I was wondering if anyone could help me and take a look at the XML errors i'm getting since the install of this mod.

It seems like whatever mod is adding crossbow bolts (VFWE?) is referring to a non-existent base def. Doesn't look like something I can fix on my end though.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Divenity on August 27, 2017, 01:35:03 AM
Having an issue, tested with only this mod enabled. Cannot equip shields when left arm has been replaced with a prosthetic, including complete bionic arm. Works fine if only the hand is replaced, but if someone has lost their left arm and gets a simple or bionic replacement they are no longer allowed to equip shields. Message given when trying to force equip is "Cannot wear melee shield (missing body parts)".. It seems the shields are only coded to recognize biological arms.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Hatchet Warrior on August 27, 2017, 06:39:54 AM
Quote from: NoImageAvailable on August 27, 2017, 12:45:20 AM
Quote from: Hatchet Warrior on August 26, 2017, 07:36:16 PM
Hey. I was wondering if anyone could help me and take a look at the XML errors i'm getting since the install of this mod.

It seems like whatever mod is adding crossbow bolts (VFWE?) is referring to a non-existent base def. Doesn't look like something I can fix on my end though.

Sure enough turning that and the patch off for CE fixed the issue.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: WereCat88 on August 27, 2017, 12:42:31 PM
Is there any way you could make changing apparel and equipping weapons have highest priority?

We were attacked by some mechs and i told Chris to take his weapons and armor and fight, but instead he decides that its more important to make food, WTF!?

Also are bullets supposed to penetrate walls? My alpacas got shredded by my turrets because they were shooting at a mech beside them, the only problem is that they were in their barn behind a granite wall!

Also i still think that there should be some sort of locker where a colonist can change their whole equipment at once, because you cant just have 3 tons of weapons and armor on you and still be productive like in vannila
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Frank2368 on August 27, 2017, 12:50:54 PM
Quote from: Hatchet Warrior on August 27, 2017, 06:39:54 AM
Quote from: NoImageAvailable on August 27, 2017, 12:45:20 AM
Quote from: Hatchet Warrior on August 26, 2017, 07:36:16 PM
Hey. I was wondering if anyone could help me and take a look at the XML errors i'm getting since the install of this mod.

It seems like whatever mod is adding crossbow bolts (VFWE?) is referring to a non-existent base def. Doesn't look like something I can fix on my end though.

Sure enough turning that and the patch off for CE fixed the issue.

The patch was made in advance for a future version of Combat Extended I believe. It's supposed to take into consideration ammo tech levels which haven't been implemented yet.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KLk on August 27, 2017, 12:51:48 PM
Quote from: WereCat88 on August 27, 2017, 12:42:31 PM
Is there any way you could make changing apparel and equipping weapons have highest priority?

We were attacked by some mechs and i told Chris to take his weapons and armor and fight, but instead he decides that its more important to make food, WTF!?

Also are bullets supposed to penetrate walls? My alpacas got shredded by my turrets because they were shooting at a mech beside them, the only problem is that they were in their barn behind a granite wall!

Also i still think that there should be some sort of locker where a colonist can change their whole equipment at once, because you cant just have 3 tons of weapons and armor on you and still be productive like in vannila
1 the bullets have pierce damage and could go throught a wall, in the game and in the reallity (that's why we have bunkers at 50m dig in and with 30m of concrete walls)
and for the gear cabinet there's a mod to do it but i dont remember the name
PS i have issues with the loadouts, they carry ammo when i said them to have nothing
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: WereCat88 on August 27, 2017, 01:06:56 PM
Quote from: KLk on August 27, 2017, 12:51:48 PM
1 the bullets have pierce damage and could go throught a wall, in the game and in the reallity (that's why we have bunkers at 50m dig in and with 30m of concrete walls)

I heard not even .50 BMG can penetrate a full meter of reinforced concrete...
             WE NEED CONCRETE AS A BUILD MATERIAL

I have the same problems with the loadout system, it seems... shoddy...

Some data: https://www.survivalmonkey.com/threads/50-bmg-ammo-identification-chart.49583/ (https://www.survivalmonkey.com/threads/50-bmg-ammo-identification-chart.49583/)
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: KLk on August 27, 2017, 01:18:38 PM
Quote from: WereCat88 on August 27, 2017, 01:06:56 PM
Quote from: KLk on August 27, 2017, 12:51:48 PM
1 the bullets have pierce damage and could go throught a wall, in the game and in the reallity (that's why we have bunkers at 50m dig in and with 30m of concrete walls)

I heard not even .50 BMG can penetrate a full meter of reinforced concrete...
             WE NEED CONCRETE AS A BUILD MATERIAL

I have the same problems with the loadout system, it seems... shoddy...

Some data: https://www.survivalmonkey.com/threads/50-bmg-ammo-identification-chart.49583/ (https://www.survivalmonkey.com/threads/50-bmg-ammo-identification-chart.49583/)
https://www.youtube.com/watch?v=QsgwcDOGJQY&ab_channel=Miculek.com-TheLeadersinGunControl%21
maybe cannot penetrate, but you see what one shoot can do, 5 or 6 will pass through the wall
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 27, 2017, 01:23:49 PM
Quote from: WereCat88 on August 27, 2017, 12:42:31 PM
Is there any way you could make changing apparel and equipping weapons have highest priority?

We were attacked by some mechs and i told Chris to take his weapons and armor and fight, but instead he decides that its more important to make food, WTF!?

Also are bullets supposed to penetrate walls? My alpacas got shredded by my turrets because they were shooting at a mech beside them, the only problem is that they were in their barn behind a granite wall!

Also i still think that there should be some sort of locker where a colonist can change their whole equipment at once, because you cant just have 3 tons of weapons and armor on you and still be productive like in vannila

Sounds like you're on the outdated 1.1 release, the wall piercing bullets and loadout priorities should have been fixed several versions ago.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: WereCat88 on August 27, 2017, 01:31:16 PM
Quote from: NoImageAvailable on August 27, 2017, 01:23:49 PM
Sounds like you're on the outdated 1.1 release, the wall piercing bullets and loadout priorities should have been fixed several versions ago.

Nope, im on the latest version 1.4c

Quote from: KLk on August 27, 2017, 01:18:38 PM
https://www.youtube.com/watch?v=QsgwcDOGJQY&ab_channel=Miculek.com-TheLeadersinGunControl%21
maybe cannot penetrate, but you see what one shoot can do, 5 or 6 will pass through the wall

That's plain, not even 10 cm concrete, and im pretty sure that documentation is as accurate as it gets.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on August 27, 2017, 01:36:48 PM
Quote from: WereCat88 on August 27, 2017, 01:31:16 PM
Nope, im on the latest version 1.4c

In that case my first guess would be you're using some incompatible mod, are you using modded turrets or CE ones?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: WereCat88 on August 27, 2017, 02:05:54 PM
Quote from: NoImageAvailable on August 27, 2017, 01:36:48 PM
In that case my first guess would be you're using some incompatible mod, are you using modded turrets or CE ones?

Well shit i tried testing with and without my only weapon mod Remote Explosives but it doesent happen anymore?

I tried testing on my current save and it happens!

I haven't tried the loadout system on the new save.

EDIT: I may have activated and deactivated some weapon mods during that save so it might of have broke because of that, idk tho...
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Alistaire on August 30, 2017, 05:36:06 AM
Quote from: NoImageAvailable on August 16, 2017, 10:46:15 AM
Quote from: Lupin III on August 15, 2017, 11:59:24 AM
Quote from: rambo on August 15, 2017, 09:30:18 AM
You can look at the description of the gun to know what it it
If you read my comment, that's what I have to do and is exactly the annoying part. If a pistol would just be called "pistol" instead of "M1911" I would not have to do that.

Look at Rimfire to see the problem with that approach. You end up with an armory containing "pistol", "modern pistol", "rimfire pistol" and similar non-descriptors. And what do you do if you have say, an AK-47 and AK-74? "Old Soviet assault rifle" and "Modern Soviet assault rifle"?

With real names at least weapon enthusiasts can tell weapons at a glance and I don't need to waste time on figuring out generic names, while non-enthusiasts will be equally confused by generic and non-generic names.

Jumping in on this post to say that Rimfire has a HugsLib Mod Settings Menu which allows you to switch between generic names and more realistic names which means you can pick whichever naming scheme you prefer (for Vanilla and Rimfire weaponry). Of course this could be extended to other gun mods, and the Rimfire wiki page explains how to do this using the Languages folder (making the method entirely compatible with and without Rimfire active).

I realize downloading Rimfire and adding fifty weapons just to change weapon names can be tedious, so in the mod menu you can also disable each and every Rimfire weapon (you can see the source mod by hovering over a weapon) or even disabling certain CombatExtended weapons if you so please.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: SyberSmoke on September 02, 2017, 04:25:21 AM
I would like to make a suggestion either as an addition to Combat Extended or as a stand alone option, Blood Transfusions.

First aid does a lot to patch up some one so you can fix them.  But it also wears off realtively quickly depending on who administers it and what they use (totally fair).  What I would like to suggest if the ability to make Blood Packs by taking it from one pawn, and save it so that later it can be used on another to replace lost blood.

This could require research of coarse (something tribals may not know right away).  But would offer a way for characters to buy valuable time for severely wounded pawns undergoing surgery.  Especially since the treating pawn does not always treat the wounds that are bleading right away (yeah...wasting the good meds on some bruises while they bleed out).

It should of coarse also be limited so that you can not use more than X blood on a pawn...just because...it would be way to easy to abuse with out some penalty after two packs.  Any way...there you go.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: BlackSmokeDMax on September 02, 2017, 10:30:48 PM
Quote from: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.

Well, they should be hauling back their kill every time, so that shouldn't be that big of a deal.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: SyberSmoke on September 03, 2017, 03:05:41 AM
Quote from: BlackSmokeDMax on September 02, 2017, 10:30:48 PM
Quote from: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.

Well, they should be hauling back their kill every time, so that shouldn't be that big of a deal.

From what I have seen they do not.  The load outs appear to take priority over returning from the hunt with the kill.  At times I have had to babysit the pays to make sure they are doing what is needed.  Other wise they return and one other pawn goes running off to get the corpse...or it sit rotting.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: TheWrongColonist on September 03, 2017, 05:14:37 AM
A somewhat different situation but i have set the colonists to carry 6 Herbal Medicines and when they treat the wounded prisoners they go and take the meds from the stockpile instead of using the ones on their inventory & refill their inventory later... The only use i see for this is Stabilize.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: eskoONE on September 03, 2017, 05:44:16 AM
Quote from: SyberSmoke on September 03, 2017, 03:05:41 AM
Quote from: BlackSmokeDMax on September 02, 2017, 10:30:48 PM
Quote from: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.

Well, they should be hauling back their kill every time, so that shouldn't be that big of a deal.

From what I have seen they do not.  The load outs appear to take priority over returning from the hunt with the kill.  At times I have had to babysit the pays to make sure they are doing what is needed.  Other wise they return and one other pawn goes running off to get the corpse...or it sit rotting.

yea, this is what is happening. also i dont understand why they need to drop their weapon when auto switching from ranged to melee?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: SyberSmoke on September 03, 2017, 04:16:58 PM
Quote from: eskoONE on September 03, 2017, 05:44:16 AM
Quote from: SyberSmoke on September 03, 2017, 03:05:41 AM
Quote from: BlackSmokeDMax on September 02, 2017, 10:30:48 PM
Quote from: eskoONE on September 02, 2017, 07:52:14 PM
is it intended that after every time one of my pawns hunt an animal and kill it, they go back to refill their ammo cause i set his loadout to always carry 50 of em. this is quite annoying, especially when they travel across the map to do so. maybe i am doing something wrong or some has a workaround my problem.

Well, they should be hauling back their kill every time, so that shouldn't be that big of a deal.

From what I have seen they do not.  The load outs appear to take priority over returning from the hunt with the kill.  At times I have had to babysit the pays to make sure they are doing what is needed.  Other wise they return and one other pawn goes running off to get the corpse...or it sit rotting.

yea, this is what is happening. also i dont understand why they need to drop their weapon when auto switching from ranged to melee?

Well....normally pawns will not switch weapons so that sounds like you have "Simple Sidearms" installed also.  If I am right, there is an option in Simple Sidearms to turn off them dropping their weapon.  But it does not always work.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Ilya on September 05, 2017, 03:13:21 AM
I could have sworn that there was a version of this mod without the bullets not so long ago. What happened to it?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on September 05, 2017, 05:17:03 AM
Quote from: Ilya on September 05, 2017, 03:13:21 AM
I could have sworn that there was a version of this mod without the bullets not so long ago. What happened to it?

If you mean ammo, that's just a toggle in the mod options
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: MCreeper on September 05, 2017, 11:13:02 AM
How well this mod works with increased forest density mods?
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Ilya on September 05, 2017, 12:10:40 PM
Quote from: NoImageAvailable on September 05, 2017, 05:17:03 AM
If you mean ammo, that's just a toggle in the mod options
The first thing I did when I saw that it wasn't a separate mod folder anymore was to go in the mod options to see if it was an option, and I didn't see anything. After reading your reply, I realized that it was because I forgot to turn the mod on after installing it. Embarrassing... Thank you, it's working now.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: moonra on September 05, 2017, 12:57:37 PM
Is there any way to disable ammo being fired in all directions when it is damaged? I absolutely hate it, that's not how how that works at all.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Alistaire on September 05, 2017, 01:58:27 PM
Quote from: moonra on September 05, 2017, 12:57:37 PM
Is there any way to disable ammo being fired in all directions when it is damaged? I absolutely hate it, that's not how how that works at all.

I'm interested how you suggest damaged ammo should be handled.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Drusek on September 05, 2017, 02:37:41 PM
Ammo won't shoot without the barrel. I agree it shouldn't behave like that. If anything it should have 1 tile low damage explosion for standard ammo and maybe bigger for energy/explosive ammo.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: moonra on September 05, 2017, 04:38:15 PM
Quote from: Drusek on September 05, 2017, 02:37:41 PM
Ammo won't shoot without the barrel. I agree it shouldn't behave like that. If anything it should have 1 tile low damage explosion for standard ammo and maybe bigger for energy/explosive ammo.

Couldn't have said it better. Here's a video from the great hickok45 if anyone doesn't know how bullets behave outside of a gun barrel.

https://www.youtube.com/watch?v=8ad9e0mO8Q4
Title: Re: [A17] Combat Extended - v1.2 Fixes 'n' Rebalance (22.06.2017)
Post by: NoImageAvailable on September 05, 2017, 05:11:09 PM
UPDATE: v1.5 released

Various new features, balance and bug fixes. For the full changelog see the release page (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.17.1.5)

CE Guns was updated to match the new release, so make sure you update it as well.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Drusek on September 05, 2017, 05:54:57 PM
No fix for shields when having bionic arms? :(

Also if you are looking for features: unload weapons when smelting them or even have some job for unloading all weapons in storages/area.

And also thanks for working on the mod  ;D
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: NoImageAvailable on September 05, 2017, 06:09:30 PM
Hotfix update to 1.5a is out. Only change is an updated VFWE patch, you don't need the hotfix if you don't use that mod. Props to XeoNovaDan for being so quick about it.

Edit: Somehow GitHub messed up some files, so 1.5b has been released to fix that. Should work this time for real.

Quote from: Drusek on September 05, 2017, 05:54:57 PM
No fix for shields when having bionic arms? :(

That's a vanilla bug unfortunately, not much I can do to fix it.
Title: Re: [A17] Combat Extended - v1.5a Tribals enhanced (06.09.2017)
Post by: eskoONE on September 05, 2017, 07:09:37 PM
i cant get the game to start with the latest release. i keep getting corrupted error and my modlist keeps resetting on every start, every time i enable ce. gonna try a clean install now and redownload hugslib, ce and ce guns again and try again.

the 1.5 version was booting up but was throwing a bunch of errors with rimfire so i downloaded 1.5a.

there are the errors im getting:

Exception reading VFWE_Ranged_Modern.xml as XML: System.Xml.XmlException: a name did not start with a legal character 60 (<)  Line 251, position 2.
  at Mono.Xml2.XmlTextReader.ReadName (System.String& prefix, System.String& localName) [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator224:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadPatches()
Verse.ModContentPack:get_Patches()
Verse.LoadedModManager:<LoadAllActiveMods>m__8A3(ModContentPack)
System.Linq.<CreateSelectManyIterator>c__Iterator12`2:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.ModContentPack.LoadPatches () [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.get_Patches () [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.<LoadAllActiveMods>m__8A3 (Verse.ModContentPack rm) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateSelectManyIterator>c__Iterator12`2[Verse.ModContentPack,Verse.PatchOperation].MoveNext () [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A17] Combat Extended - v1.5a Tribals enhanced (06.09.2017)
Post by: NoImageAvailable on September 05, 2017, 07:16:39 PM
Quote from: eskoONE on September 05, 2017, 07:09:37 PM
i cant get the game to start with the latest release. i keep getting corrupted error and my modlist keeps resetting on every start, every time i enable ce. gonna try a clean install now and redownload hugslib, ce and ce guns again and try again.

Your issue is caused by a faulty GitHub merge, I already updated my last post with the fix
Title: Re: [A17] Combat Extended - v1.5b Tribals enhanced (06.09.2017)
Post by: eskoONE on September 05, 2017, 07:28:33 PM
looks like ce and rimfire are not fully compatible yet? getting a lot of errors regarding weapons added by rimfire.


Command line arguments: -savedatafolder=SaveData
Verse.Log:Message(String)
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

RimWorld 0.17.1557 rev1153
Verse.Log:Message(String)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Save data folder overridden to SaveData
Verse.Log:Message(String)
Verse.GenFilePaths:get_SaveDataFolderPath()
Verse.GenFilePaths:FolderUnderSaveData(String)
Verse.GenFilePaths:get_ConfigFolderPath()
Verse.GenFilePaths:get_PrefsFilePath()
Verse.Prefs:Init()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194
Verse.Log:Message(String)
CombatExtended.Harmony.Harmony_GenRadial_RadialPatternCount:Patch()
CombatExtended.Harmony.HarmonyBase:InitPatches()
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Combat Extended :: initialized
Verse.Log:Message(String)
CombatExtended.Controller:.ctor(ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[], Object[])
System.Activator:CreateInstance(Type, Object[])
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_AntiMateriel found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Projectile_Bolt_Steel found to give to CombatExtended.VerbPropertiesCE VerbProperties(short crossbow)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Bullet_6x24mmCharged_Shotgun found to give to CombatExtended.VerbPropertiesCE VerbProperties(charge shotgun)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_AntiMateriel found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Projectile_Bolt_Steel found to give to CombatExtended.VerbPropertiesCE VerbProperties(short crossbow)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Bullet_6x24mmCharged_Shotgun found to give to CombatExtended.VerbPropertiesCE VerbProperties(charge shotgun)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
RimWorld.PlayerKnowledgeDatabase:.cctor()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_AntiMateriel found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Projectile_Bolt_Steel found to give to CombatExtended.VerbPropertiesCE VerbProperties(short crossbow)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Bullet_6x24mmCharged_Shotgun found to give to CombatExtended.VerbPropertiesCE VerbProperties(charge shotgun)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
RimWorld.PlayerKnowledgeDatabase:ReloadAndRebind()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_AntiMateriel found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ResearchProjectDef named RF_PlasteelGuns found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Projectile_Bolt_Steel found to give to CombatExtended.VerbPropertiesCE VerbProperties(short crossbow)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Could not resolve cross-reference: No Verse.ThingDef named Bullet_6x24mmCharged_Shotgun found to give to CombatExtended.VerbPropertiesCE VerbProperties(charge shotgun)
Verse.Log:Error(String)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

Combat Extended :: Ammo removed
Verse.Log:Message(String)
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

[HugsLib] v3.1.2 initialized ModListBackup, GunMod
Verse.Log:Message(String)
HugsLib.Utils.ModLogger:Message(String, Object[])
HugsLib.HugsLibController:LoadReloadInitialize()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


or is the version you are using a different one than the one released in the rimfire thread?
Title: Re: [A17] Combat Extended - v1.5b Tribals enhanced (06.09.2017)
Post by: Drusek on September 05, 2017, 08:16:00 PM
how about a patch for Mechanoids Extraordinaire (https://ludeon.com/forums/index.php?topic=35058.0)  :)
Title: Re: [A17] Combat Extended - v1.5b Tribals enhanced (06.09.2017)
Post by: Daimonin on September 06, 2017, 12:09:27 AM
Nice, an update. And one that touches on trap building components too. Alas, there still no love for building traps if you have ammo disabled and therefore can't make mortar shells.  :'(
Title: Re: [A17] Combat Extended - v1.5b Tribals enhanced (06.09.2017)
Post by: NoImageAvailable on September 06, 2017, 05:52:09 AM
v1.5c just released, fixing the Rimfire errors. No need to download if you don't use Rimfire.

Quote from: Drusek on September 05, 2017, 08:16:00 PM
how about a patch for Mechanoids Extraordinaire (https://ludeon.com/forums/index.php?topic=35058.0)  :)

I'm not really involved with compatibility patches, most of them were submitted to me by others.
Title: Re: [A17] Combat Extended - v1.4c A Dog Said patch (26.07.2017)
Post by: Divenity on September 06, 2017, 05:35:11 PM
Quote from: Alistaire on September 05, 2017, 01:58:27 PM
Quote from: moonra on September 05, 2017, 12:57:37 PM
Is there any way to disable ammo being fired in all directions when it is damaged? I absolutely hate it, that's not how how that works at all.

I'm interested how you suggest damaged ammo should be handled.

I would suggest, what moonra said with the low damage 1 tile explosion ONLY for fire damage to the ammo, if that's possible. If the ammo is otherwise damaged and missing durability, an accuracy penalty or dud/misfire chance (equal to the % of missing durability) when used in a firearm, if that is possible.
Title: Re: [A17] Combat Extended - v1.5c Tribals enhanced (07.09.2017)
Post by: Divenity on September 08, 2017, 02:23:46 AM
Would like to suggest, for the options menu, a default firemode and aim mode selection, so that when a colonist equips a new weapon (or swaps with something like simplesidearms) it will use the player's preferred default instead of the current standard of snapshot and the highest firerate available.
Title: Re: [A17] Combat Extended - v1.5c Tribals enhanced (07.09.2017)
Post by: SyberSmoke on September 08, 2017, 01:23:06 PM
I have been getting an error.  The pawn will repeatedly pick up and then put down a food item.  I have tracked the bad behavior to CE.

The behaviour occurs when a pawn with a load out is assigned to handling.  The pawn appears to try to collect food to work on their handling job when CE has them put the food back because it is not part of their load out.  this continues in a loop until I get this error:

Cheda started 10 jobs in 10 ticks. List: (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture) , and (TakeInventory A=Thing_RawRice605281) (WaitMaintainPosture)  lastJobGiver=, curJob.def=WaitMaintainPosture, curDriver=Verse.AI.JobDriver_WaitMaintainPosture
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Then the only way to solve the issue is to take them off handling, set their load out to none, or bar them from the food.  I am running other mods including Expanded Storage, but this happens with default inventory stacks as well.
Title: Re: [A17] Combat Extended - v1.5c Tribals enhanced (07.09.2017)
Post by: NoImageAvailable on September 08, 2017, 02:02:48 PM
Quote from: SyberSmoke on September 08, 2017, 01:23:06 PM
I have been getting an error.  The pawn will repeatedly pick up and then put down a food item.  I have tracked the bad behavior to CE.

This is a known conflict with Smarter Food Selection.
Title: Re: [A17] Combat Extended - v1.5c Tribals enhanced (07.09.2017)
Post by: SyberSmoke on September 08, 2017, 02:20:06 PM
Ok, I will kill that then...kind of liked that mod but if it gets rid of the problem then cool.  I hope it is being looked at either by them or CE team.
Title: Re: [A17] Combat Extended - v1.5c Tribals enhanced (07.09.2017)
Post by: Divenity on September 08, 2017, 08:58:45 PM
The included compatibility patch for Rimfire has the Ruger 10/22 using .45ACP instead of .22LR.

Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 10, 2017, 07:35:58 AM
UPDATE: v1.5d released

Added compatibility patch for Vanilla-Friendly Animal Prosthetics. No other changes, so only download if you have VFAP.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: PixelBitZombie on September 12, 2017, 08:24:39 AM
Would love to keep using this mod but I just found out it is what has been causing my extremely long load times, upwards of 20 minutes. Without CE, load times dropped to 6 minutes. I am of course using a lot of mods but for the most part all of them are compatible even with CE.

So this is interesting because I've never had his issue before. I'll see what someone says and check for new versions.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 12, 2017, 09:32:44 AM
Quote from: PixelBitZombie on September 12, 2017, 08:24:39 AM
Would love to keep using this mod but I just found out it is what has been causing my extremely long load times, upwards of 20 minutes. Without CE, load times dropped to 6 minutes. I am of course using a lot of mods but for the most part all of them are compatible even with CE.

So this is interesting because I've never had his issue before. I'll see what someone says and check for new versions.

That's not a CE thing, its just how the xpath patches work makes them slow down load times. CE uses a lot of them so it will have a noticeable impact on slower machines but adding a bunch of small mods they will eventually add up to the same result. There is nothing we can do to fix this other than wait for the base game to be fixed.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: PixelBitZombie on September 12, 2017, 01:09:19 PM
Quote from: NoImageAvailable on September 12, 2017, 09:32:44 AM
Quote from: PixelBitZombie on September 12, 2017, 08:24:39 AM
Would love to keep using this mod but I just found out it is what has been causing my extremely long load times, upwards of 20 minutes. Without CE, load times dropped to 6 minutes. I am of course using a lot of mods but for the most part all of them are compatible even with CE.

So this is interesting because I've never had his issue before. I'll see what someone says and check for new versions.

That's not a CE thing, its just how the xpath patches work makes them slow down load times. CE uses a lot of them so it will have a noticeable impact on slower machines but adding a bunch of small mods they will eventually add up to the same result. There is nothing we can do to fix this other than wait for the base game to be fixed.

Yeah I mean I don't got the best machine, but its amazing how long the load times are once CE is enabled. However when you say slow, do you mean HDD, CPU or RAM or even a mixture? Thanks though for letting me know its more or so an actual issue with the Game itself.

Edit: Is there no way to cut back and get rid of useless xpath patches?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: maculator on September 12, 2017, 02:30:51 PM
Yes the loading times can be really long, I'd like to know hwy that is.
With just myn ormal mods it almost loads like vanilla. CE extends it to almost a minute.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 12, 2017, 03:36:32 PM
Quote from: maculator on September 12, 2017, 02:30:51 PM
Yes the loading times can be really long, I'd like to know hwy that is.
With just myn ormal mods it almost loads like vanilla. CE extends it to almost a minute.

The xpath operation requires a lot of CPU time to find the def because it has to process all loaded XML for every patch. This makes them really slow, even when optimized (you don't even want to know how long loading times were before we discovered the //-thing). Word on the street is A18 has indexing though, so that's going to massively improve xpath performance since you're essentially replacing a search through files with a simple lookup operation.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: maculator on September 12, 2017, 03:49:43 PM
Thats great to hear! Anyways its worth the waiting, I prefer do die quickly instead of having my colonists getting beaten half dead only to then die in hospital with infection. CE makes for good quick fights and alot of action^^

PS: sorry for all those misspelled words above, don't know why I didn't see that...
PPS: The Learning helper files aren't translated in german is someone on to that? I don't want to promise anything but if not, I might - maybe look into it on the weekend.
PPPS: Is it normal that I don't get the Simple sidearms window with CE enabled? The options tell me it (SS) recognises that CE is active and that it'll let CE manage the inventory.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: falconne on September 14, 2017, 06:02:43 AM
A question for the developers:

I'm trying to determine if a mod I made recently (https://ludeon.com/forums/index.php?topic=35571.0) for friendly fire avoidance will be able to work with this mod. My question is, does CE change the vanilla miss radius for regular ranged weapons (i.e. those without a forced miss radius)? In vanilla, a regular ranged weapon has a miss radius of one tile (i.e. the bullet can travel to the target tile or one of the 8 tiles surrounding it). My mod uses this fact to calculate a fire cone within which pawns are subject to friendly fire. If the miss radius were made dynamic, then my mod would fail to prevent all possible friendly fire scenarios. Does CE keep this default miss radius to 1 tile?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 14, 2017, 08:44:19 AM
Quote from: falconne on September 14, 2017, 06:02:43 AM
A question for the developers:

I'm trying to determine if a mod I made recently (https://ludeon.com/forums/index.php?topic=35571.0) for friendly fire avoidance will be able to work with this mod. My question is, does CE change the vanilla miss radius for regular ranged weapons (i.e. those without a forced miss radius)? In vanilla, a regular ranged weapon has a miss radius of one tile (i.e. the bullet can travel to the target tile or one of the 8 tiles surrounding it). My mod uses this fact to calculate a fire cone within which pawns are subject to friendly fire. If the miss radius were made dynamic, then my mod would fail to prevent all possible friendly fire scenarios. Does CE keep this default miss radius to 1 tile?

CE replaces the vanilla shooting system with its own more or less made from scratch version. We have our own Verb classes and a ProjectileCE class which doesn't inherit from vanilla Projectile. The CE system doesn't rely on RNG To-Hit rolls like vanilla does, instead it uses a combination of various factors to essentially create a cone of fire*. The projectile is then sent on a random trajectory* within that cone and will fly until it collides with something.

If you wanted to make your mod compatible your best bet would probably be to sum up the accuracy factors in the ShotVecReport to get a maximum horizontal deviation angle and project a cone of potential fire from the shooter. Or just leave it at 1 because honestly, most guns won't have deviations of more than 1 tile except at extreme ranges, i.e. when friendly fire is unlikely to begin with and projecting cones is CPU-intensive.

*There is actually a lot more stuff going on here but I don't think Lissajous curves are particularly relevant to your case.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: falconne on September 14, 2017, 10:25:56 PM
Quote from: NoImageAvailable on September 14, 2017, 08:44:19 AM
CE replaces the vanilla shooting system with its own more or less made from scratch version. We have our own Verb classes and a ProjectileCE class which doesn't inherit from vanilla Projectile.

Regarding the 1-tile miss radius, as you said I can probably leave that alone and cover most realistic scenarios.

However the fact that CE uses Verb_LaunchProjectileCE that doesn't inherit from Verse.Verb_LaunchProjectile means my mod won't work, as my mod determines what a projectile weapon is by checking if its associated verb is Verse.Verb_LaunchProjectile. Is there a reason Verb_LaunchProjectileCE inherits from Verse.Verb instead of Verse.Verb_LaunchProjectile? If there were no downside to inheriting from the latter then that would be nice for mods like mine as they would work seamlessly in vanilla and CE.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 15, 2017, 01:04:57 AM
Hello and thank you for this great mod, I even gave up my colony to start all over just to play with CE and I don't regret it at all!  :)

I just have one question regarding compatibility:
When you say that CE isn't compatible with any mods that add new animals, does that also count for the Vanilla Animal Overhaul https://ludeon.com/forums/index.php?topic=34173.0 which makes more types of animals available as pack animals? Do pack-versions of animals count as "new" animals?

Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 16, 2017, 03:12:19 AM
Quote from: falconne on September 14, 2017, 10:25:56 PM
Is there a reason Verb_LaunchProjectileCE inherits from Verse.Verb instead of Verse.Verb_LaunchProjectile?

It was originally set up this way to prevent the class from inheriting unneeded junk variables and methods from LaunchProjectile. Those have since been moved to Verb so it might be possible to change the inheritance chain, but it would need some testing first to make sure it doesn't trip any vanilla checks for LaunchProjectile it shouldn't.

Quote from: Kori on September 15, 2017, 01:04:57 AM
Do pack-versions of animals count as "new" animals?

No, it should be compatible. Unless it uses def overrides to make its changes, in which case just load CE lower in the load order and it should work.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: falconne on September 16, 2017, 03:39:47 AM
Quote from: NoImageAvailable on September 16, 2017, 03:12:19 AM
It was originally set up this way to prevent the class from inheriting unneeded junk variables and methods from LaunchProjectile. Those have since been moved to Verb so it might be possible to change the inheritance chain, but it would need some testing first to make sure it doesn't trip any vanilla checks for LaunchProjectile it shouldn't.

Fair enough. It would be helpful if changing the chain could be investigated.  In the meantime I'll see if there's a polymorphic way of telling from Verse.Verb if the weapon is a ranged one.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 16, 2017, 03:44:47 AM
Quote from: falconne on September 16, 2017, 03:39:47 AM
Fair enough. It would be helpful if changing the chain could be investigated.  In the meantime I'll see if there's a polymorphic way of telling from Verse.Verb if the weapon is a ranged one.

Using Verb.verbProps.MeleeRange would get you all ranged verbs regardless of inheritance.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 16, 2017, 03:57:53 AM
Quote from: NoImageAvailable on September 16, 2017, 03:12:19 AM
Quote from: Kori on September 15, 2017, 01:04:57 AM
Do pack-versions of animals count as "new" animals?

No, it should be compatible. Unless it uses def overrides to make its changes, in which case just load CE lower in the load order and it should work.

Thank you! :)
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: falconne on September 16, 2017, 04:07:32 AM
Quote from: NoImageAvailable on September 16, 2017, 03:44:47 AM
Using Verb.verbProps.MeleeRange would get you all ranged verbs regardless of inheritance.

Good point, thanks.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 16, 2017, 04:27:40 AM
I hope you don't mind if I'm asking another question about compatibility.  :D

I want to try the Children And Pregnancy mod https://ludeon.com/forums/index.php?topic=28747.0
and am getting this error:

[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.Children_and_Pregnancy. Exception was: System.Exception: Wrong null argument: br
  at Harmony.ILCopying.MethodBodyReader.<FinalizeILCodes>b__17_4 (Harmony.CodeInstruction codeInstruction) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[CodeInstruction] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodBodyReader.FinalizeILCodes (System.Collections.Generic.List`1 transpilers, Label endLabel) [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.MethodCopier.Emit (Label endLabel) [0x00000] in <filename unknown>:0
  at Harmony.MethodPatcher.CreatePatchedMethod (System.Reflection.MethodBase original, System.Collections.Generic.List`1 prefixes, System.Collections.Generic.List`1 postfixes, System.Collections.Generic.List`1 transpilers) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at HugsLib.ModBase.ApplyHarmonyPatches () [0x00000] in <filename unknown>:0

Do you think I can just ignore it or will something be broken, and what would be the optimal load order?
I already tried loading it before and after CE and the error is shown in both constellations.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: maculator on September 22, 2017, 05:32:20 AM
Does CE work with
Humanoid Alien Races 2.0? (http://steamcommunity.com/workshop/filedetails/?id=839005762), because I'd like to play with Tribal Planet (https://ludeon.com/forums/index.php?topic=32473.0) and the related stuff.
But I'm worried about the HAR mod not beeing compatible with CE :/
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 22, 2017, 07:04:52 PM
Quote from: maculator on September 22, 2017, 05:32:20 AM
Does CE work with
Humanoid Alien Races 2.0? (http://steamcommunity.com/workshop/filedetails/?id=839005762), because I'd like to play with Tribal Planet (https://ludeon.com/forums/index.php?topic=32473.0) and the related stuff.
But I'm worried about the HAR mod not beeing compatible with CE :/

I also was wondering about the Tribal Essentials compatibility because of the weapons it modifies? (at least Great Bow, Spear and Pila are listed in Tribal Essentials' OP for some reason)
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Xiyn on September 22, 2017, 10:45:14 PM
Question.  Is there a way to raise the priority of changing equipment and grabbing loadout items?  My pawns will often go half a day before changing their loadout or outfit.  I tried to have combat and worker outfits for the same pawns, but they'd never change in any reasonable amount of time. 

I thought that it may be tied to the hauling job, but I haven't noticed much of a change having hauling as a top priority vs not. 
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 23, 2017, 12:09:51 AM
Alien Races needs compatibility patches for each race. Tribal Essentials should have no conflicts.

Quote from: Xiyn on September 22, 2017, 10:45:14 PM
Question.  Is there a way to raise the priority of changing equipment and grabbing loadout items?  My pawns will often go half a day before changing their loadout or outfit.  I tried to have combat and worker outfits for the same pawns, but they'd never change in any reasonable amount of time. 

I thought that it may be tied to the hauling job, but I haven't noticed much of a change having hauling as a top priority vs not.

Outfits are 100% vanilla and only update once per day or so. Loadout priority depends on stock, if they're below half stock they should prioritize it over regular (but not emergency) work. Otherwise they'll grab things if they're nearby. If your ammo is stored in some out of the way location nobody ever goes to that would cause pawns to not update very often.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 23, 2017, 07:14:31 AM
UPDATE: v1.6 released

Update 1.6 brings a basic compatibility patch for the Trading Economy mod and some minor bug fixes. It also replaces the (incorrect) .338 Lapua HE ammo type with a hollow-point type instead. This means that if your save game has guns using this round you'll need to manually open your save file and replace all instances of "338Lapua_HE" with "338Lapua_HP". Save files without any .338 weapons should be unaffected.

Edit: Also includes a compatibility patch for Mechanoids Extraordinaire
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 23, 2017, 05:51:01 PM
Why don't you mention the compatibility patch for Mechanoids Extraordinaire?
That's awesome!  :o
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 24, 2017, 03:43:19 AM
Quote from: Kori on September 23, 2017, 05:51:01 PM
Why don't you mention the compatibility patch for Mechanoids Extraordinaire?
That's awesome!  :o

A multitude of very good and very complicated reasons (by which I mean I forgot)
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 24, 2017, 07:17:55 AM
Quote from: NoImageAvailable on September 24, 2017, 03:43:19 AM
Quote from: Kori on September 23, 2017, 05:51:01 PM
Why don't you mention the compatibility patch for Mechanoids Extraordinaire?
That's awesome!  :o

A multitude of very good and very complicated reasons (by which I mean I forgot)

;D Thanks for the patch!
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Tyriq on September 24, 2017, 01:47:32 PM
I've noticed that brain and eye injuries can be sutured and healed now. Is this a bug or a feature?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: hendrikpfaff on September 25, 2017, 08:34:07 AM
I forgot to tell you that the Trading Economy mod also brings 3 Walkblem weapons (2guns,1sword), Walkblem Smokepop and a Walkblem Power Armor.

When the next update comes out for CE, could you update the Trading Economy patch to have the Combat Extended mechanic?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 25, 2017, 03:05:59 PM
Quote from: Tyriq on September 24, 2017, 01:47:32 PM
I've noticed that brain and eye injuries can be sutured and healed now. Is this a bug or a feature?

A bug.

Quote from: hendrikpfaff on September 25, 2017, 08:34:07 AM
I forgot to tell you that the Trading Economy mod also brings 3 Walkblem weapons (2guns,1sword), Walkblem Smokepop and a Walkblem Power Armor.

When the next update comes out for CE, could you update the Trading Economy patch to have the Combat Extended mechanic?

No. I don't usually make compatibility patches, except sometimes when its only really small changes.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Nekokon on September 25, 2017, 10:39:30 PM
I just noticed a weird issue. My pawns can't wear shield if they have a bionic left arm (it says "missing body part").
I changed it into a normal prosthetic arm but it's the same, so I guess it's not because of EPOE's added parts but shield is tagged specifically onto "left arm" and no other replacement. Can you have a look at this please ?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 26, 2017, 12:27:09 AM
Not sure if this has been adressed with 1.6 already, but with 1.5 it also happened to me that when I tried to buy ammo from traders, their people would pick it up immediately right after dropping it.
So when I buy ammo I usually hit space right after accepting the deal and forbid all the ammo I just bought. That keeps the NPCs from stealing it and I can start hauling it to my storage.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on September 28, 2017, 11:30:15 AM
Quote from: Nekokon on September 25, 2017, 10:39:30 PM
I just noticed a weird issue. My pawns can't wear shield if they have a bionic left arm (it says "missing body part").
I changed it into a normal prosthetic arm but it's the same, so I guess it's not because of EPOE's added parts but shield is tagged specifically onto "left arm" and no other replacement. Can you have a look at this please ?

Known vanilla issue, nothing we can do to fix it.

Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

I'm not involved with the Rimfire patch but I assume whoever did the stats used the real-world M134 Minigun for a base. The thing about IRL miniguns is they're not really useful as crew-served (much less personal) weapons precisely because of their weight and the weight of the ammo. That said, you could probably still use it with power armor, since it adds its own weight + 20kg to carry weight.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Luckspeare on September 28, 2017, 09:24:44 PM
Where'd they come from anyway?  (In the way they're portrayed in games.)  Doom I think?  Castle Wolfenstein 3D?  Or did they appear in stuff being carried by a single dude before that?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: MajorDam on September 28, 2017, 11:23:47 PM
Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

That's probably an error yes. The real name of the gun is obviously an M134. The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo). 39kg is the correct weight for those installed on vehicles.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Kori on September 29, 2017, 04:38:23 AM
Right, I forgot about the power armor!

Quote from: MajorDam on September 28, 2017, 11:23:47 PM
The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo).

That's perfect, because I've already changed the weight to 20kg yesterday!  :D
That way it is still the heaviest gun in the game and it still should be too much for weaker pawns, so even gameplay-wise that seems to be a good balance.


PS: found a small mistake. In the RF_Ranged_Modern.xml the defName of the Dragunov SVD is misplaced in the entry for the Deadeye rifle, giving the Dragunov the wrong stats and breaking compatibility of the Deadeye:

<!-- A N T I M A T E R I E L R I F L E S -->
<!-- ========== Armalite AR-50 ========== -->
<li Class="CombatExtended.PatchOperationMakeGunCECompatible">
<defName>RF_Gun_DragunovSVD</defName>


It should be <defName>RF_Gun_ARFifty</defName>

PPS: The Tac-50 (Weapons_CE_Guns.xml) is using <projectileDef>Bullet_762x54mmR_FMJ</projectileDef> instead of Bullet_50BMG_FMJ, making it extremely underpowered for an AMR (damage 19 instead of 46).
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Sylph on September 29, 2017, 12:16:54 PM
Quote from: MajorDam on September 28, 2017, 11:23:47 PM
Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

That's probably an error yes. The real name of the gun is obviously an M134. The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo). 39kg is the correct weight for those installed on vehicles.

But that fired 5.56mm ammunition. The one modelled in Rimfire fires 7.62mm like the vehicle-mount original.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: PreDiabetic on September 29, 2017, 01:13:12 PM
1: I wish this mod has "optional" file to scarce ammo like hell. Tried to edit myself but enemies still showed with 1000 ammo.

2: Need harder to make ammo. Require good amount research. Gunpowder, Cartridge, Bullet making then assemble on Assemble Bench. You first need steel (actually brass but in rim we don't have) for Cartridge Case but can have different Bullets (Bone Steel Plasteel etc)

3: Shotting skill should also be edited. 0 skill shouldn't even hit anything because they have no idea what gun is. You can start with 0 percent each rank of skill adds another 5 up to 100. percent accuracy. Of course health is also important. You can't hit even with Rank 20 shooting with both eyes blind. Actually I think breathing could have positive bonus if lowers.

4: I don't know if possible to lock weapons by Skill. It could do more harm than benefit to give weapons to unskilled pawns. I don't think anyone less than 5 shooting can actually use a minigun meaningfully

Parrying is awesome. Question; can pawn parry dodge attacks from behind?
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: MajorDam on September 29, 2017, 01:17:55 PM
Quote from: Sylph on September 29, 2017, 12:16:54 PM
Quote from: MajorDam on September 28, 2017, 11:23:47 PM
Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

That's probably an error yes. The real name of the gun is obviously an M134. The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo). 39kg is the correct weight for those installed on vehicles.

But that fired 5.56mm ammunition. The one modelled in Rimfire fires 7.62mm like the vehicle-mount original.

I may be wrong but I think not. I've made a lot of researchs for my own mod in development  ;D
The 5.56x45mm NATO version is the XM214 Microgun and is even lighter (~15kg). There is some others 5.56 models existing but they do not looks like the textured one of Rimfire. To have an order of magnitude, an MG42 weight 11,5kg and it's not a very "light" LMG already. A portable version of the M134 (firing 7.62x51mm NATO) exist from what I read and weight around 20kg empty  :)

20Kg for a "portable" version of the minigun is already rediculously heavy and unpractical to operate, you are more like an turret on feet than anything else (that's why I choose to apply a huge StatsOffsets malus for MoveSpeed and WorkSpeedGlobal while equiped whith one of them in my mod)  ;D
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Sylph on September 29, 2017, 01:46:35 PM
Quote from: MajorDam on September 29, 2017, 01:17:55 PM
Quote from: Sylph on September 29, 2017, 12:16:54 PM
Quote from: MajorDam on September 28, 2017, 11:23:47 PM
Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

That's probably an error yes. The real name of the gun is obviously an M134. The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo). 39kg is the correct weight for those installed on vehicles.

But that fired 5.56mm ammunition. The one modelled in Rimfire fires 7.62mm like the vehicle-mount original.

I may be wrong but I think not. I've made a lot of researchs for my own mod in development  ;D
The 5.56x45mm NATO version is the XM214 Microgun and is even lighter (~15kg). There is some others 5.56 models existing but they do not looks like the textured one of Rimfire. To have an order of magnitude, an MG42 weight 11,5kg and it's not a very "light" LMG already. A portable version of the M134 (firing 7.62x51mm NATO) exist from what I read and weight around 20kg empty  :)

20Kg for a "portable" version of the minigun is already rediculously heavy and unpractical to operate, you are more like an turret on feet than anything else (that's why I choose to apply a huge StatsOffsets malus for MoveSpeed and WorkSpeedGlobal while equiped whith one of them in my mod)  ;D

Oh are you talking about this one? It's just under 20Kg.

QuoteThe M134D-H is in widespread use in both Crew Served and Fixed Forward applications.

Emphasis mine. ;)
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: MajorDam on September 29, 2017, 02:10:48 PM
Quote from: Sylph on September 29, 2017, 01:46:35 PM
Quote from: MajorDam on September 29, 2017, 01:17:55 PM
Quote from: Sylph on September 29, 2017, 12:16:54 PM
Quote from: MajorDam on September 28, 2017, 11:23:47 PM
Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

That's probably an error yes. The real name of the gun is obviously an M134. The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo). 39kg is the correct weight for those installed on vehicles.

But that fired 5.56mm ammunition. The one modelled in Rimfire fires 7.62mm like the vehicle-mount original.

I may be wrong but I think not. I've made a lot of researchs for my own mod in development  ;D
The 5.56x45mm NATO version is the XM214 Microgun and is even lighter (~15kg). There is some others 5.56 models existing but they do not looks like the textured one of Rimfire. To have an order of magnitude, an MG42 weight 11,5kg and it's not a very "light" LMG already. A portable version of the M134 (firing 7.62x51mm NATO) exist from what I read and weight around 20kg empty  :)

20Kg for a "portable" version of the minigun is already rediculously heavy and unpractical to operate, you are more like an turret on feet than anything else (that's why I choose to apply a huge StatsOffsets malus for MoveSpeed and WorkSpeedGlobal while equiped whith one of them in my mod)  ;D

Oh are you talking about this one? It's just under 20Kg.

QuoteThe M134D-H is in widespread use in both Crew Served and Fixed Forward applications.

Emphasis mine. ;)

That's probably that, yes  :)
39kg is the weight of the ones inclucing mounting devices (tripod or articulated arm fixed to vehicles) and are not designed to be portable by a soldier on its feet.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Eetere on September 29, 2017, 07:09:02 PM
Having a bug with the loadouts, nothing is showing up. The error that shows up when I open a loadout: https://pastebin.com/i1UUCsBn
This doesn't happen on a new game, but I have no idea why the game I'm doing right now would suddenly have this error.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: Sylph on September 29, 2017, 08:43:00 PM
Quote from: MajorDam on September 29, 2017, 02:10:48 PM
Quote from: Sylph on September 29, 2017, 01:46:35 PM
Quote from: MajorDam on September 29, 2017, 01:17:55 PM
Quote from: Sylph on September 29, 2017, 12:16:54 PM
Quote from: MajorDam on September 28, 2017, 11:23:47 PM
Quote from: Kori on September 28, 2017, 03:04:43 AM
The Patch for Rimfire sets the weight of the Mitrailleuse to 39kg, and I don't know how I am supposed to use that gun.  ???
Among my 20 colonists there is only one who can carry 44kg (rest is 40kg and below), and even if this guy carries nothing but the gun, he couldn't pick up the ammunition (one magazine is 10kg) anymore.

Is this an oversight or am I missing something?
Also the description still calls it a "light-weight multi-barrel machine gun" (Rimfire's original weight is 8kg..)

That's probably an error yes. The real name of the gun is obviously an M134. The "portable version" (lightweight mod) of the M134 weight around 20kg (without ammo). 39kg is the correct weight for those installed on vehicles.

But that fired 5.56mm ammunition. The one modelled in Rimfire fires 7.62mm like the vehicle-mount original.

I may be wrong but I think not. I've made a lot of researchs for my own mod in development  ;D
The 5.56x45mm NATO version is the XM214 Microgun and is even lighter (~15kg). There is some others 5.56 models existing but they do not looks like the textured one of Rimfire. To have an order of magnitude, an MG42 weight 11,5kg and it's not a very "light" LMG already. A portable version of the M134 (firing 7.62x51mm NATO) exist from what I read and weight around 20kg empty  :)

20Kg for a "portable" version of the minigun is already rediculously heavy and unpractical to operate, you are more like an turret on feet than anything else (that's why I choose to apply a huge StatsOffsets malus for MoveSpeed and WorkSpeedGlobal while equiped whith one of them in my mod)  ;D

Oh are you talking about this one? It's just under 20Kg.

QuoteThe M134D-H is in widespread use in both Crew Served and Fixed Forward applications.

Emphasis mine. ;)

That's probably that, yes  :)
39kg is the weight of the ones inclucing mounting devices (tripod or articulated arm fixed to vehicles) and are not designed to be portable by a soldier on its feet.

That's my point. There is no existent M134 chambered in 7.62mm that is designed for a soldier to fire that isn't mounted on something, nor has there ever been. That "lightweight" variant detailed above is still meant to be deployed at a fixed position or on a vehicle, from the manufacturer's own website. The portable "Microgun" variant of the M134, chambered in 5.56mm, was dead on its feet decades ago, never having made it into mass production.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: MajorDam on September 29, 2017, 09:50:41 PM
The 5.56 variant neither the 7.62 one (portable version) were never mass produced or issued to any army as an official weapon but both do exist even if they are both not usable in combat situation :)

Here is a version in 7.62x51mm NATO:
(https://i.skyrock.net/1087/74521087/pics/2926027095_2_3.jpg)

Check visualy the difference between 5.56 and 7.62 cartridges: https://upload.wikimedia.org/wikipedia/commons/thumb/b/b9/7.62x51_5.56x45.JPG/973px-7.62x51_5.56x45.JPG

The following one is also supposed to be a 7.62 variant and is equiped with a M60 handguard like in the predator movie:
(http://www.imfdb.org/images/d/df/Minigun_1.JPG)

And if you still don't believe me at this point, here is a video where the guy clearly say at the begining that the variant he is firing is a .308 one (aka 7.62x51mm) and not a 5.56 variant.
https://www.youtube.com/watch?v=H5FgePpGFWA

The weight of 20kg is estimated, that's why I always said "around 20kg", since there is apparently no official model designation for it and so no official datasheet but so far on every website where I was able to found some data on those portable variants, the 7.62mm one was always set to be around 20kg of weight (without ammo and battery)  ;)
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Sylph on September 30, 2017, 05:23:27 AM
Quote from: MajorDam on September 29, 2017, 09:50:41 PM
The 5.56 variant neither the 7.62 one (portable version) were never mass produced or issued to any army as an official weapon but both do exist even if they are both not usable in combat situation :)

Here is a version in 7.62x51mm NATO:

Check visualy the difference between 5.56 and 7.62 cartridges: https://upload.wikimedia.org/wikipedia/commons/thumb/b/b9/7.62x51_5.56x45.JPG/973px-7.62x51_5.56x45.JPG

The following one is also supposed to be a 7.62 variant and is equiped with a M60 handguard like in the predator movie:

And if you still don't believe me at this point, here is a video where the guy clearly say at the begining that the variant he is firing is a .308 one (aka 7.62x51mm) and not a 5.56 variant.
https://www.youtube.com/watch?v=H5FgePpGFWA

The weight of 20kg is estimated, that's why I always said "around 20kg", since there is apparently no official model designation for it and so no official datasheet but so far on every website where I was able to found some data on those portable variants, the 7.62mm one was always set to be around 20kg of weight (without ammo and battery)  ;)

He also clearly states that it's "one of the only live fire miniguns" for portable use "ever manufactured". It's hobbyist stuff. It should also be noted that .308 is the civilian commercial equivalent to 7.62mm; this is hobbyist stuff. It also only fires at 3000 RPM, and he can barely get 5 shots on target at point-blank. Had he carried on firing (with sufficient ammo), if he'd even have been able to stay on his feet, it would have been like a firefighter letting go of a hose.

Wikipedia even has a section on portable miniguns, informatively titled: https://en.wikipedia.org/wiki/Minigun#Fiction_and_popular_culture

This is clearly not a practicable weapon for non-fictional humans, even when the weapon's firing speed is drastically underclocked to reduce recoil. I think whoever made the Rimfire patch made the right call about giving this weapon a 39kg weight, restricting use to only heavily augmented colonists.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: DieselpunkCyborg on October 03, 2017, 10:01:06 AM
Hello, I suddenly started getting this error after loading a save after unlocking Machining through Researching. I have ammo disabled.

Exception printing AmmoBench_Blueprint_Install843419 at (259, 0, 186): System.InvalidOperationException: Nothing to install.
  at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
  at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
  at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
  at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateLayers(MapMeshFlag)
Verse.MapDrawer:TryUpdateSection(Section)
Verse.MapDrawer:MapMeshDrawerUpdate_First()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I have lots of mods (190) but everything was running fine until earlier. I did notice that the Ammo Loading bench is now in my Production tab and it wasn't before, but I've always had the Ammo mechanic in Combat Reloaded disabled and I haven't re-enabled it.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 03, 2017, 10:40:49 AM
Quote from: DieselpunkCyborg on October 03, 2017, 10:01:06 AM
I have lots of mods (190) but everything was running fine until earlier. I did notice that the Ammo Loading bench is now in my Production tab and it wasn't before, but I've always had the Ammo mechanic in Combat Reloaded disabled and I haven't re-enabled it.

Do any of them affect the architect menu/blueprints/building mechanics or randomly place work benches on map generation (in ancient ruins or some such)?
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: DieselpunkCyborg on October 03, 2017, 08:14:21 PM
Quote from: NoImageAvailable on October 03, 2017, 10:40:49 AM
Do any of them affect the architect menu/blueprints/building mechanics or randomly place work benches on map generation (in ancient ruins or some such)?

Ahhh... it might be Misc. MapGenerator...

[attachment deleted by admin: too old]
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: DieselpunkCyborg on October 03, 2017, 08:34:04 PM
Quote from: NoImageAvailable on October 03, 2017, 10:40:49 AM
Do any of them affect the architect menu/blueprints/building mechanics or randomly place work benches on map generation (in ancient ruins or some such)?

I think I've found the culprit! Thank you for your help bro. I don't know how to fix it... might have to find them all and delete them with debug tools or something.

[attachment deleted by admin: too old]
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: DieselpunkCyborg on October 04, 2017, 12:43:14 AM
I finally figured out what happened - for some weird reason, all of the marble on my map has been replaced with invisible loading benches.

You can delete them with the debug tool Destroy, but there are A LOT of them. I guess I'll delete as many as I can and see if the errors reduce.

Marble must have gotten replaced with Loading Bench either randomly or when I researched Machining - really weird.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Divenity on October 05, 2017, 02:53:34 AM
Quote from: DieselpunkCyborg on October 04, 2017, 12:43:14 AM
I finally figured out what happened - for some weird reason, all of the marble on my map has been replaced with invisible loading benches.

You can delete them with the debug tool Destroy, but there are A LOT of them. I guess I'll delete as many as I can and see if the errors reduce.

Marble must have gotten replaced with Loading Bench either randomly or when I researched Machining - really weird.

Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: DieselpunkCyborg on October 05, 2017, 06:56:14 AM
Quote from: Divenity on October 05, 2017, 02:53:34 AM

Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: BlackSmokeDMax on October 05, 2017, 12:27:18 PM
Quote from: DieselpunkCyborg on October 05, 2017, 06:56:14 AM
Quote from: Divenity on October 05, 2017, 02:53:34 AM

Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.

Make sure nothing is currently miniaturized, meaning nothing is sitting in storage in a mid-move state. If something is miniaturized currently, just install it somewhere temporarily. Once you have nothing miniaturized, you should be able to get rid of the first mod and use the other one mid game.

**Of course, always backup/archive your game before attempting something like this!**

edit: Sorry, misappropriate response, for some reason I read that completely wrong. I see now that you are not running minaturisation at all.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Divenity on October 05, 2017, 04:31:38 PM
Quote from: DieselpunkCyborg on October 05, 2017, 06:56:14 AM
Quote from: Divenity on October 05, 2017, 02:53:34 AM

Are you using the miniaturization mod? (https://ludeon.com/forums/index.php?topic=20619) If so I would suggest replacing it with this one https://ludeon.com/forums/index.php?topic=22763.0

I had the same issue, that should fix it.

No I'm not... I'm kinda bummed because I don't know if I should start a new game or not.

You can start a new game without ditching your old one, just fire up a new colony and use the debug mode to insta research to machining benches, see if it happens again, make sure you have saved your old colony with a named savefile, not autosaves, so it won't get overwritten. If the issue persists, it's definitely a mod issue, if it doesn't, it could just mean your old save is corrupted somehow.

Other than that, I don't know how to help, I've only ever seen the issue you are having with the miniaturization mod... So I don't know what else would cause it.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: digdog303 on October 05, 2017, 07:28:54 PM
needs option to default to aimed shot when switching weapons
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: tchiseen on October 08, 2017, 08:47:14 PM
When the ammunition system is toggled off, enemy sieges can't spawn in mortars and just stand around while drop ships come in and the mortars despawn.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: SeniorScore on October 12, 2017, 04:46:53 PM
Alright so I made a patch for another mod (Crystalloids) and I'm not entirely sure how I'm supposed to submit a patch on the forums.

https://ludeon.com/forums/index.php?topic=36029.0
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: CrazyGamer313 on October 13, 2017, 09:05:02 AM
I would have an ide for this mod Could you add an Bill or Workbench whre you can make guns compatible like you have industrial age you could add a bil lwhere non compatible guns get carryed to and then an windom plops up where you can adjust the magazine size
the caliber this would only take affect after an restart because the code was changed Could this be possible?
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 13, 2017, 01:41:37 PM
Quote from: SeniorScore on October 12, 2017, 04:46:53 PM
Alright so I made a patch for another mod (Crystalloids) and I'm not entirely sure how I'm supposed to submit a patch on the forums.

https://ludeon.com/forums/index.php?topic=36029.0

PM'ing me is the best way but this'll do. I'll see about integrating it tomorrow.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: TA1980 on October 16, 2017, 04:36:07 PM
Dear NoImageAvailable,

I am trying to compile a CE-patch for "Beast Man Tribes" by Kodapa (available on STEAM workshop). Unfortunately I have no experience and am just emulating other CE-patches...to no avail so far. Could I send you the relevant files (possibly via PM) for you to have a look at them?

Regards
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: RequiemFang on October 16, 2017, 10:37:52 PM
Quote from: TA1980 on October 16, 2017, 04:36:07 PM
Dear NoImageAvailable,

I am trying to compile a CE-patch for "Beast Man Tribes" by Kodapa (available on STEAM workshop). Unfortunately I have no experience and am just emulating other CE-patches...to no avail so far. Could I send you the relevant files (possibly via PM) for you to have a look at them?

Regards

Have you looked at this?

https://github.com/NoImageAvailable/CombatExtended/wiki/Making-custom-races-CE-compatible
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: TA1980 on October 16, 2017, 11:12:33 PM
Dear RequiemFang,

yes, I did. Still my patch does not work as intended, though I might have made a mistake.

Regards
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: arima1234 on October 17, 2017, 12:40:41 AM
Can someone make patch for rimfall weapon mod pls
https://ludeon.com/forums/index.php?topic=29191.0
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 17, 2017, 08:47:46 AM
Quote from: TA1980 on October 16, 2017, 11:12:33 PM
Dear RequiemFang,

yes, I did. Still my patch does not work as intended, though I might have made a mistake.

Regards

If you have a specific question or problem with a patch you're working on you can contact me via PM or the CE Discord (though Discord is better because its a lot faster if you catch me while I'm online)
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: joaonunes on October 22, 2017, 09:41:47 AM
I think "Combat Extended Guns" is breaking the .303 ammo, every time I load both CE and CE Guns the latter overwrites the "Bolt Action Rifle" name to "Lee Enfield" and the .303 ammo can not be dropped at all, and when the pawn is forced to drop that ammo type due to outfit limits an exception occurrs saying that the dropped item is of type null, not actually dropping the ammo but losing it in the process.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 22, 2017, 11:04:05 AM
Quote from: joaonunes on October 22, 2017, 09:41:47 AM
I think "Combat Extended Guns" is breaking the .303 ammo, every time I load both CE and CE Guns the latter overwrites the "Bolt Action Rifle" name to "Lee Enfield" and the .303 ammo can not be dropped at all, and when the pawn is forced to drop that ammo type due to outfit limits an exception occurrs saying that the dropped item is of type null, not actually dropping the ammo but losing it in the process.

The name change is intentional, the ammo thing I can't reproduce. Can you upload your mod list and output log?
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: joaonunes on October 22, 2017, 11:56:08 AM
Here are the steps I used to reproduce the issue:
- Created a new game with default start (so Lee-Enfield spawns automatically);
- Forced pawn to pick Lee; He automatically picked ammo afterwards;
- Clicked button to drop ammo in gear tab, nothing happened;
- Made a loadout with Lee and 40 ammo and assigned it to the pawn using the weapon; he kept 40 ammo and the rest disappeared with a console error.
Files in the attachments.
This is the only weapon I have seen with this error...
On an aditional note, the .303 ammo type does NOT show up in the Loadout screen, I had to pick the ammo for the Lee from the list by using the "+" button next to the weapon, this ammo type did not show in the ammo list.

[attachment deleted by admin: too old]
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 22, 2017, 12:18:03 PM
So I can see several issues from your log:
1) Something is causing a threading bug on loading. Impossible to say what.
2) AvoidFriendlyFire is causing a null ref exception in AvoidFriendlyFire.Pawn_Kill_Patch.Postfix
3) The .303 ammo is somehow being destroyed on drop, which is most likely because the ammo injector failed to properly enable it and/or something else overwrote the change somehow.

It looks like at least one of your mods is conflicting with CE and/or other mods (threading bugs have a habit of breaking completely unrelated things). If you recently added any new mods to your list I'd try disabling them in batches until you can narrow down the culprit.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Wandering_Savage on October 22, 2017, 11:44:40 PM
Any one else having a problem with Combat Extended conflicting with Prepare Carefully?  I have always used them together in the past but now, when i click on the Prepare Carefully button nothing happens.  I have checked/unchecked every mod until i figured out it was Combat Extended conflicting.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Evelyn on October 25, 2017, 04:38:51 AM
Can't reproduce that.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 25, 2017, 11:27:45 AM
Quote from: Wandering_Savage on October 22, 2017, 11:44:40 PM
Any one else having a problem with Combat Extended conflicting with Prepare Carefully?  I have always used them together in the past but now, when i click on the Prepare Carefully button nothing happens.  I have checked/unchecked every mod until i figured out it was Combat Extended conflicting.

I've been using Prepare Carefully in literally every one of my test colonies since A8 and never had any issues whatsoever, nor have I ever heard of anyone reporting conflicts between CE and PC. I think whatever problem you have, it is not caused by a conflict between the two.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: RequiemFang on October 27, 2017, 12:51:10 AM
Quote from: Wandering_Savage on October 22, 2017, 11:44:40 PM
Any one else having a problem with Combat Extended conflicting with Prepare Carefully?  I have always used them together in the past but now, when i click on the Prepare Carefully button nothing happens.  I have checked/unchecked every mod until i figured out it was Combat Extended conflicting.

Have had this happen usually when starting a new colony, usually happens if I was already playing a game and decided to start a new one without shutting the game down.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Nightinggale on October 27, 2017, 02:21:10 PM
I looked with great interest at the source code for this mod, more specifically the CombatExtended.PatchOperationFindMod class. It's a great mod in itself. So simple, yet so powerful.

The only real issue is that it's part of CE. It looks very useful in general, but other mods can't rely on the presence of CE, particularly not if it is used to test if CE is present.

I propose to take CombatExtended.PatchOperationFindMod and just that feature and submit it to be evaluated as part of RimWorld itself. It will make it so much easier to make mods patch themselves to be optimized according to other mods if we can be sure it's always available and doesn't rely on a certain mod to be loaded. I don't mind doing the work to make a standalone version for submission, but I won't do it without permission.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: NoImageAvailable on October 27, 2017, 04:33:03 PM
FindMod isn't something we came up with, the code is from CuproPanda. The usual solution here is for any DLL mod that needs it to include its own copy-paste, XML only mods are screwed though. Including it has already been suggested to Zorba, too.
Title: Re: [A17] Combat Extended - v1.6 Mechanoids Extraordinaire patch (23.09.2017)
Post by: Nightinggale on October 27, 2017, 05:54:10 PM
Quote from: NoImageAvailable on October 27, 2017, 04:33:03 PM
FindMod isn't something we came up with, the code is from CuproPanda. The usual solution here is for any DLL mod that needs it to include its own copy-paste, XML only mods are screwed though. Including it has already been suggested to Zorba, too.
In other words it's already a community wide feature, which I can just take and use for myself and distribute on the forum if I like (with credits). Let's see if I can figure out how to make a standalone version to easily mass produce dll files for all the mods, which could use this. I think I have an idea with a project template, which might work. If a DLL file can be made in 30 seconds or less with a unique class name, it won't be such a big issue to compile and donate a dll file to otherwise xml only mods.
Title: Re: [A17] Combat Extended - v1.5d VFAP compatibility (10.09.2017)
Post by: NoImageAvailable on November 01, 2017, 04:40:00 PM
UPDATE: v1.7 released

Main changes are IED's which had their cost list changed to raw components and their blast radii doubled, as well as static fire now dealing double damage. Due to time constraints this release wasn't playtested as rigorously as usual so any feedback regarding either of these changes is appreciated.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 01, 2017, 08:10:19 PM
Thanks for the update NIA!

Could you please consider tuning down the stats of the Mechanoids Extraordinaire mechs a lot?
Currently their difficulty is just impossible, incredibly stronger and deadlier than vanilla mechs:
https://ludeon.com/forums/index.php?topic=35058.msg371449#msg371449
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 02, 2017, 02:03:15 AM
Most of the compatibility patches were contributed by people outside the CE team, if you want them adjusted you'd have to ask whoever made the patch in the first place. Personally I never played with that mod so I can't speak to its balance with or without CE.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 02, 2017, 09:30:19 AM
Do you know who made the patch?

Also I noticed that a bug I reported some time ago is still present in 1.7, could you please check that again?
https://ludeon.com/forums/index.php?topic=33461.msg368346#msg368346
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on November 02, 2017, 11:05:09 AM
I'm playing with tribal for days now. And im very disapponted when i built mortar to counter centipedes because mortars wont load shells my pawn operating the mortar dont pick mortar shell to load the mortar to fire. It just man thr mortar but wont pick ammo to fire i have 81mm incediary mortar shell  and have 81mm mortar. Im using CE 1.6 with guns and 20th cwm v8 CE compatible and some other mods no other weapon mod
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 02, 2017, 12:22:40 PM
Quote from: Kori on November 02, 2017, 09:30:19 AM
Do you know who made the patch?

This guy (https://ludeon.com/forums/index.php?topic=35058.msg372115#msg372115)

QuoteAlso I noticed that a bug I reported some time ago is still present in 1.7, could you please check that again?
https://ludeon.com/forums/index.php?topic=33461.msg368346#msg368346

The Rimfire bug I fixed for the next release. The Tac-50 thing doesn't really matter because projectileDef does nothing in CE, its purely a vanilla holdover.

Generally its best to report these things directly in the Github issue tracker because bug reports in the thread get lost very easily.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 02, 2017, 03:30:28 PM
Thank you!

Quote from: NoImageAvailable on November 02, 2017, 12:22:40 PM
The Tac-50 thing doesn't really matter because projectileDef does nothing in CE, its purely a vanilla holdover.

Wait, are you sure about this? Because until you change this value, the gun will be shown as "Tac-50 (762x54mmR)", requiring 762x54mmR ammo and having a damage of only 19!
After changing it to Bullet_50BMG_FMJ, it will be "Tac-50 (50BMG)" with 46 damage.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 03, 2017, 03:38:59 AM
Quote from: Kori on November 02, 2017, 03:30:28 PM
Wait, are you sure about this? Because until you change this value, the gun will be shown as "Tac-50 (762x54mmR)", requiring 762x54mmR ammo and having a damage of only 19!
After changing it to Bullet_50BMG_FMJ, it will be "Tac-50 (50BMG)" with 46 damage.

Yes. The relevant value is ammoSet, this determines what ammo the gun takes and what caliber it displays as. The damage stat is just a hardcoded vanilla leftover and the only thing affected by projectileDef, it is meaningless with CE. The stat to look at is caliber, that has a list of all the ammo types and how much damage they actually do.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on November 03, 2017, 11:41:51 AM
How to use mortar i cant load my mortar any. Shells. The operator doesnt pick up shells to load the mortar like in vanilla. I placed stockpile next to a mortar and nothing happens stil not loading any mortar shells to the mortar. Is there anyone can help me how to use mortar in this mod? I can only fire mortar when ammo is disabled but i want ammo to be enabled
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 03, 2017, 11:45:22 AM
Quote from: fatm3l on November 03, 2017, 11:41:51 AM
How to use mortar i cant load my mortar any. Shells. The operator doesnt pick up shells to load the mortar like in vanilla. I placed stockpile next to a mortar and nothing happens stil not loading any mortar shells to the mortar. Is there anyone can help me how to use mortar in this mod? I can only fire mortar when ammo is disabled but i want ammo to be enabled

Is the mortar operator drafted?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: CheaterEater on November 03, 2017, 12:04:28 PM
A request: Have an option for guns to modify their ammo damage etc. I want to mod CE to simplify ammo (e.g. just one type of "pistol" ammo) but then all weapons that use that ammo have the same damage/armor pen/etc. Just the option would be helpful. Or, if this is already in, how would I do it?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kruniac on November 03, 2017, 08:14:36 PM
You never fixed the bug where stone arrows vanish when they touch the ground.

I embarked with 500 stone arrows and they vanished. I crafted a batch of arrows and they got carried to a stockpile and vanished.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 04, 2017, 12:42:02 AM
Quote from: NoImageAvailable on November 03, 2017, 03:38:59 AM
The damage stat is just a hardcoded vanilla leftover and the only thing affected by projectileDef, it is meaningless with CE. The stat to look at is caliber, that has a list of all the ammo types and how much damage they actually do.

Wow thanks, I never noticed how much extremely useful info the caliber stat contains!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: arima1234 on November 04, 2017, 02:01:04 AM
Can u guys help me how to remove the offset of CEs'vanila melee weapons ?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 04, 2017, 04:10:02 AM
Quote from: CheaterEater on November 03, 2017, 12:04:28 PM
A request: Have an option for guns to modify their ammo damage etc. I want to mod CE to simplify ammo (e.g. just one type of "pistol" ammo) but then all weapons that use that ammo have the same damage/armor pen/etc. Just the option would be helpful. Or, if this is already in, how would I do it?

The AmmoSet system already allows mapping the same ammo to multiple projectiles and vice versa.

Quote from: Kruniac on November 03, 2017, 08:14:36 PM
You never fixed the bug where stone arrows vanish when they touch the ground.

And how should I when I never managed to reproduce it? From what I can tell something is messing up the system automatically enabling ammo types. Could be anything, a mod you have installed, something in your settings, etc. Until someone can nail down what is actually causing it to where I can reproduce the bug on my end it will remain unfixed.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: CheaterEater on November 04, 2017, 11:47:05 AM
Quote from: NoImageAvailable on November 04, 2017, 04:10:02 AM
Quote from: CheaterEater on November 03, 2017, 12:04:28 PM
A request: Have an option for guns to modify their ammo damage etc. I want to mod CE to simplify ammo (e.g. just one type of "pistol" ammo) but then all weapons that use that ammo have the same damage/armor pen/etc. Just the option would be helpful. Or, if this is already in, how would I do it?

The AmmoSet system already allows mapping the same ammo to multiple projectiles and vice versa.


Yes, but using the same ammo gives the same damage. So great bows and short bows could both use the "arrow" ammo but then they do the same damage. I would like to have a modifier I can change attached to the great bow and short bow so that they can both use the same "arrow" ammo but do different amounts of damage. This value can be zero for the base mod, I just want the ability to change it so when I play around I can change it for my personal game.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: KLk on November 04, 2017, 12:05:57 PM
Quote from: fatm3l on November 03, 2017, 11:41:51 AM
How to use mortar i cant load my mortar any. Shells. The operator doesnt pick up shells to load the mortar like in vanilla. I placed stockpile next to a mortar and nothing happens stil not loading any mortar shells to the mortar. Is there anyone can help me how to use mortar in this mod? I can only fire mortar when ammo is disabled but i want ammo to be enabled
is zone conflict, take a look on what zone are your pawns allowed and where is the ammo
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 04, 2017, 12:09:30 PM
Quote from: CheaterEater on November 04, 2017, 11:47:05 AM
Yes, but using the same ammo gives the same damage. So great bows and short bows could both use the "arrow" ammo but then they do the same damage. I would like to have a modifier I can change attached to the great bow and short bow so that they can both use the same "arrow" ammo but do different amounts of damage. This value can be zero for the base mod, I just want the ability to change it so when I play around I can change it for my personal game.

You're setting everything to use the same ammo sets, just make multiple sets mapping the same ammo to different projectiles.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: CheaterEater on November 04, 2017, 01:34:38 PM
Quote from: NoImageAvailable on November 04, 2017, 12:09:30 PM
Quote from: CheaterEater on November 04, 2017, 11:47:05 AM
Yes, but using the same ammo gives the same damage. So great bows and short bows could both use the "arrow" ammo but then they do the same damage. I would like to have a modifier I can change attached to the great bow and short bow so that they can both use the same "arrow" ammo but do different amounts of damage. This value can be zero for the base mod, I just want the ability to change it so when I play around I can change it for my personal game.

You're setting everything to use the same ammo sets, just make multiple sets mapping the same ammo to different projectiles.

Ok, I think I see what you mean, I'll try it out. I didn't realize the projectiles were disconnected from the ammo
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kruniac on November 05, 2017, 10:32:16 AM
This is extremely broken with the werewolf mod. Even with 13 melee skill, most hits to critters will glance off, doing 0 damage. I guess the claw attack has no armor penetration and CE jacks natural armor to stupid levels or something.

You can tear off an eye or tear out an eye because they have low armor, but the hit chance is miserably low, and if you hit a major part, a little white speck appears for the hit and no damage is done.

Pretty shitty, actually. I recall having a similar problem with another mod and CE where every hit with an unarmed attack would fail to harm a goat.

You'd figure a WEREWOLF can kill a GOAT, but that isn't the case in CE. Should be fixed.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 05, 2017, 11:19:40 AM
Anything adding new melee verbs needs a compatibility patch or else will do 0 damage, there is nothing to "fix" here per se. If you want the mod to be compatible, the OP has a link to the GitHub Wiki with detailed guides on how to create compatibility patches for all types of mods, feel free to make one and publish/submit it for inclusion.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kruniac on November 05, 2017, 12:53:09 PM
Quote from: NoImageAvailable on November 05, 2017, 11:19:40 AM
Anything adding new melee verbs needs a compatibility patch or else will do 0 damage, there is nothing to "fix" here per se. If you want the mod to be compatible, the OP has a link to the GitHub Wiki with detailed guides on how to create compatibility patches for all types of mods, feel free to make one and publish/submit it for inclusion.

Alrighty. This is exactly the info I was looking for. You're badass. Thanks.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: kobar on November 05, 2017, 04:21:16 PM
*cough* a18 *cough*

Please, tell me that Tynan hasn't changed the combat system, so you'll have to rewrite CE  :'(
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 05, 2017, 04:46:39 PM
Quote from: CheaterEater on November 04, 2017, 01:34:38 PM
Ok, I think I see what you mean, I'll try it out. I didn't realize the projectiles were disconnected from the ammo

Would you mind sharing your simplified ammo patch when you got it working?
I'd also like to try it out. :)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kruniac on November 05, 2017, 09:34:46 PM
Quote from: NoImageAvailable on November 05, 2017, 11:19:40 AM
Anything adding new melee verbs needs a compatibility patch or else will do 0 damage, there is nothing to "fix" here per se. If you want the mod to be compatible, the OP has a link to the GitHub Wiki with detailed guides on how to create compatibility patches for all types of mods, feel free to make one and publish/submit it for inclusion.

So I checked it out and it seems that the werewolf forms are using standard Verb_MeleeAttack, so I whipped up an xml patch to change one werewolf type to use CombatExtended.Verb_MeleeAttackCE

Ran a few tests. Not seeing a dramatic difference. An ostrich got two shot downed, which was great. I noticed that I couldn't penetrate the clothing of my starting friends (tribals), but I could do great damage to unprotected limbs.

I attacked a cougar and did no damage except for a torn off ear, but kept getting the white specks on hit. Is that my guy missing, or is it in fact an armor issue? It seems certain animals (boomalopes especially) simply refuse to take damage from my attacks.

Check out my XML.

<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="CombatExtended.PatchOperationFindMod">
<modName>Rim of Madness - Werewolves</modName>
</li>
<li Class="PatchOperationAddModExtension">
<xpath>*/WerewolfFormDefs[defName="ROM_GlabroClaw"/verbs]</xpath>
<value>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<meleeDamageDef>Slash</meleeDamageDef>
<linkedBodyPartsGroup>RightHand</linkedBodyPartsGroup>
<meleeArmorPenetration>0.2</meleeArmorPenetration>
</li>

<li Class="CombatExtended.VerbPropertiesCE">
<verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<meleeDamageDef>Slash</meleeDamageDef>
<linkedBodyPartsGroup>LeftHand</linkedBodyPartsGroup>
<meleeArmorPenetration>0.2</meleeArmorPenetration>
</li>
</verbs>
</value>

</li>
</operations>
</Operation>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="CombatExtended.PatchOperationFindMod">
<modName>Rim of Madness - Werewolves</modName>
</li>
<li Class="PatchOperationAddModExtension">
  <xpath>*/WerewolfFormDefs[defName="ROM_GlabroJaw"/verbs]</xpath>
  <value>
      <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
      <verbClass>CombatExtended.Verb_MeleeAttackCE</verbClass>
<meleeDamageDef>Bite</meleeDamageDef>
<linkedBodyPartsGroup>Teeth</linkedBodyPartsGroup>
<meleeArmorPenetration>0.4</meleeArmorPenetration>
      </li>
      </verbs>
  </value>
</li>
</operations>
</Operation>
</Patch>


I dumped that into a folder and tossed the folder into the Patches folder of Combat Extended. AFAIK, it should be executing properly (I'm not getting any debug errors on launch).

Wounds on things are still showing up as Scratch<whatever>, even though I set the damage type to Slash. Hope that's normal.

Any feedback on this patch I'm trying to make would be appreciated - despite using .NET, C#, and Javascript for over four years, my XML, and especially my familiarity with Rimworld's mod structure is extremely lacking.

*Edit* Yeah, I don't know what's going on. This patch does nothing,  as I've tried testing with reduced damage values with no luck. I also tried using the same patch in a custom mod called Werewolf Fix, and it doesn't work (damage values don't change, although no errors are thrown).

Is it just not reading the mod name properly?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 06, 2017, 02:26:57 AM
Your patch is wrong in several places


<li Class="PatchOperationAddModExtension">
  <xpath>*/WerewolfFormDefs[defName="ROM_GlabroJaw"/verbs]</xpath>


Should be


<li Class="PatchOperationReplace">
  <xpath>*/WerewolfFormDefs[defName="ROM_GlabroJaw"]/verbs</xpath>


Also, slash damage does get listed as scratch, the way to tell the difference is slash does bruises on deflection.

Regarding A18 port, don't expect anything until there is a stable release. The unstable code could change at any moment and break stuff again, meaning more unnecessary work.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kruniac on November 06, 2017, 08:33:18 AM
Quote from: NoImageAvailable on November 06, 2017, 02:26:57 AM
Your patch is wrong in several places


<li Class="PatchOperationAddModExtension">
  <xpath>*/WerewolfFormDefs[defName="ROM_GlabroJaw"/verbs]</xpath>


Should be


<li Class="PatchOperationReplace">
  <xpath>*/WerewolfFormDefs[defName="ROM_GlabroJaw"]/verbs</xpath>


Also, slash damage does get listed as scratch, the way to tell the difference is slash does bruises on deflection.

Regarding A18 port, don't expect anything until there is a stable release. The unstable code could change at any moment and break stuff again, meaning more unnecessary work.

Ugh, can't believe I missed that.

I've got it working just fine when I went back and edited Jecrell's def directly, but I'm not sure I have the will to wrestle with a patch today. Thanks again for your help.

Eventually, if he doesn't do it, I'll have to convert all of the CoC weapons (Tommy Guns and the like) to CE, and do the same for the Vampire claws and stuff. Blarg.

It seems like a lot of work, but CE is an absolute requirement for Rimworld, IMO. Absolutely top notch mod, and thank you for your hard work on it.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Boston on November 08, 2017, 04:40:19 PM
If I may make a suggestion, as someone that makes and uses the 'primitive' weapons present in Rimworld.

One of the main benefits of using a bow or a javelin is that chances are likely you can pick up and reuse a projectile. Sure, the shaft may be bent or even broken, but so long as the projectile tip is still functional, you can make a new shaft relatively easily.

To come to my main point: can it be made possible where 'primitive' weapons (aka bows and javelins) do not 'use' ammunition, to represent them being scavenged from the environment after a fight?

Because, to be frank, the current ammunition system makes playing as tribespeople very, very taxing on resources, to say the least. Every missed arrow or javelin, or hell, even one that hits the target, is steel that I can never get back, when in 'reality' I could just search for the damn thing, or pull it from the target.

I don't want the ammunition system removed from the game, and I like it..... this is just the only way I can think to represent reusing primitive ammunition without turning the entire option off
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 08, 2017, 06:40:38 PM
Quote from: Boston on November 08, 2017, 04:40:19 PM
If I may make a suggestion, as someone that makes and uses the 'primitive' weapons present in Rimworld.

One of the main benefits of using a bow or a javelin is that chances are likely you can pick up and reuse a projectile. Sure, the shaft may be bent or even broken, but so long as the projectile tip is still functional, you can make a new shaft relatively easily.

To come to my main point: can it be made possible where 'primitive' weapons (aka bows and javelins) do not 'use' ammunition, to represent them being scavenged from the environment after a fight?

Because, to be frank, the current ammunition system makes playing as tribespeople very, very taxing on resources, to say the least. Every missed arrow or javelin, or hell, even one that hits the target, is steel that I can never get back, when in 'reality' I could just search for the damn thing, or pull it from the target.

I don't want the ammunition system removed from the game, and I like it..... this is just the only way I can think to represent reusing primitive ammunition without turning the entire option off

I also enjoy using the tribal weapons, but to be frank I don't like the idea of just disabling the ammo system for bows and javelins.

Instead, would it be possible to have a certain chance that after shooting the javelin, it will re-spawn at the position where it hits the ground or target?
So you could have a 60-70% chance to re-use the javelin, and maybe a chance of 30-40% for arrows? (configurable for each projectile via XML in case someone wants to alter these values)

Maybe this could be optional in the mod settings so that people who don't care about the resources and are afraid that their map would clutter with arrows can disable it. ;)

I'd love to see such a feature, not because of the resources but for immersion and realism.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Umbreon117 on November 08, 2017, 10:35:17 PM
Quote from: Kori on November 08, 2017, 06:40:38 PM
Quote from: Boston on November 08, 2017, 04:40:19 PM
If I may make a suggestion, as someone that makes and uses the 'primitive' weapons present in Rimworld.

One of the main benefits of using a bow or a javelin is that chances are likely you can pick up and reuse a projectile. Sure, the shaft may be bent or even broken, but so long as the projectile tip is still functional, you can make a new shaft relatively easily.

To come to my main point: can it be made possible where 'primitive' weapons (aka bows and javelins) do not 'use' ammunition, to represent them being scavenged from the environment after a fight?

Because, to be frank, the current ammunition system makes playing as tribespeople very, very taxing on resources, to say the least. Every missed arrow or javelin, or hell, even one that hits the target, is steel that I can never get back, when in 'reality' I could just search for the damn thing, or pull it from the target.

I don't want the ammunition system removed from the game, and I like it..... this is just the only way I can think to represent reusing primitive ammunition without turning the entire option off

I also enjoy using the tribal weapons, but to be frank I don't like the idea of just disabling the ammo system for bows and javelins.

Instead, would it be possible to have a certain chance that after shooting the javelin, it will re-spawn at the position where it hits the ground or target?
So you could have a 60-70% chance to re-use the javelin, and maybe a chance of 30-40% for arrows? (configurable for each projectile via XML in case someone wants to alter these values)

Maybe this could be optional in the mod settings so that people who don't care about the resources and are afraid that their map would clutter with arrows can disable it. ;)

I'd love to see such a feature, not because of the resources but for immersion and realism.
That would actually be quite balanced! I myself would actually like that. I don't have much worry about wood resources, but it WOULD be nice for realism/immersion, and so i don't have to make as many.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 09, 2017, 01:31:34 AM
Having primitive ammo respawn after use should be a simple enough addition, will look into it for the A18 release.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Mr_Man on November 09, 2017, 10:16:55 AM
https://ludeon.com/forums/index.php?topic=36208.0 looks like there's a lot of combat tweaks... you've got quite a bit of work cut out for ya.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Diana Winters on November 09, 2017, 10:25:13 AM
Good luck with the A18 update :p
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 10, 2017, 04:58:18 AM
Quote from: NoImageAvailable on November 09, 2017, 01:31:34 AM
Having primitive ammo respawn after use should be a simple enough addition, will look into it for the A18 release.

That's great, thanks! Good luck with the update! :)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Alistaire on November 10, 2017, 05:19:10 AM
Dev team member here,

I would like your thoughts on primitive ammo respawns, there are some ways to balance this:


Currently, all arrow recipes yield 10 arrows for 1 log, and steel/plasteel arrows require 1 steel/1 plasteel. The lifetime yield of arrows is calculated as 10 / (1 - x) with x the chance they spawn after impact. Suggested is for this lifetime yield to closely match the yield of bullets (about 20--50 per steel, e.g x 0.5--0.8).

Does anyone have a preference/suggestion? Please comment.

As of the latest dev builds and due to your feedback, the first option was chosen.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on November 10, 2017, 03:07:37 PM
I'd prefer the first option.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: TA1980 on November 10, 2017, 03:17:19 PM
Dear Alistaire,

option 1 sounds better.

Regards
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on November 11, 2017, 01:03:17 AM
I would prefer option 1, too.
Plasteel arrows being more durable than simple stone arrows makes sense. :)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: lperkins2 on November 12, 2017, 04:03:51 PM
So, an option to disable ammunition cooking off would be nice.  Without a barrel, most shells rupture out the side if detonated.  If the shells are uncrimped, they may expel the bullet, but without the barrel it mostly just makes a bright flash and loud bang.  Sure, enough of them going off in a big pile can do some damage, about on par with a gunpowder bomb, but even that won't hurl bullets hundreds of yards away. 

Obviously, explosive shells could still detonate in place, and the firearms themselves may explode if the magazine gets hot enough, but one raider with a chaingun getting hit with an explosive shell shouldn't chain into the entire group getting pasted by a chain reaction of death.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: braddensbane on November 15, 2017, 09:45:00 PM
Hi! Long time lurker, first time poster. I'm a big fan of Combat Extended, especially the manned turrets, but I've been having a problem. The turrets come out of the machining table with a full magazine of ammunition already loaded, but I can't seem to get my colonists to reload them after I've emptied the mag into a horde of charging tribals. I've found the reload button on the turrets themselves, but it does not seem to do anything, other than change the icon for type of ammunition. Any suggestions?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: FalkrimWright on November 16, 2017, 02:41:42 AM
Quote from: braddensbane on November 15, 2017, 09:45:00 PM
Hi! Long time lurker, first time poster. I'm a big fan of Combat Extended, especially the manned turrets, but I've been having a problem. The turrets come out of the machining table with a full magazine of ammunition already loaded, but I can't seem to get my colonists to reload them after I've emptied the mag into a horde of charging tribals. I've found the reload button on the turrets themselves, but it does not seem to do anything, other than change the icon for type of ammunition. Any suggestions?

You can build small covered stockpile with ammunition near MGs for faster reloading. Colonist will automaticly reload the gun after he shoot all ammo.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on November 16, 2017, 03:03:02 AM
Quote from: braddensbane on November 15, 2017, 09:45:00 PM
Hi! Long time lurker, first time poster. I'm a big fan of Combat Extended, especially the manned turrets, but I've been having a problem. The turrets come out of the machining table with a full magazine of ammunition already loaded, but I can't seem to get my colonists to reload them after I've emptied the mag into a horde of charging tribals. I've found the reload button on the turrets themselves, but it does not seem to do anything, other than change the icon for type of ammunition. Any suggestions?

There currently is a known issue where undrafted pawns won't reload turrets. If your operators are undrafted try drafting them first and see if it works.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: tase on November 19, 2017, 06:20:40 PM
I'm surprised this mod isn't higher up on the 'Most Subscribed' list on the Steam Workshop. Pretty fun changes. I can't wait for an update for B18 compatibility!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Umbreon117 on November 21, 2017, 07:47:00 PM
Quote from: Alistaire on November 10, 2017, 05:19:10 AM
Dev team member here,

I would like your thoughts on primitive ammo respawns, there are some ways to balance this:


  • Stone arrows < Steel arrows < Plasteel arrows in terms of respawn chance, such that high resource cost arrows are more re-usable, favouring an early game abundance in high cost arrows while diminishing ammo crafting needs over time.  As these high value resources are used up, low cost arrows must be crafted in large amounts to maintain ammo supply. Plasteel would be the norm (when available) while stone arrows would be the less efficient method used when better resources have run out.
  • Stone arrows > Steel arrows > Plasteel arrows "" "", such that high damage/high resource cost arrows break more often and thus favour a late game resource sink - to get higher damage you need to spend more resources. Plasteel would serve as a buff and stone or steel arrows would be the norm.

Currently, all arrow recipes yield 10 arrows for 1 log, and steel/plasteel arrows require 1 steel/1 plasteel. The lifetime yield of arrows is calculated as 10 / (1 - x) with x the chance they spawn after impact. Suggested is for this lifetime yield to closely match the yield of bullets (about 20--50 per steel, e.g x 0.5--0.8).

Does anyone have a preference/suggestion? Please comment.
I'd prefer the first one.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Lurmey on November 23, 2017, 07:02:58 AM
I simply can't play Rimworld without this mod so I'm looking forward to the B18 update!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: carpediembr on November 23, 2017, 07:47:07 AM
Quote from: Lurmey on November 23, 2017, 07:02:58 AM
I simply can't play Rimworld without this mod so I'm looking forward to the B18 update!
Ikr? I'm spoiled by this mod
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: thesoupiest on November 23, 2017, 04:18:50 PM
Arrows that miss should create a slightly damaged arrow item where they land. Enemies struck with arrows should have an arrow added to their inventory to be reclaimed upon looting their corpse.

Also b18 plsplsplsplsplsplsplsplspls
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on November 24, 2017, 09:44:43 AM
B18 plss
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Umbreon117 on November 24, 2017, 09:59:10 AM
Quote from: fatm3l on November 24, 2017, 09:44:43 AM
B18 plss
From what I heard, B18 changed a LOT of the combat stuff.
This mod changes a lot of combat stuff too.

Probably best to wait around a month before hoping this gets updated soon. :/
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Mr_Man on November 24, 2017, 11:12:01 AM
Always have a backup game in case they screw your save up with another forced update  8)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: kobar on November 24, 2017, 11:37:45 AM
You can observe progress on B18 version via GitHub of the project. Selecting the "A18" branch in the branches popup, there you can view recent patches and fixes for the experimental version.

https://github.com/NoImageAvailable/CombatExtended/tree/A18
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on November 25, 2017, 08:45:08 AM
Cant play without this mod. But i suggest to keep ammuniton on mortars or any mortar like turrents. On disabled ammo setting. Becauss sometimes i like playing without the ammo mod but i really like the combat system. Its far beyond the vanilla combat system. Also the hunting system. And the survival chance on fallen pawns. Very good mod. Really cant play without this.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Nightinggale on November 25, 2017, 04:31:15 PM
I recommend CE to stop using CombatExtended.PatchOperationFindMod and use ModCheck.isModLoaded instead. The reason is that ModCheck is a lot faster when the game starts up and other than that they do precisely the same.

What happens with patch operations is that they are called for every single def xml file in every single mod, including core. This mean each call to CombatExtended.PatchOperationFindMod will be executed for each file, each time with a search in the list of loaded mods. ModCheck on the other hand will do the very same thing on the first run and then the following calls will make it return a cached value. I tested with 190 mods loaded and each non-cached call to an uncached mod check (like CombatExtended.PatchOperationFindMod) added 1.1% to the startup time. The cached version is instant (speed difference is less than the noise in the digits). Add a bunch of calls to CombatExtended.PatchOperationFindMod and it quickly adds up.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on December 04, 2017, 10:06:37 AM
I suggest to add other raw resources to the armor-penetrating bullet recipes and add more steel to make it balance
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on December 04, 2017, 05:44:02 PM
Most weapons already have a hard enough time piercing armor to the point where by the mid game the vast majority of them are unusable. Further nerfs doesn't seem like a good idea.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on December 05, 2017, 04:28:23 AM
Ahh i see your point. Because its not that really strong against powered armors and ballistic shields.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: frenchiveruti on December 05, 2017, 09:22:35 AM
Hey devs, do you see feasible in the future to add ModSync.Ninja to your mod?
http://modsync.ninja

https://ludeon.com/forums/index.php?topic=34447.0
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Heni on December 05, 2017, 01:59:15 PM
Please update this mod for B18... Is ridiculous play without this mod, i make one char with EDB and he have 10 shooting skill... the raiders have much less than that and hit more shoots tham mine, they shoot do more damage than my (with less firepower weapons) and my char have a full armor, someone can explain this? And the fun thing is that one of my colonist have become berserk... With one single f+ck shoot my char killed the colonist. I cant accept this. The combat extended system have to be part of the game.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Umbreon117 on December 05, 2017, 02:02:50 PM
Quote from: Heni on December 05, 2017, 01:59:15 PM
Please update this mod for B18... Is ridiculous play without this mod, i make one char with EDB and he have 10 shooting skill... the raiders have much less than that and hit more shoots tham mine, they shoot do more damage than my (with less firepower weapons) and my char have a full armor, someone can explain this? And the fun thing is that one of my colonist have become berserk... With one single f+ck shoot my char killed the colonist. I cant accept this. The combat extended system have to be part of the game.
B18 changed a LOT with combat. It's probably going to be a while before there is an update.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: tase on December 05, 2017, 06:53:55 PM
Positive note about the B18 update; hes working on it, so it's not abandonned.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on December 05, 2017, 08:58:51 PM
Yup! The last update to the B18 branch was 9 hours ago.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: carpediembr on December 06, 2017, 09:14:07 AM
To the mod devs: take as long as you want, we will wait as long as needed! You guys done an amazing job!

Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: WREN_PL on December 06, 2017, 09:52:24 AM
To the mod devs: JK. MOOOOOOOOOOOOOOAAAAAAAAAAARRRRRRRRRR
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: fatm3l on December 06, 2017, 11:50:04 AM
Yeaahh CE should be a part of the game. Its much better than the vanilla combat system
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: whoishigh on December 07, 2017, 07:35:38 PM
Quote from: fatm3l on December 06, 2017, 11:50:04 AM
Yeaahh CE should be a part of the game. Its much better than the vanilla combat system

That's for sure - vanilla combat is a joke!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: razedtearz on December 08, 2017, 10:11:46 AM
Can't even play the game anymore.... without Combat Extended (Realism)... combat is just awful... I'm guessing the people who can, haven't ever used this mod... :P Thanks for the hard work on this mod, it's the most essential... wish someone would bring back the inventory mod from A12 though, lol
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Ozymandias on December 09, 2017, 10:29:43 PM
Ahh...son of a shit. I forgot this required a new save. Bah, I wasn't enjoying my current game anyways. I'll wait until this has been updated.

Edit: Does anyone have any idea when that may be?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on December 10, 2017, 08:39:50 AM
Not sure if even the authors know, but they are making progress. Every few days there's another round of commits on github.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 13, 2017, 12:08:30 PM
A first unstable B18 port is now available on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.18.0.1-beta). Keep in mind this build contains a number of experimental new features and balance adjustments as well as the port, none of which has been tested beyond basic functionality. Expect bugs and balance issues if you use this version.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Malacai on December 13, 2017, 12:14:59 PM
Great timing, was just about to start a new colony. I assume the new build is not yet compatible with any mods that add new animals or clothing?

Edit: Seems like your About.xml still has the old version number
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 14, 2017, 12:35:52 PM
New unstable release available on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.18.0.2-beta), bringing fixes for a couple critical bugs.

Quote from: Malacai on December 13, 2017, 12:14:59 PM
Great timing, was just about to start a new colony. I assume the new build is not yet compatible with any mods that add new animals or clothing?

Clothing mods have always been compatible (although some might need bulk stats added, the big ones were already supported and continue to be so)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: sevrun on December 14, 2017, 03:56:54 PM
awesome news boss!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on December 15, 2017, 01:34:28 AM
Hello!  Have a bug to report.

One of my guys was holding a shield and a knife.  I told him to pick up and hold some frag grenades in his inventory which was fine.  When a raid occurred, I moved him closer and had him equip the grenades which is when he completely broke down.  He was drafted and couldn't do anything.  Couldn't click him anywhere and bugged up being able to select the other colonists via their portraits or clicking on them as well.  He had the grenades and the shield equipped at the same time, which seemed to screw him up.  The raiders just walked right up to him and started wailing on him and he didn't do anything to fight back.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on December 15, 2017, 06:06:28 AM
Upon further testing, it doesn't appear that frag grenades work regardless of if there's a shield or not.  Just equipping them breaks the pawn.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 15, 2017, 06:20:05 AM
Quote from: Epishade on December 15, 2017, 06:06:28 AM
Upon further testing, it doesn't appear that frag grenades work regardless of if there's a shield or not.  Just equipping them breaks the pawn.

Sounds like you're on the old version
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: LAWolves on December 15, 2017, 01:39:41 PM
Is the Guns Addon for B18 available for testing?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on December 15, 2017, 06:36:04 PM
Ah, I hadn't downloaded from github before.  Looks like I clicked on the wrong link.  No worries then :)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on December 15, 2017, 08:38:39 PM
Ok, so I've switched to the new version.  Have a new bug where my pawns' clothes disappear when they get attacked.  I've tested by drafting my pawns and just ordering them to attack some random animals on the map and most of the time, on being hit, they lose their clothing.

Thanks again!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: ertzuiop on December 17, 2017, 08:01:10 PM
Does the instable version supposed to have no ammo?
If thats not the case, then i have an bug/error:

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
TickMultiThread.SpecialInjector_TickMultiThreadDetour24:_Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Ammo workbench gives no option to build ammo.
Dev mode doesnt have them listed.
But prepare carefully lets me equip it, when starting new colony.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on December 18, 2017, 12:26:14 AM
Quote from: ertzuiop on December 17, 2017, 08:01:10 PM
Does the instable version supposed to have no ammo?

I got this as well, and it (for me at least) turned to be a compatibility problem with another mod which hadn't yet had its CE compatibility patch updated for B18.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: AlaskanSalmon on December 18, 2017, 01:43:35 AM
Thumbing over the nimble trait says it increases dodge chance by 1500%... Seems to happen in practice too. Can't hit this guy at all.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: ertzuiop on December 18, 2017, 04:10:39 AM
Quote from: Maeyanie on December 18, 2017, 12:26:14 AM
I got this as well, and it (for me at least) turned to be a compatibility problem with another mod which hadn't yet had its CE compatibility patch updated for B18.

Can you tell which one, please?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Umbreon117 on December 18, 2017, 10:05:27 AM
Quote from: AlaskanSalmon on December 18, 2017, 01:43:35 AM
Thumbing over the nimble trait says it increases dodge chance by 1500%... Seems to happen in practice too. Can't hit this guy at all.
Someone took the "Can't Touch This" thing to heart!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on December 19, 2017, 11:09:52 AM
Quote from: ertzuiop on December 18, 2017, 04:10:39 AM
Quote from: Maeyanie on December 18, 2017, 12:26:14 AM
I got this as well, and it (for me at least) turned to be a compatibility problem with another mod which hadn't yet had its CE compatibility patch updated for B18.

Can you tell which one, please?

In my particular case it was Medieval Times, but there's good odds of other weapon mods which don't yet have a B18 CE patch having the same problem.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: AlaskanSalmon on December 20, 2017, 12:18:22 AM
Quote from: Umbreon117 on December 18, 2017, 10:05:27 AM
Someone took the "Can't Touch This" thing to heart!

Turns out he couldn't dodge my stickbomb tho

8)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: tase on December 23, 2017, 02:35:14 PM
So how's the 'A18' branch faring? Is it playable enough?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on December 23, 2017, 03:10:09 PM
Quote from: tase on December 23, 2017, 02:35:14 PM
So how's the 'A18' branch faring? Is it playable enough?

I haven't noticed any significant problems. At least, none for which I can blame CE. ;)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sebastian Cigar on December 23, 2017, 06:59:23 PM
Quote from: Maeyanie on December 23, 2017, 03:10:09 PM
Quote from: tase on December 23, 2017, 02:35:14 PM
So how's the 'A18' branch faring? Is it playable enough?

I haven't noticed any significant problems. At least, none for which I can blame CE. ;)
Melee combat just doesn't work for me, about 90% of all hits are repelled somehow, colonist or not. And I have to hold down the speed up button because the game keeps giving me dev console logs (cant be bothered to check what exactly they are ATM, but they werent red-fonted) when a fight is in progress. Also, with no 'Wildlife Tab' mod for B18 I have to manually search for a certain predator at least once in two days  because apparently it'd be trying to use 'Teeth' which is not a body part. Cougars can't even finish off downed rats for some reason.
Mortars don't work, there's no GUI for it and the game goes into permanent error throw mode when I select a mortar.
Also there's this crazy 1500% dodge chance perk that shows up on newly-spawned pawns from time to time.
There's also something wrong with exploding bullet trajectory for me, combusting bullets are divided into yellow bolides that can actually cause damage, and black shades that travel VERY slowly, cause no damage on impact (or don't collide with anything at all) but can reach across half the map.

I'm not saying that this is a bad mod or anything, I just can't imagine playing Rimworld without Combat Extended at this point, and I do realize that the current version, the one I'm using, is experimental and unstable. I'm just giving you my experience which is 99% affected by mod interference, and my game is heavily modded.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on December 23, 2017, 10:25:55 PM
I imagine it might take some time before the B18 release is finished, considering the holiday season and all. Probably better to wait if you want a stable experience, otherwise try the test version that NoIA linked and report bugs that you find.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 24, 2017, 03:31:40 AM
Quote from: Sebastian Cigar on December 23, 2017, 06:59:23 PM
[...]

Sounds like you're using an outdated release
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sebastian Cigar on December 24, 2017, 10:08:00 AM
Quote from: NoImageAvailable on December 24, 2017, 03:31:40 AM
Quote from: Sebastian Cigar on December 23, 2017, 06:59:23 PM
[...]

Sounds like you're using an outdated release
Thanks! Turns out I was using the stuff from Development branch all along,  lol. So much better now
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Ozymandias on December 24, 2017, 01:51:50 PM
I ran out of patience and started another game! Please don't tell me I made a mistake by not incorporating this mod!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on December 24, 2017, 06:31:25 PM
There is a B18 version of this mod out?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: TheWrongColonist on December 24, 2017, 06:34:34 PM
Quote from: Harry_Dicks on December 24, 2017, 06:31:25 PM
There is a B18 version of this mod out?

Yes https://github.com/NoImageAvailable/CombatExtended/releases (https://github.com/NoImageAvailable/CombatExtended/releases)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Spectrea on December 26, 2017, 07:16:49 AM
Im about 3 months in to the game in and still struggling to find the ingredients for explosives and bombs. Blazebulbs as far as i understand it make Promethium, for how difficult they are to grow in terms of power and length of time Promethium is useless everything requires FSX and to a lesser extent Chemfuel.

FSX is a nightmare. Google is no help with this at all i have no idea how to get it efficiently, no trader sells it and the only source appears to be boomalopes? of which i have one. I was honestly expecting the Blazebulbs to yield it.

Its extra annoying because to create mortar shells requires 5 of these suckers. When you reload a game every spare shell of "81mm HE" you have in stockpile reverts back to vanilla "high explosive shells" :o

Using the Beta b18 version above.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Minnigin on December 26, 2017, 09:01:59 AM
anyone else having this issue? backpacks overlapping faces?

had a screenshot, cant post it for some reason..
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sarge on December 26, 2017, 11:54:37 AM
All of a sudden there is no ammo in my game. I bought from EdB before I started and all of a sudden the arrows I had disappeared from stock and inventory.

I couldn't figure out why the raider wasn't firing at me. After I killed him, he dropped his pistol but with no ammo and when I equip the weapon there is no ammo icon or reload button at all.

All I can think is that there's a clash with A RimWorld of Magic (https://ludeon.com/forums/index.php?topic=37161.0), but I really don't know for sure.

Any advice?

EDIT, Nope it's not A RimWorld of Magic (https://ludeon.com/forums/index.php?topic=37161.0), I disabled it and started a new game and same problem there.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Canaris on December 26, 2017, 12:12:51 PM
Is there some tutorial on how to at least TRY and make other weapon mods compatibile with CE ?
Im starting to get withdrawal syndromes from playing without Imperial Guard/Glittertech weapons :(

EDIT : to elaborate, i just want those weapons to do damage - i can wait for finite ammo, weapon firing modes, balance etc but i would love to go back to A16/Combat Realism situation where those weapons worked beside CR guns :(
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: 25wes25 on December 26, 2017, 12:58:03 PM
Quote from: Spectrea on December 26, 2017, 07:16:49 AM
Im about 3 months in to the game in and still struggling to find the ingredients for explosives and bombs. Blazebulbs as far as i understand it make Promethium, for how difficult they are to grow in terms of power and length of time Promethium is useless everything requires FSX and to a lesser extent Chemfuel.

FSX is a nightmare. Google is no help with this at all i have no idea how to get it efficiently, no trader sells it and the only source appears to be boomalopes? of which i have one. I was honestly expecting the Blazebulbs to yield it.

Its extra annoying because to create mortar shells requires 5 of these suckers. When you reload a game every spare shell of "81mm HE" you have in stockpile reverts back to vanilla "high explosive shells" :o

Using the Beta b18 version above.

If my memory serves me well, boomalopes produce FSX. It's useful to keep a pair around to stock up.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 26, 2017, 01:36:14 PM
Quote from: Canaris on December 26, 2017, 12:12:51 PM
Is there some tutorial on how to at least TRY and make other weapon mods compatibile with CE ?
Im starting to get withdrawal syndromes from playing without Imperial Guard/Glittertech weapons :(

EDIT : to elaborate, i just want those weapons to do damage - i can wait for finite ammo, weapon firing modes, balance etc but i would love to go back to A16/Combat Realism situation where those weapons worked beside CR guns :(

The OP has a link to tutorials on making common mod types compatible. Check the compatibility section.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Canaris on December 26, 2017, 01:59:42 PM
Quote from: NoImageAvailable on December 26, 2017, 01:36:14 PM
Quote from: Canaris on December 26, 2017, 12:12:51 PM
Is there some tutorial on how to at least TRY and make other weapon mods compatibile with CE ?
Im starting to get withdrawal syndromes from playing without Imperial Guard/Glittertech weapons :(

EDIT : to elaborate, i just want those weapons to do damage - i can wait for finite ammo, weapon firing modes, balance etc but i would love to go back to A16/Combat Realism situation where those weapons worked beside CR guns :(

The OP has a link to tutorials on making common mod types compatible. Check the compatibility section.

Holy shit, how the fuck did i miss that ?
Thats some serious black magic right there but hey, at least its something. Thanks man.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Minnigin on December 26, 2017, 03:28:28 PM
anyone else having this problem?
(http://i66.tinypic.com/inwg7d.png)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: biorcsman on December 26, 2017, 03:32:36 PM
https://github.com/NoImageAvailable/CombatExtended/wiki/Making-gun-mods-CE-compatible

Is this tutorial still suitable for B18 version? I mean, you posted this on Jun 11 so I guess it is for B17 ver.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: tase on December 26, 2017, 05:02:24 PM
Quote from: Minnigin on December 26, 2017, 03:28:28 PM
anyone else having this problem?
<<image>>
Yes it also happens to me, using the latest code on Github (as of today).

BTW, do the Combat Extended Guns need updating, or will they work with B18?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on December 26, 2017, 05:27:31 PM
I'd assume they need updating because of the defs changes in B18
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sarge on December 26, 2017, 06:13:49 PM
Quote from: Sarge on December 26, 2017, 11:54:37 AM
All of a sudden there is no ammo in my game. I bought from EdB before I started and all of a sudden the arrows I had disappeared from stock and inventory.

I couldn't figure out why the raider wasn't firing at me. After I killed him, he dropped his pistol but with no ammo and when I equip the weapon there is no ammo icon or reload button at all.

All I can think is that there's a clash with A RimWorld of Magic (https://ludeon.com/forums/index.php?topic=37161.0), but I really don't know for sure.

Any advice?

EDIT, Nope it's not A RimWorld of Magic (https://ludeon.com/forums/index.php?topic=37161.0), I disabled it and started a new game and same problem there.

Is this message maybe saying why there's a problem with the ammo in my game and how I can fix it?


Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on December 26, 2017, 09:30:39 PM
Quote from: Sarge on December 26, 2017, 06:13:49 PM
Is this message maybe saying why there's a problem with the ammo in my game and how I can fix it?


Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I got a similar message when I was first trying the B18 versions of everything, and it ended up being a conflict with a weapon mod which was not yet updated for the B18 version of CE. In my particular case it was Medieval Times, but it's likely at least some other weapon-containing mods have the same issue. Properly updated weapon mods (of which the only one I know is the Rambo one) do seem to work fine though.


Quote from: 25wes25 on December 26, 2017, 12:58:03 PM
Quote from: Spectrea on December 26, 2017, 07:16:49 AM
FSX is a nightmare. Google is no help with this at all i have no idea how to get it efficiently, no trader sells it and the only source appears to be boomalopes? of which i have one. I was honestly expecting the Blazebulbs to yield it.

If my memory serves me well, boomalopes produce FSX. It's useful to keep a pair around to stock up.

Yeah, both boomalopes and boomrats can be "sheared" for FSX. Of the two, boomalopes produce more, but are also more likely to burn your base to the ground, so take your pick. :)
I haven't actually gotten this far in my B18 game to test this, though, so if it doesn't seem to be working it's possible the new B18 milk-for-chemfuel thing messed up the CE shear-for-FSX thing.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: biorcsman on December 27, 2017, 12:05:25 AM
<ThingDef ParentName="RimmuNationBaseMakeableGun">
<defName>Gun_DP28LMG</defName>
<label>DP-28</label>
<description>A light machine gun.</description>
<graphicData>
<texPath>Things/Item/Equipment/LMG/DP28</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<soundInteract>InteractRifle</soundInteract>
    <recipeMaker>
      <researchPrerequisite>GasOperation</researchPrerequisite>
    </recipeMaker>
<statBases>
<WorkToMake>27500</WorkToMake>
      <SightsEfficiency>0.50</SightsEfficiency>
      <ShotSpread>0.06</ShotSpread>
      <SwayFactor>1.51</SwayFactor>
      <Bulk>14.05</Bulk>
      <Mass>10.50</Mass>
      <RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
</statBases>
<costList>
<Steel>75</Steel>
<Component>4</Component>
</costList>
<verbs>
<li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>0.90</recoilAmount>
<verbClass>CombatExtended.Verb_ShootCE</verbClass>
<hasStandardCommand>true</hasStandardCommand>
<defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
<warmupTime>1.8</warmupTime>
<range>70</range>
<ticksBetweenBurstShots>5</ticksBetweenBurstShots>
<burstShotCount>8</burstShotCount>
<soundCast>RNShotL86LMG</soundCast>
<soundCastTail>GunTail_Medium</soundCastTail>
<muzzleFlashScale>9</muzzleFlashScale>
</li>
</verbs>
<comps>
<li Class="CombatExtended.CompProperties_AmmoUser">
<magazineSize>47</magazineSize>
        <reloadTime>6.7</reloadTime>
        <ammoSet>AmmoSet_762x51mmNATO</ammoSet>
</li>
<li Class="CombatExtended.CompProperties_FireModes">
<aiUseBurstMode>FALSE</aiUseBurstMode>
<aiAimMode>SuppressFire</aiAimMode>
<aimedBurstShotCount>5</aimedBurstShotCount>
</li>
</comps>

<weaponTags>
<li>EliteGun</li>
</weaponTags>
    <tools>
      <li Class="CombatExtended.ToolCE">
        <label>stock</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>9</power>
        <cooldownTime>1.8</cooldownTime>
      </li>
      <li Class="CombatExtended.ToolCE">
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
          <li>Poke</li>
        </capacities>
        <power>10</power>
        <cooldownTime>1.9</cooldownTime>
      </li>
    </tools>
  </ThingDef>


Will this DP-28 work on CE mod guys?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Canaris on December 27, 2017, 06:22:01 AM
Okay so i dabbled around Github tutorials but i cant seem to find a solution for my problem.
To explain what i mean :
All weapons from Glittertech/WH40K/StarWars mod work almost properly.
Pawns pick them up, they are able to switch between various weapons either by CE equipment system or by Simple Sidearms, they fire them, sometimes they score a hit , sometimes they miss etc.
Only thing that is missing is doing any damage because error log mentions something about null value of armor penetration. BUT its like the hits are registering because there are blood splatters around a target even with no damage, animals will get enraged, flee etc.

So it looks like im missing literally one value that needs to added somewhere to weapon stats and it should work..
Am i assuming correctly ? Or maybe i need to make entire new ammo because that value comes from ammo and not from weapon itself ( that would kinda make sense ) ?

EDIT : okay its probably the ammo thing. When i come back from work i will try to make a temp solution and make wh40k lasgun simply use some Native CE ammo type.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sarge on December 27, 2017, 06:42:58 AM
Quote from: Maeyanie on December 26, 2017, 09:30:39 PM
Quote from: Sarge on December 26, 2017, 06:13:49 PM
Is this message maybe saying why there's a problem with the ammo in my game and how I can fix it?


Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I got a similar message when I was first trying the B18 versions of everything, and it ended up being a conflict with a weapon mod which was not yet updated for the B18 version of CE. In my particular case it was Medieval Times, but it's likely at least some other weapon-containing mods have the same issue. Properly updated weapon mods (of which the only one I know is the Rambo one) do seem to work fine though.

Thanks a stack. Medieval Times (https://ludeon.com/forums/index.php?topic=22316.msg387632#msg387632) is one of the new mods I loaded. Let me remove it from my mod list to test.

EDIT: Yes, you were correct. I removed Medieval Times (https://ludeon.com/forums/index.php?topic=22316.msg387632#msg387632), the error message was no longer there and a quick new game tested that ammo was back in without a problem.

Quick Test:
Have a pawn pick ammo up from ground on start and then attack an animal that will knock it out or kill it. If the ammo drops to the ground, all's good. If the problem is still there, no ammo will drop and there will be none in the pawns inventory.

It also appears that, if the problem is there, if you un-forbid the ammo on game start and haul it to a stockpile, the moment they drop it in the stockpile it disappears.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sebastian Cigar on December 28, 2017, 07:56:46 AM
Hey
(https://puu.sh/yPpKU/6e62cfbf87.jpg)
On this screenshot you can see two headless and very dead bodies of tribal raiders hunkering down, one of which was trying to save the other one just before the storm of bullets hit them. The flurry of projectiles at the top of the screen is stuck in air too
So, I've come to a conclusion that this mod is in conflict with Death Rattle
Also, whenever centipedes fire in long bursts, the game starts throwing error logs at me and they sometimes don't stop shooting even when the target is down. I've had this problem since A17 but dead bodies getting up and running for it is something new
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 28, 2017, 11:13:55 AM
Quote from: Sebastian Cigar on December 28, 2017, 07:56:46 AM
So, I've come to a conclusion that this mod is in conflict with Death Rattle

I've seen people report that bug even without CE installed, its just a plain Death Rattle bug.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sebastian Cigar on December 29, 2017, 12:24:33 AM
It seems that reloading the game solves the cadaver oddity
However, the projectiles are still stuck in mid-air. https://puu.sh/yPUYM/a67754b097.jpg
I've tried different stuff, nothing worked
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Pede87 on December 30, 2017, 04:50:35 AM
Hi,
first of all: Thanks for this awesome mod. I can´t play without it ;)
Now i have a new issue with it.
no matter which weapon my pawns take there is always the message: "hunter lacks ranged weapon" and i cant right click an animal i want to hunt.
Any proposals?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Crow_T on December 31, 2017, 10:13:24 AM
I am trying this out for the first time and am having an issue- I unchecked the use ammo option in settings and started a new game, when mo landed pawns equip a gun they get stuck in a "reloading X weapon" loop, a clump of messages pop up on them cyclically and they just stand there. Using the latest release from github on Linux.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on December 31, 2017, 02:05:52 PM
Quote from: Crow_T on December 31, 2017, 10:13:24 AM
I am trying this out for the first time and am having an issue- I unchecked the use ammo option in settings and started a new game, when mo landed pawns equip a gun they get stuck in a "reloading X weapon" loop, a clump of messages pop up on them cyclically and they just stand there. Using the latest release from github on Linux.

A new unstable release was put on GitHub just now that fixes this particular issue, among others.

This version is also the first release candidate as it fixes all major bugs that resulted from the B18 port. If no new issues pop up it'll become the stable release in a few days.

https://github.com/NoImageAvailable/CombatExtended/releases/tag/v0.18.0.3-RC1
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Crow_T on December 31, 2017, 03:37:45 PM
Quote from: NoImageAvailable on December 31, 2017, 02:05:52 PM
A new unstable release was put on GitHub just now that fixes this particular issue, among others.

Sweet, I look forward to giving CE a proper go :D
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Minnigin on December 31, 2017, 04:08:27 PM
backpacks textures are still overlapping
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Alistaire on December 31, 2017, 05:28:46 PM
Quote from: Minnigin on December 31, 2017, 04:08:27 PM
backpacks textures are still overlapping

Could you show what you mean by that, like give a screenshot with textures overlapping?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Krontixious on January 01, 2018, 07:32:39 AM
In the Dec 31st release, some of the weapons are actually showing up as charge rifles for me. They have the name of the specific weapon (eg. B240...) but have the charge rifle skin and the same cartridge capacity. The RPG launcher is doing this for me rn, I can apparently load it with 30 RPG's and fire them in burst fire because the weapon has the physics of a charge rifle but the ammunition, name, mass and bulk of the RPG. Is this to do with the release or would it be a compatibility issue? I didn't have this happen with the previous release.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: IHateRegistering on January 03, 2018, 01:26:11 AM
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.Verb_LaunchProjectileCE.CanHitTargetFrom (IntVec3 root, LocalTargetInfo targ, System.String& report) [0x00000] in <filename unknown>:0
  at CombatExtended.Verb_LaunchProjectileCE.CanHitTargetFrom (IntVec3 root, LocalTargetInfo targ) [0x00000] in <filename unknown>:0
  at CombatExtended.Verb_ShootCE.CanHitTargetFrom (IntVec3 root, LocalTargetInfo targ) [0x00000] in <filename unknown>:0
  at Verse.AI.AttackTargetFinder.CanShootAtFromCurrentPosition (IAttackTarget target, IAttackTargetSearcher searcher, Verse.Verb verb) [0x00000] in <filename unknown>:0
  at Verse.AI.AttackTargetFinder.BestAttackTarget (IAttackTargetSearcher searcher, TargetScanFlags flags, System.Predicate`1 validator, Single minDist, Single maxDist, IntVec3 locus, Single maxTravelRadiusFromLocus, Boolean canBash) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_AIFightEnemy.FindAttackTarget (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_AIFightEnemy.FindAttackTargetIfPossible (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_AIFightEnemy.UpdateEnemyTarget (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at RimWorld.JobGiver_AIFightEnemy.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
RimWorld.ThinkNode_Duty:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I get that error whenever a mechanoid tries to shoot something, I think.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Deer87 on January 03, 2018, 03:44:29 AM
Quote from: Alistaire on December 31, 2017, 05:28:46 PM
Quote from: Minnigin on December 31, 2017, 04:08:27 PM
backpacks textures are still overlapping

Could you show what you mean by that, like give a screenshot with textures overlapping?

Dont have a pic handy right now, but i experience it as well.
I cant remember if it is the backpack or tac west, but the issue (if we talk about the same) is that the texture goes in front of the face, so that pawns facing the player have the straps across the face. I guess its a matter of layer priorities (not an experienced modder).
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on January 03, 2018, 06:45:52 PM
Has always happened for me as well.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: carpediembr on January 04, 2018, 08:07:13 AM
Not sure where to post and I understand that is still under development, but aparentely killboxes break raids.

https://i.imgur.com/m1d16ch.jpg

A few went inside the killbox and the rest just stayed outside with one or two coming in and out constantely.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Alistaire on January 04, 2018, 10:19:01 AM
Quote from: carpediembr on January 04, 2018, 08:07:13 AM
Not sure where to post and I understand that is still under development, but aparentely killboxes break raids.

https://i.imgur.com/m1d16ch.jpg

A few went inside the killbox and the rest just stayed outside with one or two coming in and out constantely.

I've never seen this before. Are they being suppressed? Do you run mods like the one which makes dead raiders unwalkable terrain for raiders? Any errors? Mental states for the raiders? Are they attacking the walls?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sarge on January 05, 2018, 09:48:57 AM
I get similar behaviour.

In my most recent village I had a choke point entrance with a door and 4 wall tiles in a row. They would line up and attack the wall and when one manages to break through a tile he would enter, but the others would just keep chipping at their wall tiles and not enter.

I even changed the door to a wooden door and they still went at the stone wall tiles first.

I don't know what the dead pawns pathing mod is which you speak of so I doubt I'm running something like that.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Chipmunk216 on January 06, 2018, 03:33:27 PM
Has anybody else seen a glitch in which animals flee across the map while bleeding everywhere despite being undamaged? They eventually run to the edge of the map (leaving a bloody wake) and run around until they starve to death. I think CE is at fault (though I can't guarantee it's not an interaction with another mod) because the debug log keeps saying that such-and-such animal is attempting to melee another animal while "out of place."
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: largejaroalmonds on January 06, 2018, 03:48:11 PM
Quote from: Chipmunk216 on January 06, 2018, 03:33:27 PM
Has anybody else seen a glitch in which animals flee across the map while bleeding everywhere despite being undamaged? They eventually run to the edge of the map (leaving a bloody wake) and run around until they starve to death. I think CE is at fault (though I can't guarantee it's not an interaction with another mod) because the debug log keeps saying that such-and-such animal is attempting to melee another animal while "out of place."

I was having this very problem today.  I found that when I disabled Dinosauria it stopped.  You running that one?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: GeroTero on January 06, 2018, 09:14:38 PM
Quote from: Chipmunk216 on January 06, 2018, 03:33:27 PM
Has anybody else seen a glitch in which animals flee across the map while bleeding everywhere despite being undamaged? They eventually run to the edge of the map (leaving a bloody wake) and run around until they starve to death. I think CE is at fault (though I can't guarantee it's not an interaction with another mod) because the debug log keeps saying that such-and-such animal is attempting to melee another animal while "out of place."
I got this error while using animalcolabproj. I used the patch found in this thread from 7 months ago and it still gave me errors despite patching all animals. I'm going to have to wait for a fix until I play with this amazing mod :(
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sarge on January 06, 2018, 09:31:50 PM
I'm reasonably certain it's Dinosauria since I have found a pattern:

Every time a dino hunts a creature and it starts fleeing this behaviour kicks in. The dino disengages and the creatures spray-paints your map with blood. Pretty decent self defense technique albeit a bit extreme. :P

EDIT: No more bleeders messing up my map since removing Dinosauria.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Chipmunk216 on January 07, 2018, 01:46:50 PM
I don't have Dinosauria but I do have the AnimalCollab mod so that must be the culprit.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on January 08, 2018, 03:33:55 AM
Ran into an issue on RC1... a group of raiders with a sapper attacked my colony. He blew up the outer wall with grenades, went through, and promptly stepped on a trap. When he got to the next wall, he stood around picking different wall sections to want to grenade every second or so (with all his friends standing around waiting for him) until he finally fell unconscious from the blood loss a couple of days later. Then his friends realized he wasn't going to help them and attacked.

https://www.dropbox.com/s/228m2591jer81k2/20180107014552_1.jpg

Unfortunately I didn't think at the time to check the log for any errors, so not sure about that.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Krontixious on January 08, 2018, 04:13:04 AM
Mechanoids aren't using their ranged weapons. Having the same problem as dude in previous page. This wasn't a problem with the previous patch, hope it isn't just me.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: AllenWL on January 08, 2018, 04:13:35 AM
Is there a 18B version for CE Guns?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Sarge on January 08, 2018, 04:51:46 AM
Quote from: AllenWL on January 08, 2018, 04:13:35 AM
Is there a 18B version for CE Guns?

There's a link a few pages back, but to be honest, at least for me, it creates more hassles than is worth it right now.

Most recently I could not figure out why some ranged weapons did no damage (Orion weapons, Harrowed Light, Lost Infantry and I'm sure many more) and i just managed to figure out that it is because of CE in its current state.

And that is a great pity because this mod really brings combat to life.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on January 09, 2018, 12:10:11 AM
Quote from: Krontixious on January 08, 2018, 04:13:04 AM
Mechanoids aren't using their ranged weapons. Having the same problem as dude in previous page. This wasn't a problem with the previous patch, hope it isn't just me.

Nope, I got this one too... attacked by a couple of centipedes, and they decided to walk up and melee instead of using the inferno cannons they were carrying. They had the right ammo, I checked that.

Still managed to kill one of my colonists who decided the middle of a mechanoid attack was a great time to suffer a mental break, and walked out right to them... I can't say she didn't deserve it.

In case it helps any: https://www.dropbox.com/s/gcdsasrnm2ei9iv/20180108224750_1.jpg

Edit:
I'm also noticing Simple Sidearms weapon switching doesn't seem to be working properly with CE B18. When someone with a ranged weapon gets into melee, they switch to fists, instead of a knife/shiv/whatever. Not sure if this is SS's fault, CE's fault, or my fault, but figured it was worth mentioning.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on January 09, 2018, 04:38:29 AM
Quote from: Maeyanie on January 09, 2018, 12:10:11 AM
Quote from: Krontixious on January 08, 2018, 04:13:04 AM
Mechanoids aren't using their ranged weapons. Having the same problem as dude in previous page. This wasn't a problem with the previous patch, hope it isn't just me.

Nope, I got this one too... attacked by a couple of centipedes, and they decided to walk up and melee instead of using the inferno cannons they were carrying. They had the right ammo, I checked that.

Still managed to kill one of my colonists who decided the middle of a mechanoid attack was a great time to suffer a mental break, and walked out right to them... I can't say she didn't deserve it.

In case it helps any: https://www.dropbox.com/s/gcdsasrnm2ei9iv/20180108224750_1.jpg

Edit:
I'm also noticing Simple Sidearms weapon switching doesn't seem to be working properly with CE B18. When someone with a ranged weapon gets into melee, they switch to fists, instead of a knife/shiv/whatever. Not sure if this is SS's fault, CE's fault, or my fault, but figured it was worth mentioning.

Some people mentioned this already on simple siderams thread, you should check there.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: ajaviide on January 09, 2018, 10:03:46 AM
Hey awesome mod!
But backpacks on thin pawns go, over they face when they are standing towards you. I thought it has something to do with facial stuff, and ignored it, but i see here on forum, other people have same problem. (only on thin pawns for me).
Awesome mod again and my English sucks :)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: KillaAnime on January 11, 2018, 08:27:11 PM
The b18 CE doesnt work with other mods that have weapons. TO solve this you have the make the mods compatible with CE by making the weapons have ammo. this will fix the problem with no dmg when shooting. but this can also lead into other problems.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Emagmo on January 12, 2018, 04:40:11 PM
It's great mod as I remember from previous versions. However, in B18 there are so many errors. For example, when you start and give your pawns ammo it's ok, but when you force them to drop some of that ammo, it just disappears.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: ajaviide on January 17, 2018, 07:40:07 AM
Hello!
I wanted ask about compatibility.
Im planning a playthrough with CE and found a version that works with b18

Are these mods marked as compatible in OP , still compatible? the mods are:
Fashionrimsta,  Zombieland , simple sidearms, Rimfire and clutter hands.

Sry for my english its my work pc and autocorect is set to my native language.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on January 17, 2018, 12:44:24 PM
Quote from: ajaviide on January 17, 2018, 07:40:07 AM
Are these mods marked as compatible in OP , still compatible? the mods are:
Fashionrimsta,  Zombieland , simple sidearms, Rimfire and clutter hands.

Simple Sidearms sort of works. It doesn't break anything, but my colonists switch to fists in melee instead of knives. Switching manually via the icon thing in the bottom is better than having to go through their inventory though, so still worth using.

I don't use any of the others, so can only speak for that.

Edit: Apparello does work so far as I can tell, though, so there's good odds Fashionrimsta would too.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: ajaviide on January 17, 2018, 12:55:33 PM
Thx Maeyanie,
I quickly tested couple Rimsenal weapons after i got home from work ,didnt get any errors.
Thought maybe someone has  ongoing game with said mods and could comment .
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: minakurafto on January 17, 2018, 07:01:26 PM
is there any way to modify grenade timer? currently its too short, enemy with grenade can run fearlessly into range then throw and pawn doesnt have time to run  :'(

combined with WM SFS, taming and training animal can have problem if pawn have loadout which not have food for pet (ie: you put hay/equivalent in loadout), so i think if we can have all item has "drop excess"option then it can give solution to it.
when pawn want to take food for taming or training it wont endless loop take and drop

how to counter supression? my pawn hunker down forever  just because a few archer and not attack back even when another enemy melee the pawn
is there any way/ plan to make blind fire, crawling (slowly move while under supression), or  fight back if there is enemy face to face even when suppresion meter still high?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Mechanoid Hivemind on January 17, 2018, 10:56:01 PM
Has this been properly updated to 18? Im afraid to start over and lose progress if it isnt. But will restart if it is ready
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on January 17, 2018, 10:57:20 PM
Quote from: Mechanoid Hivemind on January 17, 2018, 10:56:01 PM
Has this been properly updated to 18? Im afraid to start over and lose progress if it isnt. But will restart if it is ready

The release for B18 is out, but unfinished I believe with some bugs.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Mechanoid Hivemind on January 18, 2018, 03:30:46 PM
Quote from: Harry_Dicks on January 17, 2018, 10:57:20 PM
Quote from: Mechanoid Hivemind on January 17, 2018, 10:56:01 PM
Has this been properly updated to 18? Im afraid to start over and lose progress if it isnt. But will restart if it is ready

The release for B18 is out, but unfinished I believe with some bugs.

How about CE guns? is that updated?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on January 18, 2018, 05:48:38 PM
Quote from: Mechanoid Hivemind on January 18, 2018, 03:30:46 PM
How about CE guns? is that updated?

I'm not sure, but I thought CE guns required CE anyway? I really don't play with CE that much at all, so I only half way keep up with it right now since I don't think it is complete yet for B18. What do you want though, guns that take ammo without CE? Or just the textures? If it's the latter, you can just copy the textures over into your own gun mod, or a different gun mod if that's what you want, you know. Although, if you are using someone else's textures for your own mod, please do not release it anywhere until you get permission from the original author/artist to use their code/textures ;)

But really, making your own gun mod is not very difficult at all, and in fact I think it was Jecrell that has a post somewhere on these forums that walks you through making a gun mod step by step. However, if you want the guns to have ammo, that is a whole different story, and I would recommend just waiting for the proper release, unless you are okay with any issues that others are having with it.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: MathiasSteam on January 20, 2018, 11:56:29 AM
Quote from: Mechanoid Hivemind on January 18, 2018, 03:30:46 PM
Quote from: Harry_Dicks on January 17, 2018, 10:57:20 PM
Quote from: Mechanoid Hivemind on January 17, 2018, 10:56:01 PM
Has this been properly updated to 18? Im afraid to start over and lose progress if it isnt. But will restart if it is ready

The release for B18 is out, but unfinished I believe with some bugs.

How about CE guns? is that updated?

I think there is a bug caused by CE in B18 that now has animals like Badgers and Squirrels flee and then they leave a huge blood trail like 5 by 5 blocks, the animals also don't have any injuries and the only thing that is different is the "Fleeing" state.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: IHateRegistering on January 20, 2018, 12:51:55 PM
Quote from: Harry_Dicks on January 18, 2018, 05:48:38 PM


I'm not sure, but I thought CE guns required CE anyway? I really don't play with CE that much at all, so I only half way keep up with it right now since I don't think it is complete yet for B18. What do you want though, guns that take ammo without CE? Or just the textures? If it's the latter, you can just copy the textures over into your own gun mod, or a different gun mod if that's what you want, you know. Although, if you are using someone else's textures for your own mod, please do not release it anywhere until you get permission from the original author/artist to use their code/textures ;)

But really, making your own gun mod is not very difficult at all, and in fact I think it was Jecrell that has a post somewhere on these forums that walks you through making a gun mod step by step. However, if you want the guns to have ammo, that is a whole different story, and I would recommend just waiting for the proper release, unless you are okay with any issues that others are having with it.
what are you even talking about
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Evelyn on January 20, 2018, 01:29:59 PM
I don't think he realizes that CE Guns is a submod.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on January 22, 2018, 09:02:47 PM
Quote from: Mechanoid Hivemind on January 18, 2018, 03:30:46 PM
How about CE guns? is that updated?

Not yet. However, mods like that can usually be added to an already-running game without serious issues.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on January 23, 2018, 02:50:35 PM
Quote from: Evelyn on January 20, 2018, 01:29:59 PM
I don't think he realizes that CE Guns is a submod.

That was my entire point, that it is a sub mod. Not sure why my post was that confusing.. someone was asking about CE Guns being updated, when CE isn't even fully updated. What is so difficult to understand?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: minakurafto on January 26, 2018, 12:15:20 AM
when make a CE patch for race mod ,if all is okay but only Gear Tab missing bulk and mass capacity so alien pawn cant use/pick up ammo. anyone know what might be the problem?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: IHateRegistering on January 26, 2018, 07:37:16 AM
Quote from: Harry_Dicks on January 23, 2018, 02:50:35 PM

That was my entire point, that it is a sub mod. Not sure why my post was that confusing.. someone was asking about CE Guns being updated, when CE isn't even fully updated. What is so difficult to understand?
Because you talk about using textures and adding ammo when all the question was 'Is this official submod* already updated?'

*that is intended to nicely complement CE without adding unnecessary bloat to the game
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on January 26, 2018, 09:28:12 AM
Quote from: IHateRegistering on January 26, 2018, 07:37:16 AM
Because you talk about using textures and adding ammo when all the question was 'Is this official submod* already updated?'

Because that was a follow up question after I was asked after stating that CE doesn't have a full update. So if it doesn't have full update, that's why I told him why would it matter about CE guns? If you just want the textures, use those. If you want it for the ammo and such, and CE isn't working for you, then you have to wait. It's okay if you don't understand.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: IHateRegistering on January 26, 2018, 02:15:11 PM
CE has a B18 update, albeit with bugs as you correctly stated. So it makes sense to ask if CE guns works with that unstable version or if it's still stuck in A17 - because you can actually play with CE on B18 but NOT with CE guns because that has received no update for B18 yet. CE guns is neat because it adds few weapons to fill in some niches and doesn't add a plethora of weapons that all fulfill similar roles.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on January 26, 2018, 02:45:39 PM
Quote from: IHateRegistering on January 26, 2018, 02:15:11 PM
CE has a B18 update, albeit with bugs as you correctly stated. So it makes sense to ask if CE guns works with that unstable version or if it's still stuck in A17 - because you can actually play with CE on B18 but NOT with CE guns because that has received no update for B18 yet. CE guns is neat because it adds few weapons to fill in some niches and doesn't add a plethora of weapons that all fulfill similar roles.

Yes, I completely understand this, I think we just have an issue of miscommunication.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on January 28, 2018, 06:27:53 PM
Quote from: minakurafto on January 26, 2018, 12:15:20 AM
when make a CE patch for race mod ,if all is okay but only Gear Tab missing bulk and mass capacity so alien pawn cant use/pick up ammo. anyone know what might be the problem?

That sounds like you're missing something like this:

<Operation Class="PatchOperationReplace">
<success>Always</success>
<xpath>*/ThingDef[@Name="BaseAsariPawn"]/inspectorTabs/li[.="ITab_Pawn_Gear"]</xpath>
<value>
<li>CombatExtended.ITab_Inventory</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<success>Always</success>
<xpath>*/ThingDef[@Name="BaseAsariPawn"]/comps</xpath>
<value>
<li Class="CombatExtended.CompProperties_Inventory" />
</value>
</Operation>


For reference, here's something I'm working on to add support for Asari, Twi'lek, and Zabrak races: https://www.dropbox.com/s/5g992hoyt2h8mt0/CE%20Races.7z

It's not fully tested and balanced regarding the equipment they spawn with in caravans and raids and such, which is why I haven't posted it anywhere else yet, but it's probably good enough to use if anyone else is looking for such a thing. You shouldn't need to have all 3 races installed, it should just ignore ones which aren't found.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: minakurafto on January 28, 2018, 11:46:11 PM
Quote from: Maeyanie on January 28, 2018, 06:27:53 PM
Quote from: minakurafto on January 26, 2018, 12:15:20 AM
when make a CE patch for race mod ,if all is okay but only Gear Tab missing bulk and mass capacity so alien pawn cant use/pick up ammo. anyone know what might be the problem?

That sounds like you're missing something like this:

<Operation Class="PatchOperationReplace">
<success>Always</success>
<xpath>*/ThingDef[@Name="BaseAsariPawn"]/inspectorTabs/li[.="ITab_Pawn_Gear"]</xpath>
<value>
<li>CombatExtended.ITab_Inventory</li>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<success>Always</success>
<xpath>*/ThingDef[@Name="BaseAsariPawn"]/comps</xpath>
<value>
<li Class="CombatExtended.CompProperties_Inventory" />
</value>
</Operation>


For reference, here's something I'm working on to add support for Asari, Twi'lek, and Zabrak races: https://www.dropbox.com/s/5g992hoyt2h8mt0/CE%20Races.7z

It's not fully tested and balanced regarding the equipment they spawn with in caravans and raids and such, which is why I haven't posted it anywhere else yet, but it's probably good enough to use if anyone else is looking for such a thing. You shouldn't need to have all 3 races installed, it should just ignore ones which aren't found.

that's solve the problem thx, it's because different base pawn name. xpath tutorial on github lack that basepawn part
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on February 06, 2018, 07:08:48 AM
Now that boomalopes give chemfuel, how do I obtain FSX?
Do boomrats still give it?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Maeyanie on February 07, 2018, 08:17:41 AM
Quote from: Kori on February 06, 2018, 07:08:48 AM
Now that boomalopes give chemfuel, how do I obtain FSX?
Do boomrats still give it?
Boomalopes are both "milked" for chemfuel, and "sheared" for FSX.
Boomrats do also give FSX, but less, so boomalopes are the better choice... if you can keep them from dying and burning your base down.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on February 07, 2018, 10:23:41 AM
Good to know, thanks! :)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: minakurafto on February 08, 2018, 02:41:27 AM
anyone know how to make destroy ammo on drop?
i tried to insert the line in ammo xml but ammo still drop when mechanoid died.
it used to be worked in very old version.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Mechanoid Hivemind on February 09, 2018, 08:18:06 AM
Theres a crash when queing the KPV (i believe) machine gun when you set it to craft and then leave the game it wont boot back up it just crashes to main menu
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Ozymandias on February 12, 2018, 07:52:17 PM
It kind of seems like this is never going to get a proper update. I guess the B18 update changed so much that it fucked everything up monumentally.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Harry_Dicks on February 12, 2018, 07:57:58 PM
Quote from: Ozymandias on February 12, 2018, 07:52:17 PM
It kind of seems like this is never going to get a proper update.

It may seem like that, but I don't think so. Do you ever pay attention to NoImageAvailable's GitHub? If not, then I don't think you would see all of the work that is committed to CE. There are updates that are not official releases, but I don't see any posts on this thread about them that I can recall.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on February 12, 2018, 07:58:46 PM
Quote from: Ozymandias on February 12, 2018, 07:52:17 PM
It kind of seems like this is never going to get a proper update. I guess the B18 update changed so much that it fucked everything up monumentally.

I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Mr_Man on February 12, 2018, 11:20:22 PM
QuoteCE'll surely be updated for B18 any day now!

(https://i.imgtc.com/9DiG70t.jpg)
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on February 13, 2018, 06:16:58 AM
Quote from: Kori on February 12, 2018, 07:58:46 PM
I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?

The rumors concerning CE's death are exaggerated.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on February 13, 2018, 08:05:56 AM
Quote from: NoImageAvailable on February 13, 2018, 06:16:58 AM
Quote from: Kori on February 12, 2018, 07:58:46 PM
I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?

The rumors concerning CE's death are exaggerated.

Thank you!!
Please don't give up, I couldn't imagine playing Rimworld without CE!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: WREN_PL on February 14, 2018, 12:45:23 PM
Quote from: Kori on February 13, 2018, 08:05:56 AM
Quote from: NoImageAvailable on February 13, 2018, 06:16:58 AM
Quote from: Kori on February 12, 2018, 07:58:46 PM
I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?
The rumors concerning CE's death are exaggerated.
Thank you!!
Please don't give up, I couldn't imagine playing Rimworld without CE!

I entirely agree with this!
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on February 15, 2018, 07:05:07 AM
Thank you for including the re-use neolithic projectiles option, it works very good! :)

I noticed that turrets now have a full clip of ammo after construction, is this intended?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?

Quote from: Kori on February 15, 2018, 07:05:07 AM
Thank you for including the re-use neolithic projectiles option, it works very good! :)

I noticed that turrets now have a full clip of ammo after construction, is this intended?

Depends, what map are you constructing them on?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on February 16, 2018, 05:37:45 AM
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: NoImageAvailable on February 16, 2018, 05:51:51 AM
Quote from: Epishade on February 16, 2018, 05:37:45 AM
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430

What does your output_log.txt say?
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on February 16, 2018, 05:55:57 AM
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Kori on February 15, 2018, 07:05:07 AM
Thank you for including the re-use neolithic projectiles option, it works very good! :)

I noticed that turrets now have a full clip of ammo after construction, is this intended?

Depends, what map are you constructing them on?

Do you want to know which biome it is? It's tropical rainforest, and my main colony map.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Epishade on February 16, 2018, 06:10:31 AM
Quote from: NoImageAvailable on February 16, 2018, 05:51:51 AM
Quote from: Epishade on February 16, 2018, 05:37:45 AM
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Epishade on February 16, 2018, 04:24:33 AM
When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430

What does your output_log.txt say?

Exception filling window for CombatExtended.Dialog_ManageLoadouts: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Iterate[ThingDef,Single] (IEnumerable`1 source, Single initValue, System.Func`3 selector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Max[ThingDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at CombatExtended.LoadoutGenericDef.updateVars () [0x00000] in <filename unknown>:0
  at CombatExtended.LoadoutGenericDef.get_mass () [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_Loadouts.GetWeightAndBulkTip (CombatExtended.LoadoutGenericDef def, Int32 count) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlot (Rect row, CombatExtended.LoadoutSlot slot, Boolean slotDraggable) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlotList (Rect canvas) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I'm guessing this is what you're asking for?  I copied the error thrown from in-game.  If it's not and you need something else, let me know.  Would be nice to help get this fixed :)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on February 21, 2018, 08:06:20 AM
B18 Update released for CE and CE Guns

Projectiles now visually display their height. This has always been a thing under the hood but now it is actually graphically displayed to the player. Also, walls no longer have infinite height and projectiles can arc over them and land on the roof.

Special thanks goes to XeoNovaDan and the other contributors to this update, they helped to speed up this update by a great deal.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: uberkaz on February 21, 2018, 08:25:24 AM
I cant download from github, i can download the source code alright but not the release keeps giving me an error
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Harry_Dicks on February 21, 2018, 10:38:06 AM
Quote from: NoImageAvailable on February 21, 2018, 08:06:20 AM
B18 Update released for CE and CE Guns

Projectiles now visually display their height. This has always been a thing under the hood but now it is actually graphically displayed to the player. Also, walls no longer have infinite height and projectiles can arc over them and land on the roof.

Special thanks goes to XeoNovaDan and the other contributors to this update, they helped to speed up this update by a great deal.

Nice!

I am curious, and I hope you don't mind me asking, but do you have any sort of milestones that you are hoping to achieve with this mod in the future/near future? It seems like you are always working on it a lot. Is this mostly compatibility/bug fixing work, or adding in new things, or both?

Also, do you have any long term goals, or are you waiting to see how 1.0 looks before you decide something like that?

Thanks for all of your hard work! :)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on February 21, 2018, 12:30:24 PM
Not sure if these errors are CE-related, but here they are:

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.BoundsInjector+<>c.<Inject>b__6_0 (Verse.PawnKindDef x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.PawnKindDef].MoveNext () [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


XML error: Duplicate XML node name resourceReadoutPriority in this XML block: <ThingDef ParentName="ChunkRockBase"><defName>ChunkSandstone</defName><label>sandstone chunk</label><graphicData><color>(126,104,94)</color></graphicData><statBases><Mass>20</Mass></statBases><soundDrop>ChunkRock_Drop</soundDrop><butcherProducts><BlocksSandstone>20</BlocksSandstone></butcherProducts><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: Duplicate XML node name stuffProps in this XML block: <ThingDef ParentName="ChunkRockBase"><defName>ChunkSandstone</defName><label>sandstone chunk</label><graphicData><color>(126,104,94)</color></graphicData><statBases><Mass>20</Mass></statBases><soundDrop>ChunkRock_Drop</soundDrop><butcherProducts><BlocksSandstone>20</BlocksSandstone></butcherProducts><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: Duplicate XML node name stuffProps in this XML block: <ThingDef ParentName="ChunkRockBase"><defName>ChunkGranite</defName><label>granite chunk</label><graphicData><color>(105,95,97)</color></graphicData><statBases><Mass>25</Mass></statBases><soundDrop>ChunkRock_Drop</soundDrop><butcherProducts><BlocksGranite>20</BlocksGranite></butcherProducts><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(105,95,97)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>granite</stuffAdjective><statFactors><MarketValue>0.5</MarketValue><MaxHitPoints>1.7</MaxHitPoints></statFactors></stuffProps><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(105,95,97)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>granite</stuffAdjective><statFactors><MarketValue>0.5</MarketValue><MaxHitPoints>1.7</MaxHitPoints></statFactors></stuffProps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


... and a lot more. Let me know if you need them.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: PreDiabetic on February 21, 2018, 01:14:00 PM
Is there a link to show us how to make throwing weapons (Not guns I know patching guns is there and it's easy) comp patch?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on February 21, 2018, 01:21:05 PM
Quote from: Harry_Dicks on February 21, 2018, 01:12:16 PM
Looks like someone is redefining core defs? Not sure. But someone put these duplicate tags into all of the stones.

Here you go, Mr_Man, you can see how this thingDef entry looks, and all the crap going on with it. There's not even a close for <statOffsets>

<ThingDef ParentName="ChunkRockBase">
<defName>ChunkSandstone</defName>
<label>sandstone chunk</label>
<graphicData>
<color>(126,104,94)</color>
</graphicData>
<statBases>
<Mass>20</Mass>
</statBases>
<soundDrop>ChunkRock_Drop</soundDrop>
<butcherProducts>
<BlocksSandstone>20</BlocksSandstone>
</butcherProducts>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<stuffProps>
<categories><li>Chunky</li></categories>
<statOffsets>
<WorkToBuild>140</WorkToBuild></statOffsets>
<color>(126,104,94)</color>
<soundImpactStuff>BulletImpactGround</soundImpactStuff>
<soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
<stuffAdjective>sandstone</stuffAdjective>
<statFactors>
<Beauty>1.1</Beauty>
<MarketValue>0.4</MarketValue>
<MaxHitPoints>1.4</MaxHitPoints>
<WorkToBuild>5.0</WorkToBuild>
<WorkToMake>1.1</WorkToMake>
</statFactors>
</stuffProps>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<stuffProps>
<categories>
<li>Chunky</li>
</categories>
<statOffsets>
<WorkToBuild>140</WorkToBuild>
</statOffsets>
<color>(126,104,94)</color>
<soundImpactStuff>BulletImpactGround</soundImpactStuff>
<soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
<stuffAdjective>sandstone</stuffAdjective>
<statFactors>
<Beauty>1.1</Beauty>
<MarketValue>0.4</MarketValue>
<MaxHitPoints>1.4</MaxHitPoints>
<WorkToBuild>5.0</WorkToBuild>
<WorkToMake>1.1</WorkToMake>
</statFactors>
</stuffProps>
</ThingDef>[/code


I am running CE and Rinbleau's concrete mod and it appears they both share some item defs together. Haven't found any bugs yet but wanted to make sure it wasn't serious before I start a new world.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Harry_Dicks on February 21, 2018, 01:23:39 PM
Whoops, I had an error on my part, sorry. You were too quick before I could delete the edit, though :P

Here's the proper version. It has some extra impact sounds

<ThingDef ParentName="ChunkRockBase">
<defName>ChunkSandstone</defName>
<label>sandstone chunk</label>
<graphicData>
<color>(126,104,94)</color>
</graphicData>
<statBases>
<Mass>20</Mass>
</statBases>
<soundDrop>ChunkRock_Drop</soundDrop>
<butcherProducts>
<BlocksSandstone>20</BlocksSandstone>
</butcherProducts>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<stuffProps>
<categories>
<li>Chunky</li>
</categories>
<statOffsets>
<WorkToBuild>140</WorkToBuild>
</statOffsets>
<color>(126,104,94)</color>
<soundImpactStuff>BulletImpactGround</soundImpactStuff>
<soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
<stuffAdjective>sandstone</stuffAdjective>
<statFactors>
<Beauty>1.1</Beauty>
<MarketValue>0.4</MarketValue>
<MaxHitPoints>1.4</MaxHitPoints>
<WorkToBuild>5.0</WorkToBuild>
<WorkToMake>1.1</WorkToMake>
</statFactors>
</stuffProps>
<resourceReadoutPriority>Middle</resourceReadoutPriority>
<stuffProps>
<categories>
<li>Chunky</li>
</categories>
<statOffsets>
<WorkToBuild>140</WorkToBuild>
</statOffsets>
<color>(126,104,94)</color>
<soundImpactStuff>BulletImpactGround</soundImpactStuff>
<soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp>
<soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt>
<stuffAdjective>sandstone</stuffAdjective>
<statFactors>
<Beauty>1.1</Beauty>
<MarketValue>0.4</MarketValue>
<MaxHitPoints>1.4</MaxHitPoints>
<WorkToBuild>5.0</WorkToBuild>
<WorkToMake>1.1</WorkToMake>
</statFactors>
</stuffProps>
</ThingDef>
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on February 21, 2018, 01:24:59 PM
Here's another one I found... relevant?

Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for DamageMotes.DamageMotes_Patch ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) Verse.Thing:TakeDamage_Patch1 (object,Verse.DamageInfo): IL_0105: call      0x0000003d


  at (wrapper managed-to-native) System.RuntimeMethodHandle:GetFunctionPointer (intptr)
  at System.RuntimeMethodHandle.GetFunctionPointer () [0x00000] in <filename unknown>:0
  at Harmony.ILCopying.Memory.GetMethodStart (System.Reflection.MethodBase method) [0x00000] in <filename unknown>:0
  at Harmony.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, Harmony.PatchInfo patchInfo) [0x00000] in <filename unknown>:0
  at Harmony.PatchProcessor.Patch () [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.<PatchAll>b__6_0 (System.Type type) [0x00000] in <filename unknown>:0
  at Harmony.CollectionExtensions.Do[Type] (IEnumerable`1 sequence, System.Action`1 action) [0x00000] in <filename unknown>:0
  at Harmony.HarmonyInstance.PatchAll (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at DamageMotes.DamageMotes_Patch..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
  at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on February 21, 2018, 01:41:36 PM
Those errors look like some other mod you have has an empty texture somewhere.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on February 21, 2018, 01:46:02 PM
How about this one?

Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.BoundsInjector+<>c.<Inject>b__6_0 (Verse.PawnKindDef x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.PawnKindDef].MoveNext () [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on February 21, 2018, 04:10:02 PM
Here's a more verbose log: https://gist.github.com/HugsLibRecordKeeper/670d5f4e989a846e125b1f316fe0b977
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on February 21, 2018, 04:26:19 PM
Quote from: Mr_Man on February 21, 2018, 04:10:02 PM
Here's a more verbose log: https://gist.github.com/HugsLibRecordKeeper/670d5f4e989a846e125b1f316fe0b977

None of those look CE related.

Quote from: Harry_Dicks on February 21, 2018, 10:38:06 AM
Quote from: NoImageAvailable on February 21, 2018, 08:06:20 AM
B18 Update released for CE and CE Guns

Projectiles now visually display their height. This has always been a thing under the hood but now it is actually graphically displayed to the player. Also, walls no longer have infinite height and projectiles can arc over them and land on the roof.

Special thanks goes to XeoNovaDan and the other contributors to this update, they helped to speed up this update by a great deal.

Nice!

I am curious, and I hope you don't mind me asking, but do you have any sort of milestones that you are hoping to achieve with this mod in the future/near future? It seems like you are always working on it a lot. Is this mostly compatibility/bug fixing work, or adding in new things, or both?

Also, do you have any long term goals, or are you waiting to see how 1.0 looks before you decide something like that?

Thanks for all of your hard work! :)

I've declared CE feature-complete some time ago now. I only do bug fixes/maintenance, sometimes other devs add in new features but those guys come and go at random. I used to have a few big feature additions planned but had to give up on them when I started working on my own game. I just don't have the time to work on that and simultaneously add features to CE.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on February 21, 2018, 04:41:17 PM
Quote from: NoImageAvailable on February 21, 2018, 08:06:20 AM
B18 Update released for CE and CE Guns

Projectiles now visually display their height. This has always been a thing under the hood but now it is actually graphically displayed to the player. Also, walls no longer have infinite height and projectiles can arc over them and land on the roof.

Special thanks goes to XeoNovaDan and the other contributors to this update, they helped to speed up this update by a great deal.

Thank you NIA and XeoNovaDan and everyone else who contributed to this update! :)


Here are two things that cause errors when playing with Rimfire:

1) in the ResearchProjects.xml (Core patches) you remove the Multibarrel Weapons research, but Rimfire still has it as a researchPrerequisite.
At least this happened with the previous version, sorry if it has been fixed already.

2) in the Rimfire patch there are four <researchPrerequisite>CE_AdvancedFirearms</researchPrerequisite> entries, but this research project was removed with the latest update. I guess it should be PrecisionRifling now.

I also get some errors from the new penguin patch even when loading nothing else but CE and CE Guns so I just deleted this file.

Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ruisuki on February 21, 2018, 05:03:32 PM
Congrats on the rollout. Only have to do it one more time for the 1.0 release. Must be a relief given how big the mod is
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Tacoburger on February 21, 2018, 05:14:29 PM
been a long time coming; great work guys
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Harry_Dicks on February 21, 2018, 05:43:14 PM
I think I'm finally ready to pop my CE cherry.

Take it easy. It's... it's my first time.. :-[
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on February 21, 2018, 10:57:42 PM
Quote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?

That's the only way to go in order to celebrate!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Harry_Dicks on February 21, 2018, 11:00:55 PM
Quote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?

Every couple of days I somehow convince myself I need to change my mod list and start a new game :P

I think my mental struggle is a constant back and forth of me thinking that I will pass over on some content that I'll enjoy, versus loading up my game with too many mods and/or redundant content (quantity over quality) that adds too much bloat and my performance will suffer because of it.

I'm actually on my second quadrum, which hasn't happened in god knows how long.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ruisuki on February 21, 2018, 11:05:23 PM
Sounds like a mental break or a condition from Psychology haha
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: RyanRim on February 22, 2018, 11:20:25 AM
Welp, finally updated. Now I got to blow up my colony I built for a month  :'( But at least there no more puppet fight with Thrumbos.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mufflamingo on February 22, 2018, 11:36:46 AM
Quote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?

You don't?!

Well, I'm starting a new game too after I install CE (BEEN WAITING FOR IT SINCE A17) and I will not open this forum again. I don't wanna find a new interesting mod in a middle of a game.  :P
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ruisuki on February 22, 2018, 12:19:08 PM
Quote from: Mufflamingo on February 22, 2018, 11:36:46 AM
Quote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?

You don't?!

Well, I'm starting a new game too after I install CE (BEEN WAITING FOR IT SINCE A17) and I will not open this forum again. I don't wanna find a new interesting mod in a middle of a game.  :P
im on my second game. started it this week. my first was on A16 :o
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WREN_PL on February 22, 2018, 03:49:02 PM
https://www.youtube.com/watch?v=jPmb0F00YPE (https://www.youtube.com/watch?v=jPmb0F00YPE)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: RyanRim on February 23, 2018, 06:21:34 AM
It is always sad to abandon a colony to started with the launch of a new version but oh well, today's the big day + I can add 8 other mods that have been on hold now. CE is really a must.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on February 24, 2018, 07:35:51 PM
During a gunfight this error was spamming the log:

Exception ticking Bullet_762x51mmNATO_AP1214666: System.Exception: BoundMap(,,,) ---> System.Exception: CombatExtended :: CropVertical error while cropping Textures/Things/Pawn/Humanlike/null_side ---> System.ArgumentException: Color[] has no pixels with alpha < 0.25
  at CombatExtended.Def_Extensions.CropVertical (UnityEngine.Color[] array, Int32 width, Int32 height) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type, Verse.Graphic headGraphic, Vector2 headOffset) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at CombatExtended.BoundsInjector.ExtractBounds (Verse.Graphic graphic, GraphicType type, Verse.Graphic headGraphic, Vector2 headOffset) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic graphic, GraphicType type, Verse.Graphic headGraphic, Vector2 headOffset) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at CombatExtended.BoundsInjector.BoundMap (Verse.Graphic graphic, GraphicType type, Verse.Graphic headGraphic, Vector2 headOffset) [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.ForPawn (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.CE_Utility.GetCollisionBodyFactors (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.CollisionVertical.CalculateHeightRange (Verse.Thing thing, Verse.FloatRange& heightRange, System.Single& shotHeight) [0x00000] in <filename unknown>:0
  at CombatExtended.CollisionVertical..ctor (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at CombatExtended.CE_Utility.GetBoundsFor (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.TryCollideWith (Verse.Thing thing) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.CheckCellForCollision (IntVec3 cell) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.CheckForCollisionBetween () [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Umbreon117 on February 24, 2018, 07:45:59 PM
Quote from: Harry_Dicks on February 21, 2018, 11:00:55 PM
Quote from: Ruisuki on February 21, 2018, 05:47:46 PM
You're starting a new game!?

Every couple of days I somehow convince myself I need to change my mod list and start a new game :P

I think my mental struggle is a constant back and forth of me thinking that I will pass over on some content that I'll enjoy, versus loading up my game with too many mods and/or redundant content (quantity over quality) that adds too much bloat and my performance will suffer because of it.

I'm actually on my second quadrum, which hasn't happened in god knows how long.
Don't feel bad, I do the exact same thing...Only I don't think I have ever gotten past year 1.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: MrWeeGee on February 25, 2018, 08:38:54 AM
Hey guys, thanks for all the work on the update -- glad to be using CE again!

Unfortunately, I encountered a bug that spams an error non-stop, and with certain mods can even make a force close necessary.

To start: the spam error is caused by a colonist affected with the "Run Wild" mental break. Should be easily replicated if you start a new game, and use dev "Tool: Mental Break..." to inflict a colonist with "Run Wild." It should pop the debug log immediately. I tested this on a new game, loading only HugsLib 4.0.1, and the latest release of CE and CE-Guns. Force-taming/killing the affected colonist kills the error.

Should be noted that, for some reason not every colonist pops the error, but an overwhelming majority do. I don't know the reason for it. Multiple new starts testing with whatever pawns it gave me, and the game randomly blesses maybe 1-in-5 with the proper thought process to behave like a wild animal.

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 <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
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:DetermineNextJob(ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.MentalBreakWorker_RunWild:TryStart(Pawn, Thought, Boolean)
Verse.<DoListingItems_MapTools>c__AnonStorey24:<>m__1()
Verse.DebugTool:DebugToolOnGUI()
Verse.DebugTools:DebugToolsOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


The freeze involves Hospitality and is pretty circumstantial, but caused by this spam error. I doubt it's a compatibility issue, just the game trying to handle a spike of information (visitors) while it's already freaking out. So feel free to skip the rest.

When there's dangers in your colony (or in my case, no guest beds) the mod gives you the option to ensure their safety, or send them away. While the error is being spammed, it causes Hospitality to spam that window as well. So, you can ensure their safety an infinite number of times, causing the game to spawn the visitors whenever clicked, or you can keep trying to send them away. Regardless, the window keeps popping and you're forced to close the game. When you try to circumvent this by having guest beds or otherwise no dangers in your map, the game just hard freezes due to the CE-related error being spammed. If I force-tame/kill the colonist before the visitors ask for safety, the error stops and Hospitality proceeds as normal.

Thanks again for everyone's time and effort!
-Weegee
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: spyfox321 on February 26, 2018, 05:19:40 AM
Suggestion : Can we just replace Promethum with Chemfuel entirely?

Or maybe changing Blazebulbs to produce Chemfuel or FSX instead.

Since now creating Chemfuel is an actually a viable industry (With the introduction of Chemfuel Generators and Chemfuel from milking Boomalopes).

Having a 2nd Flammable substance called "Promethum" for weapons feels redundant.

Oh yeah also there's a small 'bug' where if I use this mod with "Don't shave your head!" the backpack goes on the top layer and it looks weird.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kapun on February 26, 2018, 01:07:30 PM
I don't use that mod and i still see weird backpack going over head texture, but only when pawn is pointed bottom so you can see his/her face well (like when the pawn is going from top of the map towards the bottom)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on February 27, 2018, 04:02:20 PM
Since the official B18 release there is a problem when creating a loadout with the Make Loadout button in the pawn's inventory, so that ammo will be counted and added to the loadout as Any Drugs.

When you give your pawn a survival rifle and 90 ammo and create the loadout, the result will be
-Survival rifle: 1
-Any Drugs: 93 (90 ammo + the amount for any drugs that's always added to a new loadout)

This definitely didn't happen with the RC1, not sure about RC2.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WREN_PL on February 28, 2018, 02:13:38 PM
Ummm...

I noticed some kind of bug when using Embrasures with CE.

Every time tribals or mechs come close to the wall, colonists tend to fire MikolMGL so close to the wall/corner there is 50% chance of hitting wall in front of them exploding themselves and potentially setting ammo off, which when f.ex. 20 rounds were left on ground, creates instead of a crater "continuous circle of doom" farting ring of projectiles with descending frequency which deals so much damage it deletes EVERYTHING no matter how strong it was in 5 square radius.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Epishade on February 28, 2018, 03:54:35 PM
So my last problem I posted about has gone away since the latest release (yay).  I have another issue that I don't think was ever fixed from previous versions though.

When I assign a pawn to tame/train/handle an animal and they have a loadout assigned, they will constantly get stuck in a loop of picking up the food and dropping it because, I assume, they don't have that food in their loadout so they'll drop it, but then they have to grab the food to handle the animals again.  It also causes extreme lag when my pawns do this, so luckily I notice pretty quickly what the problem.

Are there any plans to introduce a fix for this without changing my pawn's loadout every time I want an animal handled?  Maybe something like, ignore pawn check for loadout when handling animals?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on February 28, 2018, 03:57:16 PM
Quote from: Epishade on February 28, 2018, 03:54:35 PM
So my last problem I posted about has gone away since the latest release (yay).  I have another issue that I don't think was ever fixed from previous versions though.

When I assign a pawn to tame/train/handle an animal and they have a loadout assigned, they will constantly get stuck in a loop of picking up the food and dropping it because, I assume, they don't have that food in their loadout so they'll drop it, but then they have to grab the food to handle the animals again.  It also causes extreme lag when my pawns do this, so luckily I notice pretty quickly what the problem.

Are there any plans to introduce a fix for this without changing my pawn's loadout every time I want an animal handled?  Maybe something like, ignore pawn check for loadout when handling animals?

That's a known conflict with Smarter Food Selection
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Epishade on February 28, 2018, 11:27:16 PM
Ah shoot.  That's unfortunate.  Oh well.  Thanks for the quick reply!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Heni on March 07, 2018, 08:21:42 AM
I dont know if is a bug or not, but when my char are in the front view the "backpack" is on the front layer. Sorry my english ^_^

[attachment deleted due to age]
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kapun on March 07, 2018, 01:16:24 PM
It is a bug and i have it too. Seems to be fine for fat people though
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: DukeAl on March 10, 2018, 06:02:36 PM
Hi,
i wanted to try the new CE for B18 from the steam workshop and got a bit confused. The list of compatible mods is much shorter than here on the forum and simple sidearms is listed as "known to have conflicts".
Is the workshop version identical with the one here on the forum and if so which description is correct?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Heni on March 11, 2018, 10:49:48 AM
Quote from: DukeAl on March 10, 2018, 06:02:36 PM
Hi,
i wanted to try the new CE for B18 from the steam workshop and got a bit confused. The list of compatible mods is much shorter than here on the forum and simple sidearms is listed as "known to have conflicts".
Is the workshop version identical with the one here on the forum and if so which description is correct?

Here i play with the new ce, the log become crazy with lots of red letters, and the game after some time become slow, with speed x3 VEEEEEERY slow. i have deleted a lot of mods, but the game only run at normal speed after i unchecked CE.
Title: Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
Post by: Kori on March 11, 2018, 02:10:00 PM
Quote from: NoImageAvailable on February 16, 2018, 04:47:20 AM
Quote from: Kori on February 15, 2018, 07:05:07 AM
I noticed that turrets now have a full clip of ammo after construction, is this intended?

Depends, what map are you constructing them on?

After a few more tests I can say that turrets I build on my colony map have full ammo while hostile turrets on enemy maps are empty so they never shoot.
I think this is the opposite of how it is supposed to be.   :D
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: MisterMasada on March 12, 2018, 11:26:37 PM
I run CE alongside Humanoid Aliens Framework and the Androids mod (with it's CE patch), any and all androids I see, raiders, caravans anything, none of them have ammo, they carry guns with no ammo in their magazines, and no ammo in their inventory. I also use Simple Sidearms so I'm not sure if that has something to do with it.

I've done some light google searching and haven't found anything on the topic, so, has anyone else had the same issue?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: supershutze on March 17, 2018, 02:50:25 PM
Quote from: MisterMasada on March 12, 2018, 11:26:37 PM
I run CE alongside Humanoid Aliens Framework and the Androids mod (with it's CE patch), any and all androids I see, raiders, caravans anything, none of them have ammo, they carry guns with no ammo in their magazines, and no ammo in their inventory. I also use Simple Sidearms so I'm not sure if that has something to do with it.

I've done some light google searching and haven't found anything on the topic, so, has anyone else had the same issue?

CE patches pawn types so they spawn with ammo as part of their loadout. Androids add new pawn types, that are not covered by CE.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on March 24, 2018, 02:09:28 PM
If I tell my colonists to pick up only a certain amount of ammo, they tend to pick up all, even when they are overloaded.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Epishade on March 24, 2018, 11:25:42 PM
Yep.  It's quite annoying to micromanage giving pawns ammo if you don't turn off the setting that sets them to automatically pick up ammo for their guns and don't give them loadouts.  So do either one of those and they won't pick up more than you tell them
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on March 25, 2018, 05:32:49 PM
I noticed, that even when Bulk and Mass are not maximum, my colonists have a penalty to move speed and work speed. So, to have their default speed, they can't carry anything? Or did the mod increase their base speed to give these penalties?

And what does the option "Pick up missing and drop excess" mean?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: temple_wing on March 26, 2018, 11:53:04 AM
please make this mod be compatible with XeoNovaDan's animal armor mod.

https://ludeon.com/forums/index.php?topic=29503.0
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Saebbi on March 26, 2018, 12:00:42 PM
Quote from: temple_wing on March 26, 2018, 11:53:04 AM
please make this mod be compatible with XeoNovaDan's animal armor mod.

https://ludeon.com/forums/index.php?topic=29503.0

It is compatible out of the box, afaik.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: temple_wing on March 27, 2018, 04:13:59 AM
Would you please add some tranquilizer weapon. Mod "none-lethal-weapon" is no longer updated.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: XeoNovaDan on March 27, 2018, 04:51:48 AM
@Temple_Wing - Beanbag 'rounds' for shotguns are a thing with CE.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on March 27, 2018, 08:27:34 AM
Quote from: XeoNovaDan on March 27, 2018, 04:51:48 AM
@Temple_Wing - Beanbag 'rounds' for shotguns are a thing with CE.

This is the only reason, why I enabled the ammo system :D
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: itzrabiid on March 30, 2018, 06:22:49 PM
Hi all, I am using Hardcore SK mod pack and have realised that the combat tab in the base game isn't functioning. could this be from CE. any ideas appreciated. thanks
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: coldcell on April 01, 2018, 11:36:54 AM
When it says "12 commits to master since this release", does this mean I should download the master file instead of the CombatExtended.zip file?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on April 01, 2018, 11:44:29 AM
Quote from: coldcell on April 01, 2018, 11:36:54 AM
When it says "12 commits to master since this release", does this mean I should download the master file instead of the CombatExtended.zip file?

No
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: coldcell on April 01, 2018, 12:14:56 PM
I'm using the release version and I got this error after loading up the mods:

Quote
Loaded mods:
Core: (no assemblies)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
ModSync Ninja: 0Harmony(1.0.9.1), ModSyncNinjaApiBridge(1.0.0.0), RimWorld_ModSyncNinja(1.1.0.2)
EdB Prepare Carefully: 0Harmony(1.0.9.1), EdBPrepareCarefully(0.18.2.0)
[B18] Advanced Animal Frameworks 1.0: AnimalJobs(1.0.0.0), AnimalVehicles(1.0.0.0), AnimalWeaponFramework(1.0.0.0)
RBSE Lite Edition: ScarRemoving(1.0.0.0)
Psychology: $HugsLibChecker(0.3.0.0), Psychology(18.3.18.0)
Colony Manager: 0Reloader(1.0.0.0), Fluffy_ColonyManager(18.3.4.318)
Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
Animals Logic: 0Harmony(1.0.9.1), AnimalsLogic(1.0.6531.34754)
Xeva's Rimhair: (no assemblies)
Medical Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), MedicalInfo(18.1.3.10)
Animal Tab: 0Harmony(1.0.9.1), AnimalTab(18.2.0.16)
Allow Tool: $HugsLibChecker(0.4.0.0), AllowTool(3.3.1.0)
A Dog Said...: (no assemblies)
Mending: Mending(1.0.6531.27502)
Hand Me That Brick: Hand Me That Brick(2.8.18.0)
Blueprints: Blueprints(18.1.0.7)
Efficient Light: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Robots: AIRobot(0.18.0.0)
Misc. MAI: AIPawn(1.9.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Snow Clearance Sanity: 0Harmony(1.0.9.1), SnowClearanceSanity(1.0.6516.38371)
Centralized Climate Control: $HugsLibChecker(0.4.0.0), CentralizedClimateControl(1.5.0.0)
JTReplaceWalls [B18]: JTReplaceWalls(1.0.0.0)
Better Workbench Management: $HugsLibChecker(0.4.0.0), ImprovedWorkbenches(18.13.0.0)
Giddy-up! Core: GiddyUpCore(0.18.7.0)
Giddy-up! Ride and Roll: GiddyUpRideAndRoll(0.18.0.0)
Giddy-up! Caravan: GiddyUpCaravan(0.18.1.0)
Giddy-up! Battle Mounts: Battlemounts(0.18.5.0)
JTExport: JTExport(1.0.0.0)
JTZoneButtons: JTZoneButtons(1.0.0.0)
Mad Skills: 0Harmony(1.0.9.1), MadSkills(0.0.0.0)
Map Reroll: $HugsLibChecker(0.4.0.0), MapReroll(2.2.3.0)
QualityBuilder: QualityBuilder(0.18.3.0)
[KV] RimFridge - B18: 0Harmony(1.0.9.1), RimFridge(1.0.0.0), SaveStorageSettingsUtil(1.0.0.0)
Pick Up And Haul: 0Harmony(1.0.9.1), PickUpAndHaul(0.18.1.8)
Work Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), WorkTab(18.1.5.106)
I Can Fix It!: 0Harmony(1.0.9.1), ICanFixIt(1.0.6532.22682)
ED-ReverseCycleCooler: ED-ReverseCycleCooler(1.0.0.0)
ED-Embrasures: (no assemblies)
ED-EnhancedOptions: 0Harmony(1.0.9.1), ED-EnhancedOptions(1.0.0.0)
ED-Laser Drill: ED-LaserDrill(1.0.0.0)
ED-OmniGel: (no assemblies)
Stack Merger: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), StackMerger(18.1.4.11)
Rimworld Search Agency: 0Harmony(1.0.9.1), RSA.Core(0.1.0.0), RSA(2.1.0.0), _harmonycheck(1.0.0.0)
GeneticRim b18: 0Harmony(1.0.9.1), AnimalRangedVerbsUnlocker(1.0.0.0), DraftingPatcher(1.0.0.0), ExplosionTypes(1.0.0.0), ModCheck(1.6.0.0), NewAnimalSubproducts(1.0.0.0), NewHatcher(1.0.0.0)
AnimalCollabProj: AnimalVariations(1.0.6508.29519), SpiritWolfEvent(1.0.0.0)
AnimalCollabProj ADS Patch: (no assemblies)
Combat Extended: 0Harmony(1.0.9.1), CombatExtended(1.0.0.0)
Combat Extended Guns: (no assemblies)
Simple sidearms[1.2.5]: $HugsLibChecker(0.2.0.0), SimpleSidearms(1.0.0.0)
AnimalCollab CE Patch: (no assemblies)
GeneticRim (CE compatibility patch): (no assemblies)
Miscellaneous Core CE Patch: (no assemblies)
MAI CE Patch: (no assemblies)

Quote
Red errors
RSA Core loaded...

RSA Main injected ...

Unexpected document element in patch XML; got Defs, expected 'Patch'

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194

Combat Extended :: initialized

XML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <capacities><capacities><li>PlatypusSting</li></capacities></capacities>

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Config error in SpineAnimalSimple: stages are not in order of minSeverity

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename:  Line: 376)

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description

JTReplaceWalls probably sucessfully replaced Designator_Build.CanDesignateCell(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.PlaceBlueprintForBuild(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.BlocksConstruction(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenSpawn.SpawningWipes(). Code stolen from CCL/RawCode.

JTReplaceWalls: detected Embrasure

RimFridge: Adding Harmony Postfix to GameComponentUtility.StartedNewGame

RimFridge: Adding Harmony Postfix to GameComponentUtility.LoadedGame

RimFridge: Adding Harmony Prefix to CompTemperatureRuinable.DoTicks - Will return false if within a RimFridge

PickUpAndHaul v0.18.1.8 welcomes you to RimWorld with pointless logspam.

EnhancedOptions.Patcher.Patcher(): Starting.

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchBuildingTrap

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: CanSetForcedTargetPrefix

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompBreakdownable

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompSchedule(SunLamps)

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchMainTabsRoot - HideSpots

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: LockDevMode

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Plant24HEnabled

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchPowerNetGraphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Speed4WithoutDev

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressCombatSlowdown

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressStrippingCremationCorps

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchRoofCollapseBuffer

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchFireWatcher

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Debug Log

EnhancedOptions.Patcher.Patcher(): Complete.

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.

Reloader: analyzing Fluffy_ColonyManager, Version=18.3.4.318, Culture=neutral, PublicKeyToken=null

CE ammo injector found no recipe named MakeAmmo_RailgunMKI

Combat Extended :: Ammo injected

Combat Extended :: Bounds pre-generated


I try to put CE as far down as possible, then the CE patches below CE. What am I doing wrong?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Saebbi on April 01, 2018, 02:04:23 PM
Quote from: coldcell on April 01, 2018, 12:14:56 PM
I'm using the release version and I got this error after loading up the mods:

Quote
Loaded mods:
Core: (no assemblies)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
ModSync Ninja: 0Harmony(1.0.9.1), ModSyncNinjaApiBridge(1.0.0.0), RimWorld_ModSyncNinja(1.1.0.2)
EdB Prepare Carefully: 0Harmony(1.0.9.1), EdBPrepareCarefully(0.18.2.0)
[B18] Advanced Animal Frameworks 1.0: AnimalJobs(1.0.0.0), AnimalVehicles(1.0.0.0), AnimalWeaponFramework(1.0.0.0)
RBSE Lite Edition: ScarRemoving(1.0.0.0)
Psychology: $HugsLibChecker(0.3.0.0), Psychology(18.3.18.0)
Colony Manager: 0Reloader(1.0.0.0), Fluffy_ColonyManager(18.3.4.318)
Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
Animals Logic: 0Harmony(1.0.9.1), AnimalsLogic(1.0.6531.34754)
Xeva's Rimhair: (no assemblies)
Medical Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), MedicalInfo(18.1.3.10)
Animal Tab: 0Harmony(1.0.9.1), AnimalTab(18.2.0.16)
Allow Tool: $HugsLibChecker(0.4.0.0), AllowTool(3.3.1.0)
A Dog Said...: (no assemblies)
Mending: Mending(1.0.6531.27502)
Hand Me That Brick: Hand Me That Brick(2.8.18.0)
Blueprints: Blueprints(18.1.0.7)
Efficient Light: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Robots: AIRobot(0.18.0.0)
Misc. MAI: AIPawn(1.9.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Snow Clearance Sanity: 0Harmony(1.0.9.1), SnowClearanceSanity(1.0.6516.38371)
Centralized Climate Control: $HugsLibChecker(0.4.0.0), CentralizedClimateControl(1.5.0.0)
JTReplaceWalls [B18]: JTReplaceWalls(1.0.0.0)
Better Workbench Management: $HugsLibChecker(0.4.0.0), ImprovedWorkbenches(18.13.0.0)
Giddy-up! Core: GiddyUpCore(0.18.7.0)
Giddy-up! Ride and Roll: GiddyUpRideAndRoll(0.18.0.0)
Giddy-up! Caravan: GiddyUpCaravan(0.18.1.0)
Giddy-up! Battle Mounts: Battlemounts(0.18.5.0)
JTExport: JTExport(1.0.0.0)
JTZoneButtons: JTZoneButtons(1.0.0.0)
Mad Skills: 0Harmony(1.0.9.1), MadSkills(0.0.0.0)
Map Reroll: $HugsLibChecker(0.4.0.0), MapReroll(2.2.3.0)
QualityBuilder: QualityBuilder(0.18.3.0)
[KV] RimFridge - B18: 0Harmony(1.0.9.1), RimFridge(1.0.0.0), SaveStorageSettingsUtil(1.0.0.0)
Pick Up And Haul: 0Harmony(1.0.9.1), PickUpAndHaul(0.18.1.8)
Work Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), WorkTab(18.1.5.106)
I Can Fix It!: 0Harmony(1.0.9.1), ICanFixIt(1.0.6532.22682)
ED-ReverseCycleCooler: ED-ReverseCycleCooler(1.0.0.0)
ED-Embrasures: (no assemblies)
ED-EnhancedOptions: 0Harmony(1.0.9.1), ED-EnhancedOptions(1.0.0.0)
ED-Laser Drill: ED-LaserDrill(1.0.0.0)
ED-OmniGel: (no assemblies)
Stack Merger: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), StackMerger(18.1.4.11)
Rimworld Search Agency: 0Harmony(1.0.9.1), RSA.Core(0.1.0.0), RSA(2.1.0.0), _harmonycheck(1.0.0.0)
GeneticRim b18: 0Harmony(1.0.9.1), AnimalRangedVerbsUnlocker(1.0.0.0), DraftingPatcher(1.0.0.0), ExplosionTypes(1.0.0.0), ModCheck(1.6.0.0), NewAnimalSubproducts(1.0.0.0), NewHatcher(1.0.0.0)
AnimalCollabProj: AnimalVariations(1.0.6508.29519), SpiritWolfEvent(1.0.0.0)
AnimalCollabProj ADS Patch: (no assemblies)
Combat Extended: 0Harmony(1.0.9.1), CombatExtended(1.0.0.0)
Combat Extended Guns: (no assemblies)
Simple sidearms[1.2.5]: $HugsLibChecker(0.2.0.0), SimpleSidearms(1.0.0.0)
AnimalCollab CE Patch: (no assemblies)
GeneticRim (CE compatibility patch): (no assemblies)
Miscellaneous Core CE Patch: (no assemblies)
MAI CE Patch: (no assemblies)

Quote
Red errors
RSA Core loaded...

RSA Main injected ...

Unexpected document element in patch XML; got Defs, expected 'Patch'

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194

Combat Extended :: initialized

XML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <capacities><capacities><li>PlatypusSting</li></capacities></capacities>

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Config error in SpineAnimalSimple: stages are not in order of minSeverity

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename:  Line: 376)

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description

JTReplaceWalls probably sucessfully replaced Designator_Build.CanDesignateCell(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.PlaceBlueprintForBuild(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.BlocksConstruction(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenSpawn.SpawningWipes(). Code stolen from CCL/RawCode.

JTReplaceWalls: detected Embrasure

RimFridge: Adding Harmony Postfix to GameComponentUtility.StartedNewGame

RimFridge: Adding Harmony Postfix to GameComponentUtility.LoadedGame

RimFridge: Adding Harmony Prefix to CompTemperatureRuinable.DoTicks - Will return false if within a RimFridge

PickUpAndHaul v0.18.1.8 welcomes you to RimWorld with pointless logspam.

EnhancedOptions.Patcher.Patcher(): Starting.

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchBuildingTrap

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: CanSetForcedTargetPrefix

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompBreakdownable

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompSchedule(SunLamps)

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchMainTabsRoot - HideSpots

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: LockDevMode

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Plant24HEnabled

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchPowerNetGraphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Speed4WithoutDev

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressCombatSlowdown

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressStrippingCremationCorps

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchRoofCollapseBuffer

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchFireWatcher

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Debug Log

EnhancedOptions.Patcher.Patcher(): Complete.

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.

Reloader: analyzing Fluffy_ColonyManager, Version=18.3.4.318, Culture=neutral, PublicKeyToken=null

CE ammo injector found no recipe named MakeAmmo_RailgunMKI

Combat Extended :: Ammo injected

Combat Extended :: Bounds pre-generated


I try to put CE as far down as possible, then the CE patches below CE. What am I doing wrong?

I already replied to you on my thread, but now i see whats wrong.
It's just a few spelling errors like "Serpentoid" instead of "Serpentine" etc.
I'll fix these when i get home, thank you for telling me, i wouldn't have noticed.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: coldcell on April 01, 2018, 02:20:34 PM
Quote from: Saebbi on April 01, 2018, 02:04:23 PM
I already replied to you on my thread, but now i see whats wrong.
It's just a few spelling errors like "Serpentoid" instead of "Serpentine" etc.
I'll fix these when i get home, thank you for telling me, i wouldn't have noticed.

My bad.. I should have edited my post here. I posted here originally not knowing the red letters are caused by your mod. After posting, I deactivated all mods and turned them on 1 by 1 to see where the problems were. After isolating it to your CE patches, and finding out they are harmless, I went ahead and posted in your thread then have been playing the game since =)

Thanks for your continuous work!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Epishade on April 02, 2018, 01:45:48 AM
I've been getting the ten-ticks bug lately when I get attacked by sappers.  The sapper will stand near the wall with grenades ready to throw... forever until they leave.  It's quite disappointing.  Happens with all types of grenades, and happens maybe half the time I get attacked.  The other half works fine.  I haven't figured out what specifically causes it to happen and what doesn't.  Any idea?

If I remember correctly, enemy mortars also bug out and stop shooting.  But that might be a separate issue.  I've attached a screenshot below in any case.

https://imgur.com/a/aIdYN

Thanks for the help!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Epishade on April 02, 2018, 02:22:59 AM
Ok, after screwing around for a bit, I was able to replicate it.  It looks like the problem happens when they're unable to throw the grenade even though it's within range.  This can happen when the pawn doesn't have a direct path to throw the grenade at the wall/door but keeps attempting it anyways.  I'll post two examples where I drafted my own pawn and attempted to throw the grenades and never throwing (one position is replicating what an enemy pawn was doing when it got stuck).

https://imgur.com/a/JX4zA
This one replicating an enemy who got stuck with the ten ticks bug

https://imgur.com/a/0X7GD
This one shows that the pawn can't throw the grenade at the wall, as the wall below it is blocking the grenade's path.

Seems a workaround is going into dev mod, giving the pawn that gets stuck some minor damage (electrical burn etc), and then hopefully he walks around and does something else instead of attempting to blast the same place from the same spot.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: coldcell on April 03, 2018, 04:19:53 AM
I understand mods that add new weapons aren't compatible due to the ammo system.

How about melee weapons? Specifically the Lightsaber mod. Is it safe to use since it's melee, and thus has no ammo?

Edit: Nvm it's not compatible.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Naru on April 11, 2018, 06:24:55 AM
I've made a few weapons (Beretta 92FS, Rheinmetall MG3, HK G36, FN P90, Kar 98k) for the mod that I'm using in my own games.

I simply added them to the CE Guns submod. Really easy to do. Just create a new entry (copy from existing gun then modify) in the Weapons_CE_Guns file then create the textures and throw them in the texture folder. To create the texture just find an image of the gun you want, scale it down then create a black 1 pixel border around it (in photoshop this is done with a black glow under layer blending).

Here's the textures that I've made

Beretta 92FS
(https://imgoat.com/uploads/9e1074f5b3/103720.png)

G36
(https://imgoat.com/uploads/9e1074f5b3/103727.png)

P90
(https://imgoat.com/uploads/9e1074f5b3/103722.png)

K98k
(https://imgoat.com/uploads/9e1074f5b3/103723.png)

MG3 uses the MG60 texture.

And the code I use (make sure to name the textures properly corresponding to the code if you're going to use this)

     <!-- ==================== G36 ==================== -->
 
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_GThirtySix</defName>
    <label>G36</label>
    <description>Ancient military assault rifle.</description>
    <graphicData>
      <texPath>Things/Weapons/G36</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>28000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.07</ShotSpread>
      <SwayFactor>1.28</SwayFactor>
      <Bulk>7.00</Bulk>
      <Mass>3.50</Mass>
      <RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>50</Steel>
      <Component>5</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.27</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_556x45mmNATO_FMJ</defaultProjectile>
        <burstShotCount>6</burstShotCount>
        <ticksBetweenBurstShots>5</ticksBetweenBurstShots>
        <warmupTime>1.1</warmupTime>
        <range>50</range>
        <soundCast>ShotAssaultRifle</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>30</magazineSize>
        <reloadTime>3.5</reloadTime>
        <ammoSet>AmmoSet_556x45mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>TRUE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== MG3 machine gun ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_MGThree</defName>
    <label>MG3</label>
    <description>A belt-fed general-purpose machine gun. Lots of firepower but heavy and cumbersome to carry around. Commonly nicknamed "The Pig".</description>
    <graphicData>
      <texPath>Things/Weapons/M60</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>40500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.08</ShotSpread>
      <SwayFactor>1.51</SwayFactor>
      <Bulk>11.05</Bulk>
      <Mass>10.50</Mass>
      <RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>85</Steel>
      <Component>6</Component>
      <Chemfuel>15</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.3</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
        <warmupTime>1.0</warmupTime>
        <range>75</range>
        <ticksBetweenBurstShots>3</ticksBetweenBurstShots>
        <burstShotCount>15</burstShotCount>
        <soundCast>ShotMinigun</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
        <recoilPattern>Mounted</recoilPattern>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>150</magazineSize>
        <reloadTime>9.0</reloadTime>
        <ammoSet>AmmoSet_762x51mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>SuppressFire</aiAimMode>
        <aimedBurstShotCount>5</aimedBurstShotCount>
      </li>
    </comps>
    <weaponTags>
      <li>CE_MachineGun</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== 92 ==================== -->
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_B92FS</defName>
    <label>Beretta 92FS</label>
    <description>Ancient pistol design. Used to be popular with police forces due to its compact size.</description>
    <graphicData>
      <texPath>Things/Weapons/FS92</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractAutopistol</soundInteract>
    <statBases>
      <WorkToMake>7000</WorkToMake>
      <SightsEfficiency>0.7</SightsEfficiency>
      <ShotSpread>0.15</ShotSpread>
      <SwayFactor>0.87</SwayFactor>
      <Bulk>1.9</Bulk>
      <Mass>1.1</Mass>
      <RangedWeapon_Cooldown>0.38</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>25</Steel>
      <Component>3</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
        <warmupTime>0.6</warmupTime>
        <range>15</range>
        <soundCast>ShotAutopistol</soundCast>
        <soundCastTail>GunTail_Light</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>17</magazineSize>
        <reloadTime>3</reloadTime>
        <ammoSet>AmmoSet_9x19mmPara</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes" />
    </comps>
    <recipeMaker>
      <researchPrerequisite>BlowbackOperation</researchPrerequisite>
    </recipeMaker>
    <weaponTags>
      <li>CE_Sidearm</li>
      <li>CE_OneHandedWeapon</li>
    </weaponTags>
    <tools>
      <li Class="CombatExtended.ToolCE">
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <commonality>1.5</commonality>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Grip</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
        <label>muzzle</label>
        <capacities>
          <li>Poke</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.075</armorPenetration>
        <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
      </li>
    </tools>
  </ThingDef>
 
 
   <!-- ==================== P90 ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Pninety</defName>
    <label>P90</label>
    <description>A uniquely shaped, lightweight carbine designed for close-quarters fighting.</description>
    <graphicData>
      <texPath>Things/Weapons/P90</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>15500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.05</ShotSpread>
      <SwayFactor>0.70</SwayFactor>
      <Bulk>2.50</Bulk>
      <Mass>2.70</Mass>
      <RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>30</Steel>
      <Component>5</Component>
      <Chemfuel>10</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>0.84</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_FN57x28mm_AP</defaultProjectile>
        <burstShotCount>8</burstShotCount>
        <ticksBetweenBurstShots>4</ticksBetweenBurstShots>
        <warmupTime>0.6</warmupTime>
        <range>38</range>
        <soundCast>ShotHeavySMG</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>50</magazineSize>
        <reloadTime>6</reloadTime>
        <ammoSet>AmmoSet_FN57x28mm</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 

   <!-- ==================== Kar 98K ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>kar98k</defName>
    <label>Kar 98K</label>
    <description>Ancient bolt-action rifle with a full rifle 8mm round.</description>
    <graphicData>
      <texPath>Things/Weapons/k98</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>12000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.02</ShotSpread>
      <SwayFactor>1.64</SwayFactor>
      <Bulk>10.10</Bulk>
      <Mass>4.10</Mass>
      <RangedWeapon_Cooldown>1.10</RangedWeapon_Cooldown>
    </statBases>
    <costList>
    <Steel>55</Steel>
    <WoodLog>15</WoodLog>
    <Component>1</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_792x51mmMauser_FMJ</defaultProjectile>
        <warmupTime>1.4</warmupTime>
        <range>60</range>
        <soundCast>ShotSniperRifle</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>5</magazineSize>
        <reloadTime>4</reloadTime>
        <ammoSet>AmmoSet_792x51mmMauser</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
      </li>
    </comps>
    <weaponTags>
      <li>CE_AI_Rifle</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>Gunsmithing</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>


EDIT: Also, note that rate of fire is determined by ticksBetweenBurstShots variable and is logarithmic in scaling. Example of input and rounds per minute displayed in the game.

Example table:
1  3600
2  1800
3  1200
4  900
5  720
6  600
7  514
8  450
9  400

For the MG3 I use 3, which gives me 1200 RPM while for the G36 I use 5 which gives me 720 RPM.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Marsunpaisti on April 11, 2018, 03:42:01 PM
Getting this exception when my mortars blow up the munitions brought along by raiders.

Exception ticking Shell_Incendiary668362: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.CompExplosiveCE.Explode (Verse.Thing instigator, Vector3 pos, Verse.Map map, Single scaleFactor) [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoThing.TryDetonate (Single scale) [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoThing.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: zuaresoft on April 13, 2018, 06:01:27 PM
This Combat extend version need more work because is not compatible with Rimfire,  High Caliber, animal Collab (right now the patch dsn't work), and others vitals mods, but pls can you release a fix update compatible with this mods¿?, Combat Extended is necesary because the backpacks are so cool and the mechanic is awesome, greetings and thnks for this awesome mod.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: temple_wing on April 14, 2018, 07:02:46 AM
I have made a patch to this mod to allow bullet to be able to penetrate body, wall, etc. I issued a pull request, please take a look at that.
https://github.com/NoImageAvailable/CombatExtended/pull/480
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on April 14, 2018, 03:07:44 PM
There is an issue with force attack. If your colonist leaves the mortar or other turrets to reload it, the force attack designation is canceled. You have to gice a new designation after every reload.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: wyoian on April 16, 2018, 02:30:18 PM
getting this error when sappers come to raid me with explosives like hand grenades and stick bombs. Have ammo turned off.

Vlad started 10 jobs in 10 ticks. List: (WaitMaintainPosture (Job_2775930)) , (UseVerbOnThing (Job_2775931) A=Thing_Door474226) , (WaitMaintainPosture (Job_2775933)) , (UseVerbOnThing (Job_2775935) A=Thing_Door474226) ,
(WaitMaintainPosture (Job_2775936)) , (UseVerbOnThing (Job_2775937) A=Thing_Door474226) , (WaitMaintainPosture (Job_2775938)) , (UseVerbOnThing (Job_2775940) A=Thing_Door474226) ,
(WaitMaintainPosture (Job_2775941)) , and (UseVerbOnThing (Job_2775942) A=Thing_Door474226) lastJobGiver=RimWorld.JobGiver_AISapper, curJob.def=UseVerbOnThing, curDriver=Verse.AI.JobDriver_CastVerbOnce
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.Pawn_JobTracker:FinalizeTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Nalcarum on April 17, 2018, 10:15:01 AM
Firstly, thanks for amazing mod. With this, combat actually makes sense. But I would have one request. Could it be made possibly to close the embasures like vents? Right now they pass the heat constantly, and thus making second line of defence inside the base is kinda hard. Or could I make this modification myself? Thanks again!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on April 18, 2018, 01:20:44 AM
Quote from: temple_wing on April 14, 2018, 07:02:46 AM
I have made a patch to this mod to allow bullet to be able to penetrate body, wall, etc. I issued a pull request, please take a look at that.
https://github.com/NoImageAvailable/CombatExtended/pull/480

Railgun please, and Xray range finder so you could target those inside the wall.

Does anyone know any gun installable turret mod like Misc Objects' turret?
Installing beanbag shotgun turret to my prison does look like a really good idea.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: alex009374 on April 18, 2018, 04:57:39 AM
So most Sniper Rifles and Machine Guns have the same range of 75?
Why would I wanna use a Sniper Rifle? Machine Guns kill things a lot faster.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Trimm on April 18, 2018, 11:23:43 AM
Quote from: alex009374 on April 18, 2018, 04:57:39 AM
So most Sniper Rifles and Machine Guns have the same range of 75?
Why would I wanna use a Sniper Rifle? Machine Guns kill things a lot faster.

I noticed this as well. Sniper rifles don't really have a 'role' in the current CE, so I upped their range manually to 90. Now they can out-range anything, but the trade off is you need a very skilled shooter to hit at that range and raiders can fire on you outside of M240B range as well, so you can't just ignore their snipers anymore.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Reedex on April 27, 2018, 04:14:38 PM
Hi , i managed to spawn some nod from Tiberim  with CE modified nod laser rifle, but they are out of ammo all the time,...could you help me find xml with that? or basically just point me. :)) thanks
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: firestrock on April 28, 2018, 05:35:44 AM
Would it be possible to make a mortar projectile out of an antigrain warhead? I got some of them lying around and would like to shoot them from a safe distance.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Nalcarum on April 29, 2018, 11:15:23 AM
Loudouts stopped suddenly working, I can't edit them anymore. Get this error:

Exception filling window for CombatExtended.Dialog_ManageLoadouts: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.Utility_Loadouts.GetWeightAndBulkTip (Verse.ThingDef def, Int32 count) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlot (Rect row, CombatExtended.LoadoutSlot slot, Boolean slotDraggable) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlotList (Rect canvas) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


EDIT: I have tried to debug this and lost yet another game to save corruption. I must give up on this mod for now.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Beyondfubar on April 30, 2018, 01:59:48 PM
Second post here on the forums, wanted to thank the author for this amazing mod.  Seems like the depth of this game stops short of consumable projectiles and it really pulled me out of the moment when every single thing must be made and formed.. but my colonists (and the enemy!) can just spray ammo like it's free.  This shouldn't be a mod, it ought to be core.

That said I have one mod that, while it does not crash the game to desktop, it does something really wild.  When this weapon is aimed and preparing to fire the game crawls to a slide show but nothing ever happens. Other 'conflicts' just result to punching but this one just murders the framerate.  Any idea how to fix that on my end? I assume I can just hook it up to an analogous ammo type and run with that but hadn't yet seen any references to that (Except the same question, directly above this response)

Thanks again, this really makes the game for me. I also noticed there is no donation link.. If I can ever get my Java books paid for I'd like to donate a coffee
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: bartekkru100 on April 30, 2018, 07:05:35 PM
A small question - are centipedes' inferno cannons and charge blasters supposed to be this powerful? My colonists usually get killed from one cannon shot (it is either an insta-death or getting burned up in a few seconds before an emergency team can get to them) or one lucky burst from the blaster.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on April 30, 2018, 07:36:53 PM
Quote from: firestrock on April 28, 2018, 05:35:44 AM
Would it be possible to make a mortar projectile out of an antigrain warhead? I got some of them lying around and would like to shoot them from a safe distance.

http://rimworldwiki.com/wiki/Antigrain_warhead
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on April 30, 2018, 08:00:00 PM
Since there aren't any shotgun turret, so I made a few CE ammo. I wanted to make plastic bullet, but plastic is not vanilla, so the next best thing, wooden bullet, from real life wooden bullets.

(https://i.imgur.com/Bd4nO9k.jpg)

Use it with Blackie's Defensive MG Turret or any guns of that accepts 7.62x51NATO, 7.62x54R, .50BMG. Unlike shotgun's beanbag round, these wooden rounds can kill.

(http://i.imgur.com/NyXvCzS.jpg)

(https://i.imgur.com/aNknzXx.jpg)

CE wiki said I should submit ammo, so consider this a submission.
I use FMJ graphics for this bullet, since it's easier than painting the bullet tip purple.

How: Overwrite a few files inside CombatExtended/Defs/Ammo

Uses:

[attachment deleted due to age]
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on May 01, 2018, 05:50:33 AM
Quote from: Beyondfubar on April 30, 2018, 01:59:48 PM
That said I have one mod that, while it does not crash the game to desktop, it does something really wild.  When this weapon is aimed and preparing to fire the game crawls to a slide show but nothing ever happens. Other 'conflicts' just result to punching but this one just murders the framerate.  Any idea how to fix that on my end? I assume I can just hook it up to an analogous ammo type and run with that but hadn't yet seen any references to that (Except the same question, directly above this response)

If you want to make a weapon compatible, check the wiki (https://github.com/NoImageAvailable/CombatExtended/wiki), it has comprehensive guides on how to make all kinds of mods compatible.

QuoteThanks again, this really makes the game for me. I also noticed there is no donation link.. If I can ever get my Java books paid for I'd like to donate a coffee

Thanks, but a lot of the mod was made possible through contributions from other modders and it wouldn't seem fair to not cut them in on any monetary profits. At the same time I think any payment negotiations would only distract from the goal of making the mod as good as possible, hence CE follows a pretty strict non-profit policy.

That said, I am working on a similar project that'll be going commercial in the near future, so if you want to support games of this style keep your eyes peeled for the announcement.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: sirbardiel on May 02, 2018, 09:53:47 AM
Quote from: Seven on July 26, 2017, 09:12:56 AM
Since load bearing gear count as clothing, is there some way to get around the lack of a quality flag for them in the outfit template configuration (and storage, though a second stockpile can take care of that)? If you for example tell a colonist to only wear legendary clothes, they will not equip backpacks/tac vests since they don't have a quality (or rather, they seem to have a hidden one; if you set the lower limit low enough, I'm guessing at "normal", they will be equipped). I tried adding them to the loadout template instead, but that just resulted in my colonist putting them unequipped in their inventory.
How do I solve this issue? :P
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jackalvin on May 02, 2018, 11:14:32 AM
This mod is great, but as a mod addict, I require more sustenance.
What kinds of mod don't need to be compatible to be added. (Drugs?, Food?, Fabrics?)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on May 02, 2018, 11:41:47 AM
Quote from: Jackalvin on May 02, 2018, 11:14:32 AM
This mod is great, but as a mod addict, I require more sustenance.
What kinds of mod don't need to be compatible to be added. (Drugs?, Food?, Fabrics?)

Content mods are generally fine if they don't add any weapons or races. Armor mods work out of the box but could be unbalanced though.

As for more complex mods, they tend to conflict if they touch on aspects CE already modifies, like Pawn AI, inventory, etc.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jackalvin on May 02, 2018, 11:43:14 AM
Wow, that was fast, thanks!
P.S: Any chance Project Fallout will be patched. Stimpacks and the like would be a cool addition.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on May 02, 2018, 08:15:43 PM
Beanbag hover ammo:
(https://i.imgur.com/BtwavHT.jpg)
Random beanbag bullet would decides to stay indefinitely on my map, the image comes from one of my pawn that only carries a beanbag shotgun shooting at a fleeing raider.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: gentou on May 03, 2018, 09:45:35 AM
Aren't heavy auto turrets too powerfull? Full clip is enough to obliterate any raid, as the enemies getting one-shoted from the distance greater than sniper rifles.
Maybe nerf their range a bit so it will be smaller than normal auto turrets?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kothliim on May 03, 2018, 10:02:25 AM
I know this is probably in bad form, but any idea when we can expect a new release? Just with the commits since the last release, they address a few issues I've been waiting for. Thanks!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Chaos17 on May 03, 2018, 01:20:15 PM
I will try with Rim Magic mod, I hope they're compatible with Medieval mod. Trying to have a full fantasy setting/combat lol
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Commander Beanbag on May 05, 2018, 04:21:38 AM
Quote from: sirbardiel on May 02, 2018, 09:53:47 AM
Quote from: Seven on July 26, 2017, 09:12:56 AM
Since load bearing gear count as clothing, is there some way to get around the lack of a quality flag for them in the outfit template configuration (and storage, though a second stockpile can take care of that)? If you for example tell a colonist to only wear legendary clothes, they will not equip backpacks/tac vests since they don't have a quality (or rather, they seem to have a hidden one; if you set the lower limit low enough, I'm guessing at "normal", they will be equipped). I tried adding them to the loadout template instead, but that just resulted in my colonist putting them unequipped in their inventory.
How do I solve this issue? :P

Chipping in to say I'm having this issue as well.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Vane on May 09, 2018, 11:26:04 AM
This has probably already been asked, but does anyone know how to make saved neolithic ammo (Arrows) not automatically forbidden?

Like, when you shoot with an arrow and miss and the arrow lands, it's automatically forbidden and my map is just filling up with forbidden arrows
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on May 09, 2018, 10:39:11 PM
Quote from: Vane on May 09, 2018, 11:26:04 AM
This has probably already been asked, but does anyone know how to make saved neolithic ammo (Arrows) not automatically forbidden?

Like, when you shoot with an arrow and miss and the arrow lands, it's automatically forbidden and my map is just filling up with forbidden arrows

UnlimitedHugs' Allow Tool mod > Select only similar things button.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on May 10, 2018, 03:10:13 PM
Quote from: ptx on May 09, 2018, 10:39:11 PM
UnlimitedHugs' Allow Tool mod > Select only similar things button.

This.
It's very important for them to be forbidden so that your haulers don't run from one end of the map to the other only to pick up a single arrow. Especially in the mid- or late game this would be a huge annoyance when tribal raiders are using bows.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Umbreon117 on May 10, 2018, 05:09:26 PM
Quote from: Kori on May 10, 2018, 03:10:13 PM
Quote from: ptx on May 09, 2018, 10:39:11 PM
UnlimitedHugs' Allow Tool mod > Select only similar things button.

This.
It's very important for them to be forbidden so that your haulers don't run from one end of the map to the other only to pick up a single arrow. Especially in the mid- or late game this would be a huge annoyance when tribal raiders are using bows.
Yep. Would you really want to risk your hauler getting shot in the face by a plasteel arrow all because he wanted that one wooden arrow?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jagerius on May 17, 2018, 08:19:55 AM
Is this mod still beign mantained?

Got some weird error appearing in huge amounts that stops the game for a second every 4 seconds, making it kinda unplayable:

(https://i.imgur.com/ZUlHENu.jpg)

And here is my modlist:

(https://i.imgur.com/iz8kweM.jpg)

Never had this issue before in A17.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Defection on May 18, 2018, 09:39:50 AM
I think in Combat Realism when colonists are drafted they could (when standing still) stay facing the way they were going. Is there a way to make that happen? Now when drafted they only face down
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alaqdas on May 20, 2018, 08:20:46 PM

Is it not supposed to be able to fire antigrain shells on mortars? I disabled the mod and managed to shoot, now with it enabled I do not have this option. Would that be a bug?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Man_Jones on May 21, 2018, 09:58:53 PM
Ok so what is the situation with the turrets both manned and unmanned? I tried to build them and can only do so in god mode with exceptions of the m240 which when placed cannot be reloaded.

EDIT:Nevermind I just assumed the issue with turrets not being loaded is only with the m240b which for some reason will not be reloaded. But again how come only the m240 and the 90 flak are the only turrets that are buildable unless you have the rich explorer start?


IGNORE ALL THIS: Sorry I apparently had a sever case of sudden stupidity and obliviousness. I didn't read what ammo the m240 used and assumed that it used 556 also I did not realize there was another tab in the research tree.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Commander Beanbag on May 21, 2018, 11:38:21 PM
Hi, I've got some weird stuff happening with melee weapons. Weapons that do sharp damage ignore all armor, no matter the weapon's quality or material, nor the armor's stats. Weapons dealing blunt damage seem to behave normally. Mod list is Core, CE, CE Guns, all latest versions from Github. I wanted to check if anyone else has this issue before posting it on Github.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on May 22, 2018, 11:27:06 PM
red error:

CE :: Race Ibex has multiple ToolCE with linkedBodyPartsGroup=HeadAttackTool which can not be distunguished between. Consider using different linkedBodyPartsGroups. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Ibex113551, angle=0.0)]


related to

<li Class="CombatExtended.ToolCE">
<label>head</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>3</power>
<cooldownTime>1.65</cooldownTime>
<restrictedGender>Female</restrictedGender>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<commonality>0.2</commonality>
<armorPenetration>0.064</armorPenetration>
</li>
<li Class="CombatExtended.ToolCE">
<label>antlers</label>
<capacities>
<li>Blunt</li>
</capacities>
<power>15</power>
<cooldownTime>1.65</cooldownTime>
<restrictedGender>Male</restrictedGender>
<linkedBodyPartsGroup>HeadAttackTool</linkedBodyPartsGroup>
<armorPenetration>0.155</armorPenetration>
</li>
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: bartekkru100 on May 24, 2018, 07:03:46 AM
Hey, what's the difference between different types of charge ammo?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Man_Jones on May 26, 2018, 11:56:56 PM
Quote from: bartekkru100 on May 24, 2018, 07:03:46 AM
Hey, what's the difference between different types of charge ammo?
Good thing I looked before assuming.
You have for your regular Charge rifle the standard rounds which is standard, the conc. rounds are actually armor piercing and comes with a small explosion(originally I thought by conc it meant concussion and that it was a less than lethal ammo) and then ion of which well take your guess.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: bartekkru100 on May 27, 2018, 04:37:06 PM
Quote from: Man_Jones on May 26, 2018, 11:56:56 PM
Quote from: bartekkru100 on May 24, 2018, 07:03:46 AM
Hey, what's the difference between different types of charge ammo?
Good thing I looked before assuming.
You have for your regular Charge rifle the standard rounds which is standard, the conc. rounds are actually armor piercing and comes with a small explosion(originally I thought by conc it meant concussion and that it was a less than lethal ammo) and then ion of which well take your guess.
Thanks man!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Lurmey on May 28, 2018, 01:55:29 PM
Seems the issue with loudouts and animal tamers is still here... My tamers are currently using specific loudouts which allow them to carry any raw food in their inventory but I recently started farming hay for pack animals and for some reason, my tamers now try and carry way too much of it and get stuck in the same old loop that they used to. They don't do this with normal food like corn, meat or kibble, despite all of them having the same nutritional value of 0.05.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on May 28, 2018, 06:00:00 PM
Quote from: Lurmey on May 28, 2018, 01:55:29 PM
Seems the issue with loudouts and animal tamers is still here... My tamers are currently using specific loudouts which allow them to carry any raw food in their inventory but I recently started farming hay for pack animals and for some reason, my tamers now try and carry way too much of it and get stuck in the same old loop that they used to. They don't do this with normal food like corn, meat or kibble, despite all of them having the same nutritional value of 0.05.

It's a conflict with Smarter Food Selection (vanilla tamers don't use hay)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: bartekkru100 on May 29, 2018, 05:14:12 AM
I don't know if someone else has pointed it out before, butwhen colonists shoot from behind high cover (walls, rock, doors) they often just shoot the tile directly in front of them. Can you fix it? Maybe disable bullet collisions for the tile from behind which pawns shoot?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: BattleSausage on May 29, 2018, 07:55:12 AM
Recently started using the mod and really liking it. Have a few questions: In the "shooting info" on the colonist the only stat I can find is weapon handling that says it covers how well a pawn deals with recoil, but no accuracy stat. Is weapon handling recoilcontrol & accuracy? If it is accuracy why is the only healthfactor manipulation and not sight? If it isnt accuracy where can I find that stat? 

Secondly: can I find a list of the damage/penetration of various ammo types? I've had to test my way trough to find out if certain calibers hurt mechs/Thrumbos. And the damage differance between HP/AP/FMJ rounds.

Thanks again for the mod, really liking it. Noticed that embrasures trivliaize manhunters that just run around confused and under fire, might wanna change animal AI so if the get shot from embrasures they attack that embrasure? Will make Megafauna manhunters actually dangerous instead of food4lead delivery.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on May 29, 2018, 09:01:27 AM
Quote from: BattleSausage on May 29, 2018, 07:55:12 AM
Recently started using the mod and really liking it. Have a few questions: In the "shooting info" on the colonist the only stat I can find is weapon handling that says it covers how well a pawn deals with recoil, but no accuracy stat. Is weapon handling recoilcontrol & accuracy? If it is accuracy why is the only healthfactor manipulation and not sight? If it isnt accuracy where can I find that stat? 

Secondly: can I find a list of the damage/penetration of various ammo types? I've had to test my way trough to find out if certain calibers hurt mechs/Thrumbos. And the damage differance between HP/AP/FMJ rounds.

Thanks again for the mod, really liking it. Noticed that embrasures trivliaize manhunters that just run around confused and under fire, might wanna change animal AI so if the get shot from embrasures they attack that embrasure? Will make Megafauna manhunters actually dangerous instead of food4lead delivery.

The stat you're looking for is aiming accuracy. Ammo stats are listed in the info menu of the weapon, under caliber.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: BattleSausage on May 29, 2018, 10:49:08 AM
Thanks for the quick response, where do I find that info? This is what I get when I press the i for info on colonists and their guns. Had to crop the screenshots a littlebit due to filesize limits.

Edit:
Nevermind I found the issue myself. The mod "Make it harder faster stronger" that modifies the quality modifiers of weapon stats was causing the issue. Seems to work fine now. Wonder what effekt this will have ingame.

[attachment deleted due to age]
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

[attachment deleted due to age]
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alistaire on May 30, 2018, 10:50:12 AM
Quote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

it's a vanilla issue
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jagerius on June 04, 2018, 06:02:06 AM
Quote from: Naru on April 11, 2018, 06:24:55 AM
I've made a few weapons (Beretta 92FS, Rheinmetall MG3, HK G36, FN P90, Kar 98k) for the mod that I'm using in my own games.

I simply added them to the CE Guns submod. Really easy to do. Just create a new entry (copy from existing gun then modify) in the Weapons_CE_Guns file then create the textures and throw them in the texture folder. To create the texture just find an image of the gun you want, scale it down then create a black 1 pixel border around it (in photoshop this is done with a black glow under layer blending).

Here's the textures that I've made

Beretta 92FS
(https://imgoat.com/uploads/9e1074f5b3/103720.png)

G36
(https://imgoat.com/uploads/9e1074f5b3/103727.png)

P90
(https://imgoat.com/uploads/9e1074f5b3/103722.png)

K98k
(https://imgoat.com/uploads/9e1074f5b3/103723.png)

MG3 uses the MG60 texture.

And the code I use (make sure to name the textures properly corresponding to the code if you're going to use this)

     <!-- ==================== G36 ==================== -->
 
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_GThirtySix</defName>
    <label>G36</label>
    <description>Ancient military assault rifle.</description>
    <graphicData>
      <texPath>Things/Weapons/G36</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>28000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.07</ShotSpread>
      <SwayFactor>1.28</SwayFactor>
      <Bulk>7.00</Bulk>
      <Mass>3.50</Mass>
      <RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>50</Steel>
      <Component>5</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.27</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_556x45mmNATO_FMJ</defaultProjectile>
        <burstShotCount>6</burstShotCount>
        <ticksBetweenBurstShots>5</ticksBetweenBurstShots>
        <warmupTime>1.1</warmupTime>
        <range>50</range>
        <soundCast>ShotAssaultRifle</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>30</magazineSize>
        <reloadTime>3.5</reloadTime>
        <ammoSet>AmmoSet_556x45mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>TRUE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== MG3 machine gun ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_MGThree</defName>
    <label>MG3</label>
    <description>A belt-fed general-purpose machine gun. Lots of firepower but heavy and cumbersome to carry around. Commonly nicknamed "The Pig".</description>
    <graphicData>
      <texPath>Things/Weapons/M60</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>40500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.08</ShotSpread>
      <SwayFactor>1.51</SwayFactor>
      <Bulk>11.05</Bulk>
      <Mass>10.50</Mass>
      <RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>85</Steel>
      <Component>6</Component>
      <Chemfuel>15</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.3</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
        <warmupTime>1.0</warmupTime>
        <range>75</range>
        <ticksBetweenBurstShots>3</ticksBetweenBurstShots>
        <burstShotCount>15</burstShotCount>
        <soundCast>ShotMinigun</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
        <recoilPattern>Mounted</recoilPattern>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>150</magazineSize>
        <reloadTime>9.0</reloadTime>
        <ammoSet>AmmoSet_762x51mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>SuppressFire</aiAimMode>
        <aimedBurstShotCount>5</aimedBurstShotCount>
      </li>
    </comps>
    <weaponTags>
      <li>CE_MachineGun</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== 92 ==================== -->
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_B92FS</defName>
    <label>Beretta 92FS</label>
    <description>Ancient pistol design. Used to be popular with police forces due to its compact size.</description>
    <graphicData>
      <texPath>Things/Weapons/FS92</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractAutopistol</soundInteract>
    <statBases>
      <WorkToMake>7000</WorkToMake>
      <SightsEfficiency>0.7</SightsEfficiency>
      <ShotSpread>0.15</ShotSpread>
      <SwayFactor>0.87</SwayFactor>
      <Bulk>1.9</Bulk>
      <Mass>1.1</Mass>
      <RangedWeapon_Cooldown>0.38</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>25</Steel>
      <Component>3</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
        <warmupTime>0.6</warmupTime>
        <range>15</range>
        <soundCast>ShotAutopistol</soundCast>
        <soundCastTail>GunTail_Light</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>17</magazineSize>
        <reloadTime>3</reloadTime>
        <ammoSet>AmmoSet_9x19mmPara</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes" />
    </comps>
    <recipeMaker>
      <researchPrerequisite>BlowbackOperation</researchPrerequisite>
    </recipeMaker>
    <weaponTags>
      <li>CE_Sidearm</li>
      <li>CE_OneHandedWeapon</li>
    </weaponTags>
    <tools>
      <li Class="CombatExtended.ToolCE">
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <commonality>1.5</commonality>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Grip</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
        <label>muzzle</label>
        <capacities>
          <li>Poke</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.075</armorPenetration>
        <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
      </li>
    </tools>
  </ThingDef>
 
 
   <!-- ==================== P90 ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Pninety</defName>
    <label>P90</label>
    <description>A uniquely shaped, lightweight carbine designed for close-quarters fighting.</description>
    <graphicData>
      <texPath>Things/Weapons/P90</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>15500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.05</ShotSpread>
      <SwayFactor>0.70</SwayFactor>
      <Bulk>2.50</Bulk>
      <Mass>2.70</Mass>
      <RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>30</Steel>
      <Component>5</Component>
      <Chemfuel>10</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>0.84</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_FN57x28mm_AP</defaultProjectile>
        <burstShotCount>8</burstShotCount>
        <ticksBetweenBurstShots>4</ticksBetweenBurstShots>
        <warmupTime>0.6</warmupTime>
        <range>38</range>
        <soundCast>ShotHeavySMG</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>50</magazineSize>
        <reloadTime>6</reloadTime>
        <ammoSet>AmmoSet_FN57x28mm</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 

   <!-- ==================== Kar 98K ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>kar98k</defName>
    <label>Kar 98K</label>
    <description>Ancient bolt-action rifle with a full rifle 8mm round.</description>
    <graphicData>
      <texPath>Things/Weapons/k98</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>12000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.02</ShotSpread>
      <SwayFactor>1.64</SwayFactor>
      <Bulk>10.10</Bulk>
      <Mass>4.10</Mass>
      <RangedWeapon_Cooldown>1.10</RangedWeapon_Cooldown>
    </statBases>
    <costList>
    <Steel>55</Steel>
    <WoodLog>15</WoodLog>
    <Component>1</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_792x51mmMauser_FMJ</defaultProjectile>
        <warmupTime>1.4</warmupTime>
        <range>60</range>
        <soundCast>ShotSniperRifle</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>5</magazineSize>
        <reloadTime>4</reloadTime>
        <ammoSet>AmmoSet_792x51mmMauser</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
      </li>
    </comps>
    <weaponTags>
      <li>CE_AI_Rifle</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>Gunsmithing</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>


EDIT: Also, note that rate of fire is determined by ticksBetweenBurstShots variable and is logarithmic in scaling. Example of input and rounds per minute displayed in the game.

Example table:
1  3600
2  1800
3  1200
4  900
5  720
6  600
7  514
8  450
9  400

For the MG3 I use 3, which gives me 1200 RPM while for the G36 I use 5 which gives me 720 RPM.

Great write-up! Managed to add AA-12 into the submod, but would like to add a corresponding sound effect when firing - is it possible?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Lurmey on June 04, 2018, 09:17:03 AM
Any chance of allowing firefoam grenades to be used by colonists who are incapable of violence? I mean, they're a firefighting tool, not a weapon! (Had a similar problem with teetotalers hating Vegetable Garden's antibiotics back in A17.)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: dyzmatic on June 09, 2018, 05:22:46 PM
I'm more than willingly to patch anything for Combat Extended but I have no experience in C++ or coding...but I bet it's only moderately more complicated than copying and pasting weapon values, ammo types, and armor resistances or bulk/mass modifiers...if someone could show me how, i'd be more than willing to spend my weekends patching stuff to make CE more enjoyable and have more variation for everyone. I mean by patching, I would make other mods compatible like RT or Rimmu-Nation.

thank you

Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on June 09, 2018, 05:49:47 PM
Quote from: dyzmatic on June 09, 2018, 05:22:46 PM
I'm more than willingly to patch anything for Combat Extended but I have no experience in C++ or coding...but I bet it's only moderately more complicated than copying and pasting weapon values, ammo types, and armor resistances or bulk/mass modifiers...if someone could show me how, i'd be more than willing to spend my weekends patching stuff to make CE more enjoyable and have more variation for everyone. I mean by patching, I would make other mods compatible like RT or Rimmu-Nation.

thank you

It's just xml files, you can read it easily.
Get an XML editor, pick one from google.

https://github.com/NoImageAvailable/CombatExtended/wiki (https://github.com/NoImageAvailable/CombatExtended/wiki)
the wiki also links to several spreadsheets useful for conversion, mainly bullets & guns.

Vanilla cloths, animals & weapons, Core patches inside CombatExtended/Patches & Core files. This is the main reference, since it's vanilla patching.
Clothing patches, just compare between FashionRIMsta & apparello patches inside the same folder & the mod itself, mostly just removing movement buffs.
Ammo wants to be inside ammo folder.
Some mods, like GlitterTech is really large. Good Luck patching it.

Nightinggale's modcheck explanations on Saebbi's patches page & ModCheck page, for faster patching. https://github.com/Nightinggale/ModCheck/wiki (https://github.com/Nightinggale/ModCheck/wiki)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WolfCaptain Blade on June 09, 2018, 07:35:57 PM
Perhaps I missed it but is there a way to switch back to a long range weapon after combat or is that done only manually? For example, I have a pawn with an m16 and a p7. After switching to the P7 he doesn't switch back after. Does it happen if combat happens and an enemy is out of range of his p7?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ixenzo on June 10, 2018, 08:53:47 AM
Is there a table with all the different ammo types with their stats somewhere? I know that AP is armor piercing that does reduced damage, HP is hollow point which does increased damage to unarmored targets but very little to armored ones, and FMJ is the middle of the two. Are there any actual numbers in an easily accessed form?

And another thing is that while I know AP vs FMJ vs HP, I have no idea what those shotgun shells do, for example, and, again, their stats. Googling IRL stuff is one thing, but I'm using the in-game representations of them with specific stats.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: makute on June 10, 2018, 10:08:13 AM
Quote from: WolfCaptain Blade on June 09, 2018, 07:35:57 PM
Perhaps I missed it but is there a way to switch back to a long range weapon after combat or is that done only manually? For example, I have a pawn with an m16 and a p7. After switching to the P7 he doesn't switch back after. Does it happen if combat happens and an enemy is out of range of his p7?
I noticed this too, and like to know aswell.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: dareddevil7 on June 10, 2018, 01:46:42 PM
I'd like to make the suggestion that you move the flak vest to the tailoring bench due to the fact it is made entirely of fabric
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on June 10, 2018, 02:07:56 PM
Quote from: WolfCaptain Blade on June 09, 2018, 07:35:57 PM
Perhaps I missed it but is there a way to switch back to a long range weapon after combat or is that done only manually? For example, I have a pawn with an m16 and a p7. After switching to the P7 he doesn't switch back after. Does it happen if combat happens and an enemy is out of range of his p7?

Not sure what you're talking about, CE doesn't switch between short/long range weapons
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WolfCaptain Blade on June 10, 2018, 09:31:25 PM
Quote from: NoImageAvailable on June 10, 2018, 02:07:56 PM
Quote from: WolfCaptain Blade on June 09, 2018, 07:35:57 PM
Perhaps I missed it but is there a way to switch back to a long range weapon after combat or is that done only manually? For example, I have a pawn with an m16 and a p7. After switching to the P7 he doesn't switch back after. Does it happen if combat happens and an enemy is out of range of his p7?

Not sure what you're talking about, CE doesn't switch between short/long range weapons

So this is strictly side arms mod that does this? I brought it here because CE heavily intigrated it but i suppose it makes sense that it is the other mod that controls it.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: projectew on June 11, 2018, 09:32:45 PM
NoImageAvailable, I wanted to say that you've made a great mod that I can't live without! I also use the Giddy-Up! series of mods for mounted battles, and as I'm sure you've heard of the incompatibility between the two mods (mounted soldiers often shoot their mounts), I wanted to ask if you could, at least as a temporary compatibility patch, disable riders' projectiles from being able to hurt their mounts? I know it's a little out of your way to support compatibility with other mods, especially ones adding behavior as complex as mounted fighting, but it seems like a fairly quick fix that would alleviate a rather large incompatibility. Thanks for what you do!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on June 12, 2018, 11:04:12 AM
Quote from: projectew on June 11, 2018, 09:32:45 PM
NoImageAvailable, I wanted to say that you've made a great mod that I can't live without! I also use the Giddy-Up! series of mods for mounted battles, and as I'm sure you've heard of the incompatibility between the two mods (mounted soldiers often shoot their mounts), I wanted to ask if you could, at least as a temporary compatibility patch, disable riders' projectiles from being able to hurt their mounts? I know it's a little out of your way to support compatibility with other mods, especially ones adding behavior as complex as mounted fighting, but it seems like a fairly quick fix that would alleviate a rather large incompatibility. Thanks for what you do!

I would like to second that.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ser Kitteh on June 12, 2018, 12:06:18 PM
question: I have CE installed but for some reason my medics dont take out the meds out of their inventory to heal others, they go to the shelf stockpile. any idea why?

I have the Third Age stuff installed plus Pharmacist.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ixenzo on June 12, 2018, 05:26:11 PM
Quote from: Ser Kitteh on June 12, 2018, 12:06:18 PM
question: I have CE installed but for some reason my medics dont take out the meds out of their inventory to heal others, they go to the shelf stockpile. any idea why?

I have the Third Age stuff installed plus Pharmacist.

You need the Smart Medicine mod for that.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ser Kitteh on June 12, 2018, 10:19:40 PM
Ah, so having medicine on my person doesn't really do anything in regards to CE? Good to know.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on June 13, 2018, 06:33:24 AM
Quote from: Ser Kitteh on June 12, 2018, 10:19:40 PM
Ah, so having medicine on my person doesn't really do anything in regards to CE? Good to know.

It let's you stabilize people which is essential if you want them to survive gunfights.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on June 13, 2018, 10:00:40 AM
@NoImageAvailable any plan to migrate to ModCheck, I heard it loads faster, since there are a lot of patches included in CE itself.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alaqdas on June 13, 2018, 09:27:17 PM
Please, can anyone help me? I can not use anti grain shells on mortars. Disable all the mods I use, delete the configuration files from the CONFIG folder, and even though I have anti grams shells I can not use them in mortars, I do not have them in the selection of shells, please someone knows if this would be a bug or something the type? I do not think anyone with this problem, no topic or anything, that only happens to me?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alistaire on June 14, 2018, 03:49:09 AM
Quote from: Alaqdas on June 13, 2018, 09:27:17 PM
Please, can anyone help me? I can not use anti grain shells on mortars. Disable all the mods I use, delete the configuration files from the CONFIG folder, and even though I have anti grams shells I can not use them in mortars, I do not have them in the selection of shells, please someone knows if this would be a bug or something the type? I do not think anyone with this problem, no topic or anything, that only happens to me?

It's a known bug and NIA fixed it in the Development branch on Github.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Flying Lizard on June 14, 2018, 03:31:50 PM
So, I'm currently playing a new colony with this mod (and several others) and so far I really like it. :) There appeared a problem though, now that I'm further down the techtree. So far I'm not really sure if it is a problem inherent with Combat Extended, or if it is a mod conflict. Maybe it's already known behaviour? I'd like to make sure I'm not chasing ghosts, before I start looking for conflicts.

Are Raiders (mostly Pirates, though it happened with Tribals as well) supposed to just loiter around after coming under heavy fire? What is happening, is that a Raid is starting to charge towards my defense, but after I start damaging and suppresing them (Sniper, MG, Mortar, forward Grenade Spamer, anything goes) they seem to forget what they are doing. Instead of actually attacking me, bringing their close quarter units into the fray, they start "Wandering", just waiting in the forest for me to pick them off one by one. If they have Snipers of their own, they may start shooting back, but otherwise they don't really do anything. This goes on for quite a while, when I stop firing on them, they will charge again after a while, only to stop after being fired upon again.

Just to be clear, I'm NOT talking about them being locked down by suppresing fire, I'm talking about them just wandering around, even when there is no fire at all incoming (or only some guys at the flanks are being picked off by my snipers)

This is getting kind of ridiculous and taking all the fun out of the game, I just shut down an 18 man Raid with a single guy, although they could have EASILY rushed him.

Other than that, thanks a lot for the great mod :)

Edit:
An afterthought: It looks kind of, as if the pawns loose their assigned "job" of "attacking that base" after being suppresed, and it takes them a while until they get that job reasigned.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alaqdas on June 15, 2018, 07:54:22 AM
Quote from: Alistaire on June 14, 2018, 03:49:09 AM
Quote from: Alaqdas on June 13, 2018, 09:27:17 PM
Please, can anyone help me? I can not use anti grain shells on mortars. Disable all the mods I use, delete the configuration files from the CONFIG folder, and even though I have anti grams shells I can not use them in mortars, I do not have them in the selection of shells, please someone knows if this would be a bug or something the type? I do not think anyone with this problem, no topic or anything, that only happens to me?

It's a known bug and NIA fixed it in the Development branch on Github.

And how can I get this fix? I installed the mod on Steam, and also on github but I still can not use anti grain shells, besides I have another problem, when I am going to invade other camps the turrets do not have ammunition. Can this be a problem in the hosted mod? It is not possible that only I am having these problems.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: dareddevil7 on June 16, 2018, 04:19:31 PM
So is anything that spawns shrapnel just gonna be a lagfest or is that a bug?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jagerius on June 17, 2018, 05:39:08 PM
Quote from: dareddevil7 on June 16, 2018, 04:19:31 PM
So is anything that spawns shrapnel just gonna be a lagfest or is that a bug?

I hope it's just a bug, since 1.0 is just around the corner, I'm looking forward for this mod to get updated.

BTW. I've tried the "bullet penetration" build off github, had some strange issues where bullets mid-flight and shrapnels were stuck in things or mid air, cluttering the map to the point I had to use the dev mode to remove them.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: batonio on June 26, 2018, 10:43:11 AM
Loadbearings gear drawing still overlapp pawn head. I fixed it with deleting that strings

      <li Class="CombatExtended.VisibleAccessoryDefExtension">
        <order>2</order>
      </li>
    </modExtensions>


Did they are essential?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jagerius on June 30, 2018, 12:29:08 PM
Quote from: dareddevil7 on June 16, 2018, 04:19:31 PM
So is anything that spawns shrapnel just gonna be a lagfest or is that a bug?

Well, to correct my earlier post, someone on reddit claims that this may be incompatibility with Doors Expanded. Worth a try!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: thejinn on July 02, 2018, 06:41:20 PM
Quote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

Like this user, I am having the same issue with ballistic shields.  Here's a bit of a description of what I saw: My pawn with one natural arm had one bionic arm and could use the shield no problem.  The issue arose when I replaced his other natural arm with a bionic hand.  When this happened, I was really puzzled when it says a body part is missing when I try to wear the shield. 

To fix it, I tried a few things.  I crafted another bionic arm, thinking maybe I had just installed the hand to my shoulder, and that the arm contains the hand piece (which accounts for the increased cost of arm vs hand).  Replacing the bionic hand with a bionic arm did not fix it.  I tried to install the hand while I had both bionic arms installed but that was a no go. 

Or maybe I'm missing something here?  I had asked on EPOE's thread and it was suggested to me maybe it had to do with the way bionic appendages are handled.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Divenity on July 03, 2018, 03:00:17 AM
Quote from: thejinn on July 02, 2018, 06:41:20 PM
Quote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

Like this user, I am having the same issue with ballistic shields.  Here's a bit of a description of what I saw: My pawn with one natural arm had one bionic arm and could use the shield no problem.  The issue arose when I replaced his other natural arm with a bionic hand.  When this happened, I was really puzzled when it says a body part is missing when I try to wear the shield. 

To fix it, I tried a few things.  I crafted another bionic arm, thinking maybe I had just installed the hand to my shoulder, and that the arm contains the hand piece (which accounts for the increased cost of arm vs hand).  Replacing the bionic hand with a bionic arm did not fix it.  I tried to install the hand while I had both bionic arms installed but that was a no go. 

Or maybe I'm missing something here?  I had asked on EPOE's thread and it was suggested to me maybe it had to do with the way bionic appendages are handled.

This is a problem with the base game, has nothing to do with either mod... The post you quoted was answered in the post immediately following it, which said this.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: thejinn on July 03, 2018, 03:03:38 AM
So the only thing that is to be done is to avoid it?  And that is...not having more than one bionic upper appendage?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Divenity on July 03, 2018, 03:05:46 AM
Quote from: thejinn on July 03, 2018, 03:03:38 AM
So the only thing that is to be done is to avoid it?  And that is...not having more than one bionic upper appendage?

Pretty much, best way to make use of them is to just equip them with weapons that require two hands.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Canute on July 03, 2018, 06:24:49 AM
But how you can equip it with 2 hands, when the basic game offer Bionic arm's without hands.
Then the mod maybe should find other ways to check if these weapon can be equiped, or maybe patch the Bionic arm's to have hands.

Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: thejinn on July 03, 2018, 10:08:31 PM
Quote from: thejinn on July 02, 2018, 06:41:20 PM
Quote from: 9517888 on May 30, 2018, 04:05:49 AM
Is this mod still compatible with EPOE? Colonist can't wear shield if he/she has bionic arm. I am using a lot of other mods, but I don't think the are to blame for this particular case. Can someone try to replicate it?

Like this user, I am having the same issue with ballistic shields.  Here's a bit of a description of what I saw: My pawn with one natural arm had one bionic arm and could use the shield no problem.  The issue arose when I replaced his other natural arm with a bionic hand.  When this happened, I was really puzzled when it says a body part is missing when I try to wear the shield. 

To fix it, I tried a few things.  I crafted another bionic arm, thinking maybe I had just installed the hand to my shoulder, and that the arm contains the hand piece (which accounts for the increased cost of arm vs hand).  Replacing the bionic hand with a bionic arm did not fix it.  I tried to install the hand while I had both bionic arms installed but that was a no go. 

Or maybe I'm missing something here?  I had asked on EPOE's thread and it was suggested to me maybe it had to do with the way bionic appendages are handled.

So I'm doing some additional testing, with the following results.  Installing a bionic hand on someone with natural limbs retains their ability to use shields.  However, when I removed one of the two bionic arms from my original bionic pawn, he ended up with "cut off" at the shoulder.  Because of that, there is no longer any way to attach a hand. 

I also tried to install a bionic hand over an arm, and it'll take off the hand and attach the arm.  In both situations, the pawn retains their ability to use a shield.  I can't think of any other variations but if I do additional testing, I'll add it here in hopes it helps someone fix the issue. 
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: crazyroosterman on July 07, 2018, 05:56:42 AM
hey there! so id like to report a bug it pretty revolves around raids and their ammo you see the raids are pretty much as normal except they have no ammo in their guns (persifick guns bows seem to be fine) or on their person full stop.
apart from lmgs bizarrely they have the ammo they should have.

I've turned off my 2 mods that directly affect raids ,sometimes raids go wrong, and ,sun tzus raider tactics, next ill be turning off the ones that I think indirectly affect raids.

also using hugslibs debug functionality I got a file relating to the core problem that combat extended seems to be having which is in the debug log im getting (which seems to repeat for each pawn with a gun) ,Ce tried generating load out for (name of character here) without complnventory.

I also got the game log uploaded with said functionality it looks like gibberish to me but hopefully it'll come in handy to anybody that takes an interest.

now mod list in the order as I put them here that I have turned on as off this post (not including the dormant ones)
1 MOD-E
2 core
3 hugslib
4 miscellaneous core
5 misc map generator
6 realistic darkness v4.95 B18
7 Mechanoids extraordinaire
8 increased forest density-base version
9 ultimate survival
10 miniaturisation 
11 combat extended
12 set-up camp
13 hospitality
14 dodging rebalanced
15 prisoner harvesting
16 crash landing
17 area unlocker
18 Ed embrasures
19 osirasama
20 survivalists additions
21 tribal essentials ,b18,
22 psychology
23 extended prosthetics and organ engineering 
24 misc incidents
25 misc training
26 RBSE hard-core edition
27 p-music
28 reduced path cost for tree
29 smart medicine
30 venom
31 zombie field (zombie apocalypse)
32 terra core/framework ,b18,
33 research tree
34 humanoid alien races 2.0
35 animal tab
36 hand me that brick.


edit I figured out the problem it was a conflict between ultimate survival and combat extended.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: crazyroosterman on July 07, 2018, 05:57:19 AM
ill update this when I get the time to do more testing but I have to go now.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on July 07, 2018, 07:58:52 AM
Quote from: crazyroosterman on July 07, 2018, 05:56:42 AM
also using hugslibs debug functionality I got a file relating to the core problem that combat extended seems to be having which is in the debug log im getting (which seems to repeat for each pawn with a gun) ,Ce tried generating load out for (name of character here) without complnventory.

You're using incompatible race mods
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: crazyroosterman on July 08, 2018, 08:51:27 AM
Quote from: NoImageAvailable on July 07, 2018, 07:58:52 AM
Quote from: crazyroosterman on July 07, 2018, 05:56:42 AM
also using hugslibs debug functionality I got a file relating to the core problem that combat extended seems to be having which is in the debug log im getting (which seems to repeat for each pawn with a gun) ,Ce tried generating load out for (name of character here) without complnventory.


You're using incompatible race mods
was being a total dumbass yesterday and couldn't find this thread again yesterday (: also the race mods are working fine with ce (and each other) as far I can tell unless of course theres bugs and strangeness occurring that im not noticing.
interestingly I discovered the problem was coming from a conflict between ce and ultimate survival once I turned off ultimate I stopped getting the bugs.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: tombery8 on July 09, 2018, 07:53:45 AM
Have a problem with Mechanoids Extraordinaire mod.
Mechanoids of Mechanoids Extraordinaire mod spawn with no ammo. They are pretty much very easy targets.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: crazyroosterman on July 09, 2018, 08:48:26 AM
Quote from: tombery8 on July 09, 2018, 07:53:45 AM
Have a problem with Mechanoids Extraordinaire mod.
Mechanoids of Mechanoids Extraordinaire mod spawn with no ammo. They are pretty much very easy targets.
are you using any other mods along side that and combat extended of course?
the conflict I mentioned if you have combat extended and ultimate survival on should be responsible though I cant say for sure since I never encountered any extrodinares that were meant to use ranged weaponry when I had them both on.
or since vanilla mechanoids don't require ammo the mod might not be compensating the extrodinares if there coming under mechanoids in the code.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: tombery8 on July 09, 2018, 09:19:02 AM
Quote from: crazyroosterman on July 09, 2018, 08:48:26 AM
are you using any other mods along side that and combat extended of course?
the conflict I mentioned if you have combat extended and ultimate survival on should be responsible though I cant say for sure since I never encountered any extrodinares that were meant to use ranged weaponry when I had them both on.
or since vanilla mechanoids don't require ammo the mod might not be compensating the extrodinares if there coming under mechanoids in the code.
Uhm, maybe I will try a new save with only CE and Mechanoids Extraordinaire to test.

PS: Tried, mechs from Mechanoids Extraordinaire still don't have ammo.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: crazyroosterman on July 09, 2018, 02:29:52 PM
Quote from: tombery8 on July 09, 2018, 09:19:02 AM
Quote from: crazyroosterman on July 09, 2018, 08:48:26 AM
are you using any other mods along side that and combat extended of course?
the conflict I mentioned if you have combat extended and ultimate survival on should be responsible though I cant say for sure since I never encountered any extrodinares that were meant to use ranged weaponry when I had them both on.
or since vanilla mechanoids don't require ammo the mod might not be compensating the extrodinares if there coming under mechanoids in the code.
Uhm, maybe I will try a new save with only CE and Mechanoids Extraordinaire to test.

PS: Tried, mechs from Mechanoids Extraordinaire still don't have ammo.
my theory makes the most sense to me I think ce simply isn't giving them ammo since the vanilla mechanoids don't use ammunition (at least last time I fought them with ce being involved)

though thinking about it its strange that the extrodinares need ammo(those that use ranged of course) and the vanilla don't.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: tombery8 on July 09, 2018, 10:11:14 PM
Quote
These mods have been made compatible with CE:
A Dog Said
Achtung!
Apparello
Clutter Weapon Hands (part of Clutter Misc)
EPOE
FashionRIMsta
Hand 'n' Footwear
Mechanoids Extraordinaire
Rah's Bionics and Surgery Expansion
Rimfire
Simple Sidearms
Vanilla-Friendly Animal Surgery
Vanilla-Friendly Weapon Expansion
Zombieland
As you can see Mechanoids Extraordinaire is in the list of compatible mod with CE.
One of mechs in the mod named Vespa use charge rifle, vanilla weapon.
Vanilla mechanoids still spawn with ammo of their weapons.

I think there are some problem with built in patch of CE.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: SansMasterBudaa :3 on July 19, 2018, 10:30:00 PM
Hello

Im using this mod with sidearms and i create a colony but i found a issue
when i equiped a colonist with any gun and then another gun i cannot use another sidearm like pistol or another one, when I check the configuration, mods and sidearms puts me in the limits part that disabled in favor CE system
Theres a way to change it? :(
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: AnotherFireFox on July 30, 2018, 06:25:31 AM
Can any weapon, saying a grenade machine gun, can be dual-mode with this mod?
As you know, the can be shoot directly and/or indirectly.
I'm in dire need of having indirectly shooting mk.19 to defense my base from filthy tribals.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: makute on July 30, 2018, 10:27:40 AM
Quote from: SansMasterBudaa :3 on July 19, 2018, 10:30:00 PMwhen I check the configuration, mods and sidearms puts me in the limits part that disabled in favor CE system
Theres a way to change it? :(
Forget the "Limits" tab, it's the "Presets" what you're looking for.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: superresistant on August 15, 2018, 11:13:54 AM

No 0.19 / 1.0 ?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: bladerunner170 on August 18, 2018, 03:31:20 AM
Quote from: superresistant on August 15, 2018, 11:13:54 AM

No 0.19 / 1.0 ?

Will be updated after official release
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Logicsol on August 23, 2018, 08:49:10 PM
It there any way to adjust the behavior of lost limbs? It feels a bit problematic that wild animals will bleed out from any limb loss.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Xubrim on August 24, 2018, 12:00:59 AM
Quote from: Logicsol on August 23, 2018, 08:49:10 PM
It there any way to adjust the behavior of lost limbs? It feels a bit problematic that wild animals will bleed out from any limb loss.

I know Gameplay > Realism, but bleeding out because your legs got blown off sounds pretty reasonable. Lost limbs are some of the most grievous injuries possible. If an animal could walk that off, wouldn't they start to feel a bit zombieish? Or what did you have in mind?

I admit that manhunters feel pretty trivialized by a couple full auto colonists, but I'm not sure that's the way to fix it. Maybe make them a little more difficult to hit? I don't know.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Logicsol on August 24, 2018, 12:59:18 AM
Quote from: Xubrim on August 24, 2018, 12:00:59 AM
Quote from: Logicsol on August 23, 2018, 08:49:10 PM
It there any way to adjust the behavior of lost limbs? It feels a bit problematic that wild animals will bleed out from any limb loss.

I know Gameplay > Realism, but bleeding out because your legs got blown off sounds pretty reasonable. Lost limbs are some of the most grievous injuries possible. If an animal could walk that off, wouldn't they start to feel a bit zombieish? Or what did you have in mind?

I admit that manhunters feel pretty trivialized by a couple full auto colonists, but I'm not sure that's the way to fix it. Maybe make them a little more difficult to hit? I don't know.

Wild animals regularly survive losing limbs. Now they do often die from other predators if weakened, or infection, or starvation, or of course, blood less.

But not always blood loss.

The simulation supports all those things, but with limb loss effectively not ever healing, any lost limbs(at least so far in my experience) leads to death via blood loss.

I'd like to see a chance of those happening, instead of always blood loss.  So a slow healing that offers a chance to Survive.

Edit: for more insight, a big part of why I want to tweak this is wild animal fights. Any time I see two wild animals fight, unless there is an extreme difference between the two (ie mega fauna crocodile vs rabbit), both die because they almost always sever a limb in the melee.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: PleccyMM on August 24, 2018, 06:24:03 AM
I've created a patch for my mod  Infectious Creatures (https://ludeon.com/forums/index.php?topic=42209.0). I'm not sure whether you take on patches from lesser known mods however I would be grateful if you would consider including it in your mod as I've had a couple of people who have received issues with my mod whilst using Combat Extended.

[attachment deleted due to age]
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on August 24, 2018, 06:58:38 AM
Quote from: PleccyMM on August 24, 2018, 06:24:03 AM
I've created a patch for my mod  Infectious Creatures (https://ludeon.com/forums/index.php?topic=42209.0). I'm not sure whether you take on patches from lesser known mods however I would be grateful if you would consider including it in your mod as I've had a couple of people who have received issues with my mod whilst using Combat Extended.

Sure, I'll add it in. Will be in the next release, although that's probably gonna be post-1.0 at this point.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Logicsol on August 28, 2018, 06:30:22 PM
After digging through the files, it looks like the bleed behavior is governed by the Stabilize comp in assembly, so I don't think there is a way for me to change this short of recompiling from the master after figuring out exactly what each property does.

So I guess my request would be for this: Set the bleed behavior to slowly cease. Not enough to trivialize the change, I love that stabilization is needed to save someone from severe wounds. Just enough that if the wounds aren't severe enough they stand a chance of survival.

To try and put this into other words, I feel that right now, if we had to put wounds on a 0 to 10 severity scale, that only wounds at 0 to 2 are otherwise survivable, while anything from a 3 up guarantees death without intervention.

What I'd like to see is that moderately severe wounds have a decreasing chance of survival without stabilization.

A slider type option for this would be ideal, but probably too much to ask for.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jagerius on August 29, 2018, 07:54:19 PM
Is there plans to update to B19?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: losthubble on August 30, 2018, 12:05:55 AM
One of the best mods for this game! cant wait for the next update 
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ikazuchi00 on September 02, 2018, 10:54:17 PM
i have a little problem, not sure if it's related to CE, but some reason, the raiders from titanium+ with incendiary launchers have no ammo
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: supershutze on September 02, 2018, 11:27:24 PM
Quote from: Ikazuchi00 on September 02, 2018, 10:54:17 PM
i have a little problem, not sure if it's related to CE, but some reason, the raiders from titanium+ with incendiary launchers have no ammo

That is related, yes: Any mod that adds new pawn classes is incompatible.

CE modifies pawn classes to get them to spawn with ammo appropriate to their gun.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ikazuchi00 on September 02, 2018, 11:50:44 PM
Quote from: supershutze on September 02, 2018, 11:27:24 PM
Quote from: Ikazuchi00 on September 02, 2018, 10:54:17 PM
i have a little problem, not sure if it's related to CE, but some reason, the raiders from titanium+ with incendiary launchers have no ammo

That is related, yes: Any mod that adds new pawn classes is incompatible.

CE modifies pawn classes to get them to spawn with ammo appropriate to their gun.

Werent the incendiary launchers vanilla weapons? Or is it just titanium+ itself isnt completely compatible with CE, glitter tech seems to be ok though
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on September 03, 2018, 03:13:52 AM
Quote from: Ikazuchi00 on September 02, 2018, 11:50:44 PM
Quote from: supershutze on September 02, 2018, 11:27:24 PM
Quote from: Ikazuchi00 on September 02, 2018, 10:54:17 PM
i have a little problem, not sure if it's related to CE, but some reason, the raiders from titanium+ with incendiary launchers have no ammo

That is related, yes: Any mod that adds new pawn classes is incompatible.

CE modifies pawn classes to get them to spawn with ammo appropriate to their gun.

Werent the incendiary launchers vanilla weapons? Or is it just titanium+ itself isnt completely compatible with CE, glitter tech seems to be ok though

Incendiary launchers are vanilla weapons, that's why they're patched to use ammo. The problem is your PawnKinds aren't patched to spawn with ammo. Glitter tech "works" because it's not patched at all, those weapons require no ammo and do 0 damage.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ikazuchi00 on September 03, 2018, 04:42:45 AM
Quote from: NoImageAvailable on September 03, 2018, 03:13:52 AM
Quote from: Ikazuchi00 on September 02, 2018, 11:50:44 PM
Quote from: supershutze on September 02, 2018, 11:27:24 PM
Quote from: Ikazuchi00 on September 02, 2018, 10:54:17 PM
i have a little problem, not sure if it's related to CE, but some reason, the raiders from titanium+ with incendiary launchers have no ammo

That is related, yes: Any mod that adds new pawn classes is incompatible.

CE modifies pawn classes to get them to spawn with ammo appropriate to their gun.

Werent the incendiary launchers vanilla weapons? Or is it just titanium+ itself isnt completely compatible with CE, glitter tech seems to be ok though

Incendiary launchers are vanilla weapons, that's why they're patched to use ammo. The problem is your PawnKinds aren't patched to spawn with ammo. Glitter tech "works" because it's not patched at all, those weapons require no ammo and do 0 damage.

oh i see, free kills it is, highly convenient. Also about glitter tech weapons, they do damage though, specially those commando dudes with weapons that can solo a centipede and win.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jaszczur on September 10, 2018, 12:09:14 PM
When update for v19?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ultra4 on September 10, 2018, 09:05:13 PM
(https://media.tenor.com/images/997d4631ed441dbbc4cbd119f648e9aa/tenor.gif)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Waras on September 11, 2018, 02:12:00 PM
just giving my feedback, ranged weapons are way too op, u can one shot everyone with SMG type weapons in close enough range or shotguns, it makes the game way too easy in some ways, melee is kinda the same like in vanila in terms of damage with some differences here and there, sometimes beheading happens more frequently, animals against gunners are now completely useless as guns can one shot any animal closing in on enemies, no matter how tough the animal is unless its a dragon xD, new balistic mode is a bit buged, bullets can hit someone standing sideways even though trajectory is clear I know its a bullet spread so its fine if one or two bullets hit it, but not all bullets..., or if a shooter is standing on a downed body this downed body will get hit first which is kinda absurd(again ALL bullets not a few), friendly fire works also when two people standing near each other they can still hit each other, but not always, so a bug probably and many more situations that I didnt explain here are somewhat absurdish
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on September 16, 2018, 09:01:59 AM
b19?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on September 16, 2018, 12:56:14 PM
Can't start a new colony in a new update without this mod :)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rawrfisher on September 16, 2018, 01:10:35 PM
I can :P
Just restarting again after its updated.  Then again I just throw random mods into the middle of a play through for laughs
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: IceSx on September 17, 2018, 06:44:18 PM
Amazing mod this! Any mods that add additional unarmed melee attacks like a kick or a stomp?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ramsis on September 22, 2018, 07:24:50 PM
Quote from: rambo on September 22, 2018, 11:48:25 AM
Where is the DAMM update

Take it easy rambo we're all friends here. Give the mod maker time to work on the project.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Nhatorama on September 24, 2018, 11:29:30 AM
Can you please add:

5.56x45mm NATO, M249 (light machine gun) (https://en.wikipedia.org/wiki/M249_light_machine_gun) or something that fills the role.
5.45x39mm, Tokar-2 (light machine gun) (https://www.thefirearmblog.com/blog/2017/06/16/russian-saw-tokar-2-5-45x39mm-belt-fed-light-machine-gun-showed-off-national-guard-open-house-2017/) OR RPK-74 (light machine gun) (https://en.wikipedia.org/wiki/RPK#RPK-74) OR RPK-16 (squad automatic weapon) (https://en.wikipedia.org/wiki/RPK#RPK-16) or something that fills the role.
.303 British, Bren (light machine gun) (https://en.wikipedia.org/wiki/Bren_light_machine_gun) or something that fills the role.
.50 BMG, M2 Browning (heavy machine gun) (https://en.wikipedia.org/wiki/M2_Browning) or something that fills the role.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ultra4 on September 24, 2018, 12:29:30 PM
i think the game already has so many guns, it doesnt really need more, it needs a tutorial if anything to help understand each guns role in the world.

I don't mean to say, no more guns.... no, just i thinks that is not the update priority at all
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: akimzav on September 24, 2018, 12:56:10 PM
I think having a lot of weapons is alright as long as they are distributed somewhat evenly between research tiers. Sadly, as of now, a whole bunch of weapons is sitting in just one research, and what is even more confusing is that crafting of all types of ammunition is also available since early game.
Other than that, mod is exceptionally good.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Razzoriel on September 24, 2018, 01:10:30 PM
Quote from: ultra4 on September 24, 2018, 12:29:30 PM
i think the game already has so many guns, it doesnt really need more
There's
Never
Enough
Guns
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on September 25, 2018, 02:25:25 AM
Quote from: ultra4 on September 24, 2018, 12:29:30 PM
i think the game already has so many guns, it doesnt really need more, it needs a tutorial if anything to help understand each guns role in the world.

I don't mean to say, no more guns.... no, just i thinks that is not the update priority at all


You need to re-read some of the finer details of CE (https://github.com/NoImageAvailable/CombatExtended). It's much more than just "introducing new guns."
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: AllenWL on September 26, 2018, 12:08:22 AM
Quote from: Mr_Man on September 25, 2018, 02:25:25 AM
Quote from: ultra4 on September 24, 2018, 12:29:30 PM
i think the game already has so many guns, it doesnt really need more, it needs a tutorial if anything to help understand each guns role in the world.

I don't mean to say, no more guns.... no, just i thinks that is not the update priority at all


You need to re-read some of the finer details of CE (https://github.com/NoImageAvailable/CombatExtended). It's much more than just "introducing new guns."

I believe that ultra4 was referring to Nhatorama's comment on adding more guns to the mod, not saying that this mod is unnecessary or anything because there are enough guns in game.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Ink. on September 26, 2018, 06:54:15 PM
So excited for the B19 update on this for my zombieland playthrough. Boy is it going to be rough times in that playthrough.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: CloudCastle on September 27, 2018, 02:52:36 PM
Amazing Mod ! Can't wait for B19 update !
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on October 02, 2018, 09:20:47 AM
Short update on the status of this mod:

A couple weeks ago I contracted a wrist injury that's been severely limiting the time I can spend at a keyboard. What time I did have mostly went into a new project I've been working on for a while now. For those reasons work on a B19 version of CE has been limited to outside contributions and a release is still a good ways off.

Going forward, my wrist still needs at least another week to fully recover and once it does I will need to work through a large backlog of pent up work on my new project before I can even begin investing time into a CE update. With Rimworld 1.0 around the corner now I have therefore decided to skip B19 entirely and go straight into a 1.0 release.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Mr_Man on October 02, 2018, 12:51:37 PM
Good luck. Guess I'm waiting until 1.0!  8)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Maeyanie on October 02, 2018, 02:12:27 PM
Quote from: NoImageAvailable on October 02, 2018, 09:20:47 AM
A couple weeks ago I contracted a wrist injury that's been severely limiting the time I can spend at a keyboard.

Ouch... sorry to hear that. Thanks for letting us know, though.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: sgtarpin on October 03, 2018, 04:47:46 PM
Quote from: NoImageAvailable on October 02, 2018, 09:20:47 AM
With Rimworld 1.0 around the corner now I have therefore decided to skip B19 entirely and go straight into a 1.0 release.

If Tynan does what he normally does, and makes 1.0 available before it is officially released, will there be development on CE during that time? CE does not seem to attempt updates based on test branch releases historically. Development does not seem to typically start until the version is officially releases.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: BlackSmokeDMax on October 03, 2018, 06:42:17 PM
Quote from: sgtarpin on October 03, 2018, 04:47:46 PM
Quote from: NoImageAvailable on October 02, 2018, 09:20:47 AM
With Rimworld 1.0 around the corner now I have therefore decided to skip B19 entirely and go straight into a 1.0 release.

If Tynan does what he normally does, and makes 1.0 available before it is officially released, will there be development on CE during that time? CE does not seem to attempt updates based on test branch releases historically. Development does not seem to typically start until the version is officially releases.

1.0 is already available. Tynan started a thread about in general discussion yesterday specifically to let modders know 1.0 is feature locked and ready to be modded.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: flyfire2002 on October 05, 2018, 11:37:32 AM
Hi NoImageAvailable, thanks for your awesome mod. I'm thinking about porting the stabilizing functionality into a standalone mod. What's the license you are releasing the code with on Github?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on October 05, 2018, 01:02:47 PM
Quote from: flyfire2002 on October 05, 2018, 11:37:32 AM
Hi NoImageAvailable, thanks for your awesome mod. I'm thinking about porting the stabilizing functionality into a standalone mod. What's the license you are releasing the code with on Github?

The license is listed in the OP
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: CthulhuTactical on October 07, 2018, 08:15:13 AM
Its really not the same game without combat extended and its ammunition implementation -you can't balance ranged weapons properly without ammunition, so you end up with OP melee builds in vanilla.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: sgtarpin on October 08, 2018, 04:07:37 PM

1.0 is already available. Tynan started a thread about in general discussion yesterday specifically to let modders know 1.0 is feature locked and ready to be modded.
[/quote]

Yep, then that's my question. I'm just curious if skipping b19 was in an effort to get it out sooner for 1.0, to buy some downtime for NIA after their injury, or some other reason. Will skipping b19 positively impact the release time of CE 1.0?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: iceball3 on October 08, 2018, 05:34:15 PM
Quote from: NoImageAvailable on October 02, 2018, 09:20:47 AM
Short update on the status of this mod:

A couple weeks ago I contracted a wrist injury that's been severely limiting the time I can spend at a keyboard. What time I did have mostly went into a new project I've been working on for a while now. For those reasons work on a B19 version of CE has been limited to outside contributions and a release is still a good ways off.

Going forward, my wrist still needs at least another week to fully recover and once it does I will need to work through a large backlog of pent up work on my new project before I can even begin investing time into a CE update. With Rimworld 1.0 around the corner now I have therefore decided to skip B19 entirely and go straight into a 1.0 release.
Is there any routine changes to bring it up to date that a third party could contribute, or would you like to go at the new version on your lonesome, as normal?
I haven't dipped into rimworld modding as of yet, but I figure this might be good enough reason to learn, for sure.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: flyfire2002 on October 09, 2018, 03:16:47 AM
Quote from: NoImageAvailable on October 05, 2018, 01:02:47 PM
Quote from: flyfire2002 on October 05, 2018, 11:37:32 AM
Hi NoImageAvailable, thanks for your awesome mod. I'm thinking about porting the stabilizing functionality into a standalone mod. What's the license you are releasing the code with on Github?

The license is listed in the OP

Thanks. It didn't load when I first checked.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: sumghai on October 09, 2018, 05:34:40 AM
Quote from: iceball3 on October 08, 2018, 05:34:15 PM
Is there any routine changes to bring it up to date that a third party could contribute, or would you like to go at the new version on your lonesome, as normal?
I haven't dipped into rimworld modding as of yet, but I figure this might be good enough reason to learn, for sure.

AFAIK, NoImageAvailable does accept pull requests for code contributions to the B19 branch of his code repository on GitHub:

https://github.com/NoImageAvailable/CombatExtended/tree/B19

I personally helped out with some routine changes, but most of the issues lie with changed assembly methods between B18, B19 and 1.0 (which are most certainly not routine coding fixes). Feel free to fork it, implement some fixes and pass them back to NoImageAvailable for his/her approval.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Eryx on October 12, 2018, 03:53:49 PM
Ayo! First time here, but I just wanted to ask if you could implement a few carbines.

I wasn't sure just where to ask, so please forgive me if this is the wrong place!
I just thought that the mod was missing a light, mid-range weapon that could bridge the gap between full-on rifles and SMGs.
I was thinking they'd have more or similar sway to a rifle, but more bullet deviation upon leaving the barrel for obvious reasons. Of course, range could be less, but I think it should be 48/52, akin to their rifle counterparts, so that it'd be a trade-off of weight/accuracy but not technical range, since in real life you'll probably engage with the rest of your unit.

Binos also working for snipers and the like? It doesn't seem unreasonably difficult.

A light grenade launcher like the M320 would be great, I think, if you'd add it. Speaking of...
Could underbarrel grenade launchers be added to rifles (for any rifles where you could expect one) by default, by adding a new fire mode called 'grenade,' with different calibers for different rifles? So, 40mm for the M16 and 30mm (or whatever) for the AK series?

Also, have you ever thought about other attachments? Little things like a foregrip to reduce sway, weapon sights to improve, obviously, the sight efficiency percent, etc. etc. This would probably be difficult in RW, and honestly isn't a big deal at all, just a thought.

Finally, I wanted to say that this mod is great. Seriously, it makes Rimworld combat actually feel like combat. I dare say it makes it worth playing. Get well soon; we'll be waiting!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Xubrim on October 14, 2018, 05:33:00 PM
Any chance of a teaser for your new project, NoImageAvailable?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Beyondfubar on October 17, 2018, 07:41:22 PM
1.0 out! Let it begin! Let it begin!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: GaldorOfNihelm on October 19, 2018, 12:56:05 PM
Quote from: Beyondfubar on October 17, 2018, 07:41:22 PM
1.0 out! Let it begin! Let it begin!

Is it out?, where can I download it? I really want to know, if anyone can help pls do :D
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: sumghai on October 19, 2018, 04:20:35 PM
Quote from: GaldorOfNihelm on October 19, 2018, 12:56:05 PM
Quote from: Beyondfubar on October 17, 2018, 07:41:22 PM
1.0 out! Let it begin! Let it begin!

Is it out?, where can I download it? I really want to know, if anyone can help pls do :D

I think what Byeondfubar meant was that Rimworld 1.0 itself has now been released, and was hoping that this would mean CE for 1.0 would come out sooner.

The thing is, CE is a very complex replacement of the stock combat and damage system, and requires a lot of work to update, especially with the changed method/classes between B18 and B19/1.0. NoImageAvailable has been quite busy lately and is also most likely still recovering from his/her wrist injury, and so at the moment, he/she is just reviewing code fixes and pull requests by other coders:

https://github.com/NoImageAvailable/CombatExtended/tree/Development

https://github.com/NoImageAvailable/CombatExtended/tree/B19

tl;dr - CE 1.0 is not ready yet, but people are working on it.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Maeyanie on October 19, 2018, 08:39:06 PM
Yeah, I did take a look to see if I could do anything useful, but all the compile errors I checked required a better knowledge of Rimworld's innards than mine to fix. Lot of new fields added to classes and such.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Beyondfubar on October 20, 2018, 12:37:07 AM
Indeed that is what I meant.  Not worried that it takes time, I'm a Bannerlord fan so years are but a second to wait for such a grateful public in a modder's time spent for no monetary gain.  Although this wonderful game irks me in that I have to create through many stages nearly every single item.. yet water doesn't exist, and guns are magical never ending hoses of bullets.  All hail the modding community with their thankless righting of such wrongs.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: GaldorOfNihelm on October 20, 2018, 08:19:34 AM
Quote from: sumghai on October 19, 2018, 04:20:35 PM
Quote from: GaldorOfNihelm on October 19, 2018, 12:56:05 PM
Quote from: Beyondfubar on October 17, 2018, 07:41:22 PM
1.0 out! Let it begin! Let it begin!

Is it out?, where can I download it? I really want to know, if anyone can help pls do :D

I think what Byeondfubar meant was that Rimworld 1.0 itself has now been released, and was hoping that this would mean CE for 1.0 would come out sooner.

The thing is, CE is a very complex replacement of the stock combat and damage system, and requires a lot of work to update, especially with the changed method/classes between B18 and B19/1.0. NoImageAvailable has been quite busy lately and is also most likely still recovering from his/her wrist injury, and so at the moment, he/she is just reviewing code fixes and pull requests by other coders:

https://github.com/NoImageAvailable/CombatExtended/tree/Development

https://github.com/NoImageAvailable/CombatExtended/tree/B19

tl;dr - CE 1.0 is not ready yet, but people are working on it.

ah oh well, well thx for the respond, I am really looking forward for the update, I really love this mod! :D

Quote from: Beyondfubar on October 20, 2018, 12:37:07 AM
Indeed that is what I meant.  Not worried that it takes time, I'm a Bannerlord fan so years are but a second to wait for such a grateful public in a modder's time spent for no monetary gain.  Although this wonderful game irks me in that I have to create through many stages nearly every single item.. yet water doesn't exist, and guns are magical never ending hoses of bullets.  All hail the modding community with their thankless righting of such wrongs.

I have also been quite a bannerlord fan though, I have started to loose my hype because its taking such a long time, but deep down I know its good that they take their time so it will be a quality game at the end :D
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Manly_Dorf on October 21, 2018, 03:20:02 PM
The b18 wait was extruciating enough, 1.0/b19 is even worse...  :'(

Anyways, hope your wrist heals up!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: ptx on October 22, 2018, 06:12:44 PM
Can we get a full range for all sniper rifles in the next release please. 200 - 400 tile range sniper rifle. It will be very useful in the desert or ice sheet, but doesn't matter in the tropical jungle map. This would make sniper rifles relevant again in CE.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Beyondfubar on October 23, 2018, 09:41:23 PM
Yeah this is such a necessary mod for proper enjoyment of Rimworld.  Did find the Septic/plumbing system of another mod so when (if? I haven't checked since 1.0 released) that one and Combat Extended are back in I'll be back at Rimworld. I do appreciate the new system of "Replace the barrel" for the auto guns in vanilla though, perhaps we'll see both of these great mods added to the base game.  Not too hopeful though, since it seems many people do not share my intense love of CE.  Which I find somewhat odd, if you like a fairly spot on insane depth of simulation why forgo such a clear and integral portion of it?

Anyways hope you heal up NoImage, your creation is fantastic and I've loved the 100s of hours I've spent playing it!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on October 29, 2018, 04:02:22 PM
excited for the 1.0 release I hope your wrist gets better
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on November 02, 2018, 03:21:16 PM
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA (https://www.youtube.com/watch?v=2Q-QVBQVYTA)) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow. Another thing with reloading is the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag. the last really isn't much of a problem but could improve the mod is actual mags made for guns and bigger mag options, for example, m16 40 round mag but the bigger the mag the bigger the sway because if you put a 30 round mag in a pistol it will be hard to control and pouches for shotguns to increase reload time as you know where to reach for shells. thanks for reading.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Maeyanie on November 03, 2018, 06:35:14 AM
Quote from: rambo on November 02, 2018, 03:21:16 PM
Another thing with reloading is the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag.
There has been some work towards that from XeoNovaDan, based on the Github commit log. Not sure if or when it'll be in a release, but at least someone is trying. :)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on November 06, 2018, 08:31:16 AM
so any indication when this will be updated to 1.0. 1 or 2 months maybe?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alistaire on November 06, 2018, 08:42:24 AM
Quote from: rambo on November 02, 2018, 03:21:16 PM
the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag.

The main issue with shotgun reloading individual bullets is that it's not clear when it is preferred to reload one bullet then continue shooting or to reload all bullets in a sequence. Sure you could reload fully if the pawn was shooting before, but this would make the pawn vulnerable to attack during the reload. Sure you could reload partially if the pawn was shooting before, but if the pawn is not in danger of being attacked during the reload this may be a waste of time.

This may not be an issue for the human player because you could technically micromanage all shotgun wearing pawns to reload correctly (introducing huge amounts of micromanage during shotgun fights), however enemy pawns are not micromanaged at all so it's important to know when to reload one and when to reload fully - otherwise shotgun attackers may have reduced DPS when they most need it.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kapun on November 06, 2018, 01:30:41 PM
Can this decision-making be tied to a relatively simple formula? Pawns are supposed to hide behind cover when reloading right? So if the guy is using cover he will hunker down or hide behind the corner if its a wall to reload so he won't be in danger unless flanked or rushed to engage in melee. So for example the AI can keep reloading unless one of the following happens: the pawn is hit, the pawn is fired at from an angle the cover doesn't protect from (in this case he should change position or something), there is an enemy within 5 tiles with a clear line of sight
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: iceball3 on November 06, 2018, 01:55:56 PM
Quote from: rambo on November 02, 2018, 03:21:16 PM
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA (https://www.youtube.com/watch?v=2Q-QVBQVYTA)) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow.
I'm 99% sure this is already in the mod to begin with. Did you read the colonist stat readouts? Reload speed is affected by shooting skill.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on November 06, 2018, 03:16:03 PM
Quote from: iceball3 on November 06, 2018, 01:55:56 PM
Quote from: rambo on November 02, 2018, 03:21:16 PM
Colonists of higher skill should reload way faster (like this https://www.youtube.com/watch?v=2Q-QVBQVYTA (https://www.youtube.com/watch?v=2Q-QVBQVYTA)) than poorly skilled colonists(a guy who has barely heard of a gun can reload at half the speed of a world class professional) but still, it's crazy that you reload a pistol in seven seconds its way too slow.
I'm 99% sure this is already in the mod to begin with. Did you read the colonist stat readouts? Reload speed is affected by shooting skill.
yes I know that the stat increases with skill but the increase percentage doesn't go up enough as people who barely know a gun reload at half the speed than a godlike ability colonist it should change to a slower speed for the sake of realism
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Divenity on November 07, 2018, 12:07:52 AM
Quote from: Alistaire on November 06, 2018, 08:42:24 AM
Quote from: rambo on November 02, 2018, 03:21:16 PM
the shotgun reloading I feel like it should be individual shells going in and not treating it as a whole mag.

The main issue with shotgun reloading individual bullets is that it's not clear when it is preferred to reload one bullet then continue shooting or to reload all bullets in a sequence. Sure you could reload fully if the pawn was shooting before, but this would make the pawn vulnerable to attack during the reload. Sure you could reload partially if the pawn was shooting before, but if the pawn is not in danger of being attacked during the reload this may be a waste of time.

This may not be an issue for the human player because you could technically micromanage all shotgun wearing pawns to reload correctly (introducing huge amounts of micromanage during shotgun fights), however enemy pawns are not micromanaged at all so it's important to know when to reload one and when to reload fully - otherwise shotgun attackers may have reduced DPS when they most need it.

I would suggest it be handled, for players at least, how most games handle shotgun reloading, it attempts to keep putting shells in until the magazine is full unless the player manually interrupts it. If the player doesn't want to micromanage it, it would essentially function the same as it does now, they do a full reload and then start shooting again, and if they do want to micromanage, the option is there.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on November 12, 2018, 07:24:51 PM
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.

Quote from: rambo on November 12, 2018, 08:56:25 AMone of the devs say that it is gonna be added he said it from the steam page

There are no devs on the Steam page, the maintainer is a third party who never actually worked on CE.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on November 13, 2018, 12:54:44 PM
Quote from: NoImageAvailable on November 12, 2018, 07:24:51 PM
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.

Quote from: rambo on November 12, 2018, 08:56:25 AMone of the devs say that it is gonna be added he said it from the steam page

There are no devs on the Steam page, the maintainer is a third party who never actually worked on CE.
well I'm sorry then
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alistaire on November 13, 2018, 01:59:07 PM
Quote from: rambo on November 13, 2018, 12:54:44 PM
Quote from: NoImageAvailable on November 12, 2018, 07:24:51 PM
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.

Quote from: rambo on November 12, 2018, 08:56:25 AMone of the devs say that it is gonna be added he said it from the steam page

There are no devs on the Steam page, the maintainer is a third party who never actually worked on CE.
well I'm sorry then

Someone did add code regarding the shotgun load one-at-a-time thing in the development branch. It seemed a bit work in progress, and I doubt it has been tested because as said before the transpiler patches (e.g what causes the whole ammo and shooting system to work in the first place) are broken.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Sebastian Cigar on November 15, 2018, 02:55:36 PM
Quote from: NoImageAvailable on November 12, 2018, 07:24:51 PM
General status update, we've managed to fix all the critical startup errors. Next up is testing all the transpiler patches manually to see which ones broke (I suspect most of them) and fix them (which is probably gonna require complete rewrites in most cases). Then we'll need to balance and integrate the new vanilla content. After that it's playtesting and bug fixes.
godspeed mate and thanks for all your work so far
could we have an approximate release date? like, ~6 weeks from now?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Maeyanie on November 15, 2018, 04:50:51 PM
Quote from: Sebastian Cigar on November 15, 2018, 02:55:36 PM
godspeed mate and thanks for all your work so far
could we have an approximate release date? like, ~6 weeks from now?

It's always hard to give even rough estimates in software development, but there's been quite a number of commits in the Github repository in the last couple of days, and the commit messages are starting to look less severe. With luck, it'll be sooner than that. :)

(Disclaimer: I am nobody, and am only guessing based on what I see, and some experience in software development. Don't rely on this prediction.)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: lperkins2 on November 16, 2018, 08:20:30 PM
The development branch on github compiles and runs fine in 1.0.  I believe the precompiled assemblies are also up to date and should function.  There's significant balance changes still needed, since 1.0 changed lots of things.  If you decide to grab it, please don't pester the devs with lots of bug reports, they mostly know about them.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: N7Huntsman on November 16, 2018, 08:50:17 PM
Quote from: lperkins2 on November 16, 2018, 08:20:30 PM
The development branch on github compiles and runs fine in 1.0.  I believe the precompiled assemblies are also up to date and should function.

I'd say that's saying an awful lot--the dev is still 11 open tasks/issues to deal with to meet the 1.0, including testing transpilers (some of which remain either untested or currently broken), which tend to fail silently. I do not recommend trying to run CE on 1.0 at the moment--wait for a stable, or at bare minimum, a test release.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: lperkins2 on November 16, 2018, 11:21:02 PM
Quote from: N7Huntsman on November 16, 2018, 08:50:17 PM
I'd say that's saying an awful lot--the dev is still 11 open tasks/issues to deal with to meet the 1.0, including testing transpilers (some of which remain either untested or currently broken), which tend to fail silently. I do not recommend trying to run CE on 1.0 at the moment--wait for a stable, or at bare minimum, a test release.

Most of those open issues relate to balance issues.  There is one transpiler patch untested, which pertains to the loadout system.  There is one transpiler patch which fails, which pertains to GUI layout, and causes a minor graphics glitch. 

As for the balance changes, they certainly are needed for this to be back to normal.  Currently, combat is a lot closer to 'vanilla' behaviour than B18 CE, where pawns can soak massive injuries before collapsing.  Still a noticeable improvement though. 

Bottom line is if you're like me, and can't stand playing without the weapon/ammo changes from CE, and don't care if you have to restart due to game exploding bugs, it functions (about 12 hours of gameplay so far, without said explosions, unless you count boomrats).
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on November 17, 2018, 01:48:25 PM
Quote from: N7Huntsman on November 16, 2018, 08:50:17 PM
Quote from: lperkins2 on November 16, 2018, 08:20:30 PM
The development branch on github compiles and runs fine in 1.0.  I believe the precompiled assemblies are also up to date and should function.

I'd say that's saying an awful lot--the dev is still 11 open tasks/issues to deal with to meet the 1.0, including testing transpilers (some of which remain either untested or currently broken), which tend to fail silently. I do not recommend trying to run CE on 1.0 at the moment--wait for a stable, or at the bare minimum, a test release.
just tested it and the number of bugs I found broke the game on the first few in-game days so we gonna wait a long time for this one lets be patient
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: itwasntmeright on November 19, 2018, 03:41:43 PM
How will armor work in the 1.0 release of CE? Like in CE b18? Or does the new armor system of rimworld 1.0 with deflection change something for CE?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on November 27, 2018, 05:09:29 AM
@ NoImageAvailable
I can see you are working on a debuff for Devilstrand on github.
I never bother with producing it in great quantities so I don't have the exact insigt in, why a debuff is nessesary? Is the clothes too powerfull, or is it a too easy cash cow?

Anyway, requiring thick mountain seems harsh, if it is a core component in protective equipment, making any map not hilly even less attractive than it already is due to small mineral deposits.
I can totally get behind the grow in darkness point, and would like to see that part expanded to drug and food production (i guess there is a mode somewhere).

Something completely different: Have the graphics issue with tactical vests overlaying pawn heads been adressed? I guess its a "simple" matter of layer priorities, and in any case a very low priority bug.

Love your work. Im playing 1.0 right now, and my gawd, once you go CE there is no easy going back.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: JT on November 27, 2018, 04:47:53 PM
Quote from: Deer87 on November 27, 2018, 05:09:29 AM
@ NoImageAvailable
I can see you are working on a debuff for Devilstrand on github.
I never bother with producing it in great quantities so I don't have the exact insigt in, why a debuff is nessesary? Is the clothes too powerfull, or is it a too easy cash cow?

A little of both, I think.  To be frank, I'm not sure that kind of subjective change has any place in a mod that's properly about combat and ammunition.

QuoteAnyway, requiring thick mountain seems harsh, if it is a core component in protective equipment, making any map not hilly even less attractive than it already is due to small mineral deposits.
I can totally get behind the grow in darkness point, and would like to see that part expanded to drug and food production (i guess there is a mode somewhere).

Rikiki's CaveWorldFlora is, I believe, the gold standard of light-fearing crops, and an excellent mod all around if you want underground crops that don't like the light.  It (and its penultimate, Cave Biome) haven't been updated yet, though.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on November 27, 2018, 05:07:20 PM
Quote from: Deer87 on November 27, 2018, 05:09:29 AM
@ NoImageAvailable
I can see you are working on a debuff for Devilstrand on github.
I never bother with producing it in great quantities so I don't have the exact insigt in, why a debuff is nessesary? Is the clothes too powerfull, or is it a too easy cash cow?

The reasoning behind it is it's way too easy to mass, so it breaks some of the intended balance for armor apparel. I feel it'd be in scope of this mod since it doesn't deal with combat directly, but the logistics behind it, as Devilstrand is first and foremost a material for armor crafting.

It's not accurate to say I'm working on it though. The idea has been documented but it's not on the 1.0 list, nor will I be working on it after the 1.0 release (or any other feature additions for that matter). It's simply a concept another dev/contributor might want to pick up.

QuoteSomething completely different: Have the graphics issue with tactical vests overlaying pawn heads been adressed? I guess its a "simple" matter of layer priorities, and in any case a very low priority bug.

That issue was fixed ages ago.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on November 28, 2018, 07:38:43 AM
@ JT
Cool. Thanks, I will scout it out.


Quote from: NoImageAvailable on November 27, 2018, 05:07:20 PM

The reasoning behind it is it's way too easy to mass, so it breaks some of the intended balance for armor apparel. I feel it'd be in scope of this mod since it doesn't deal with combat directly, but the logistics behind it, as Devilstrand is first and foremost a material for armor crafting.

It's not accurate to say I'm working on it though. The idea has been documented but it's not on the 1.0 list, nor will I be working on it after the 1.0 release (or any other feature additions for that matter). It's simply a concept another dev/contributor might want to pick up.

Ahh, okay. It makes sense.

Quote from: NoImageAvailable on November 27, 2018, 05:07:20 PM
That issue was fixed ages ago.

Great to hear. I tried looking through the issue list, but couldn't find it, so I just went ahead and asked :)

Again, thanks a ton for a great mod.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WREN_PL on November 28, 2018, 06:40:10 PM
Keep up the good work people!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: BladeOfSharpness on December 03, 2018, 10:33:35 PM
We are all orphans.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on December 05, 2018, 03:38:59 AM
Quote from: N7Huntsman on December 04, 2018, 06:27:51 PM
The dev-branch on the CE Github is functional; most of the outstanding issues are simply balance related.

Additionally, Combat Extended Guns has been updated to 1.0.
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1582570547
Github: https://github.com/NoImageAvailable/CombatExtendedGuns (not updated at time of writing) or https://github.com/N7Huntsman/CombatExtendedGuns (updated fork).

Very interesting. I have been lurking the GIThub for some time now in anticipation. Are the ongoing updates likely to break save-games?

Another thing, while i love the expanded armoury CEG gives, im not a big fan of the specific weap names. I have there fore compiled a list of generic names i plan to implement in my own copy at first given chance. Are you interested in getting the list for a parallel download?

Third thing, with your name, do you do any Mass Effect related mods? It could be a fun combination with CE although the whole heatsink concept probably will require some consideration.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 06, 2018, 11:46:03 AM
Can I see anywhere the differences between the ammo types?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on December 06, 2018, 12:05:11 PM
Stats or functions?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 06, 2018, 01:07:28 PM
Quote from: Deer87 on December 06, 2018, 12:05:11 PM
Stats or functions?

The stats.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on December 06, 2018, 01:10:18 PM
Bummer, can't help with those :/
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on December 06, 2018, 01:18:48 PM
Quote from: Jan2607 on December 06, 2018, 11:46:03 AM
Can I see anywhere the differences between the ammo types?

There's a spreadsheet with all the stats on the GitHub wiki
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 06, 2018, 01:44:04 PM
Thank you.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jordan Huitema on December 06, 2018, 02:37:23 PM
Quote from: Jan2607 on December 06, 2018, 11:46:03 AM
Can I see anywhere the differences between the ammo types?

You can see the stats of ammo by selecting a gun, clicking info and them mousing over the caliber.
You may be able too view all available ammo stats in a list by using Dubs Mint Menus and selecting the ammo bench
https://steamcommunity.com/sharedfiles/filedetails/?id=1446523594&searchtext=mint+menus
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 06, 2018, 05:14:34 PM
Thank you.

I gave one of my snipers a Tac-50 and added 30 .50 BMG FMJ cartridges to her loadout. She doesn't want to pick it up and if I want to force her, it says "inventory is full". But she has a backpack and the inventory only has a weight of 26 of 40 kg. Bulk is 20 from 50, so she should have plenty of space to take at least a few of the bullets in her inevntory.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: berkys32 on December 06, 2018, 11:55:27 PM
Where do I craft arrows? I cant find it in any crafting table :-/
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: temple_wing on December 07, 2018, 12:49:45 AM
craft spot. If you can't find it, try reload game without "expended woodworking"
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 07, 2018, 03:21:24 PM
The Inferno cannon is way too overpowered at the moment and armor pen doesn't work on centipedes. I had now two times mechanoids and there was always a sentipede with inferno cannon. He alone wiped out my full 15 people colony. My colonists had 90 mm flak turrets, M240b and KVP machine guns, .50 sniper rifles and lots of machine guns.
It is nearly impossible to bring a centipede down before the inferno cannon destroys the whole colony. I tried it with a lot of spacing between my colonists, but it didn't work. Even when the inferno cannon doesn't hit my colonists, it will destroy walls behind them and set the colony on fire, which I also can't ignore.
The centipede was hit by dozens of .50 bullets, around 10 90mm HEAT shells (that didn't nothing to him. I thought, HEAT is "High explosive anti TANK" -> if it kills a tank, shouldn't it also kill a centipede?!) and hundreds of 7,62x51mm NATO AP bullets and it still shot my colony to pieces.
And it was only one...
Also, I think the splash damage of the inferno cannon does to much damage to walls. It shouldn't be an artillery.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 07, 2018, 03:58:22 PM
I can't find a recipe for 5x35mm charged for charge lance.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Eryx on December 07, 2018, 04:10:02 PM
Were you using the '1.0' version..?

EDIT: Centipedes are apparently an issue in 1.0

And do you have the proper research acquired (stupid question considering your other weaponry) for charge weaponry?

I know that in the B18 version (I still haven't quite moved on) that centipedes typically don't take much- 1-2 shoulder launched LAT/MAT to take it out.

As for the damage of the inferno cannon, well- it's a cannon. A Centipede essentially is a tank, and it makes sense for it to have an equally tank-y style of main weapon- a long range cannon that trumps most infantry weapons in both range and firepower. Thus, a Centipede should be powerful- but certainly not invincible.
Otherwise, I'm not sure what your problem is, sorry if this wasn't helpful.

Personally, I'd love some sort of integration of the 'Yes, Vehicles' mod. Having a tank or technical could really help offensively, as long as the whole 'matching' forces thing is gotten rid of, because always fighting an 'equal' force is pretty boring, because it means I can send in the minimal amount of people simply for an easier fight.

Also, have deployed weapons been considered in raids? They could deploy similarly to mortars, I assume, except closer to the edge of wherever 'your base' is calculated. Perhaps create a sort of 'danger' area, similar to trap memories, where colonists get killed from most often, and the weapon would place itself just within max range and rain hell on these spots.
Oh, and combined raids. I really hate to see a siege come in, just to wipe them out before they get a single shot off. Truly disappointing... perhaps add a sort of detachment that moves ahead with the raid, a combined arms approach, with an accuracy buff to simulate the usage of binos- since making AI use binos would be difficult.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 07, 2018, 04:57:49 PM
I'm using the 1.0 version N7 mentioned above. Since it is not Steam workshop I'm not sure if it is the latest version.

I researched charged weapons. Besides this, the charge lance can be crafted without the research. I looked for recipe in loading bench and machining table, but I only did find 8x35mm, which doesn't work on the lance.

Well, if centipedes would be easier to kill, the cannon shouldnt be that big issue anymore. But combined with the nearly invincible centipede it is too powerful at the moment.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on December 07, 2018, 05:09:48 PM
There is no 1.0 version currently out.

There is only an unstable test build and some offshoot on Steam by a third party based on an outdated version before there even was a test build. I wish people would stop recommending people to download broken versions of the mod just so they can then complain to me about it being broken.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Eryx on December 07, 2018, 05:11:44 PM
I recommend you listen to the creator of the mod, then- if you're using the test build or some off-brand (I guess that's what I'll call it) version, expect these bugs. That's why I still play B18, despite its many flaws in comparison to '1.0.'
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on December 07, 2018, 05:32:34 PM
Thank you NIA, it sounded to me like it was a nearly finished version with only some balancing issues.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: jager666 on December 07, 2018, 05:47:55 PM
Is balancing will be also related to mass? Using the dev build now, basically a fully dressed pawn (flak pants + vest, bulletproof vest, backpack, pants etc) can't carry any ammo because or very small amount, the bigger guns like PKM are unusable unless you send the pawn rambo style half naked.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: JT on December 07, 2018, 10:31:04 PM
Mass isn't actually the factor there, but bulk: bulk will usually top off long before your mass limit does.  You should be able to see that the second slider at the bottom will be pushing redline in no time at all.

But "balance" is the least of the problems.

The 1.0 milestone fundamentally revolves around a missing transpiler that bounces serious error messages in some pawn infocards (especially for pawns using the Humanoid Alien Races framework), which one person mentioned they were working on but has since found other diversions in the meantime... most likely due to how infuriatingly difficult it is to write transpiler patches. ;-)  (I'm sure they're continuing to work on it, of course.  I'm just trying to say that it's not an immediate thing and requires some pretty advanced programming skill.)

Numerous mods are still unsupported and will throw very nasty errors when you try to use them with Combat Extended.  While actual support is impossible on Combat Extended's part for everything, it does lack graceful fallbacks.  Some of that comes in the form of commented-out code in the source, i.e., code that had to be removed to get the mod to compile at all, which needs to be restored and completed before the mod reaches 1.0 parity.

Finally, there are mechanical differences between the B18 and B19/1.0 versions; it's not just a matter of balance but a simple fact that the mod must actually redesign content to fit the new framework it now resides in.  Penetration mechanics, ballistics, etc. all changed, for totally inexplicable reasons, on Ludeon's part.  In other words, it's not simply imbalanced, but actually missing.

Ultimately, what's there is functional.  But it's an alpha.  Errors should be presumed to be one's own fault.  If not one's own fault, fixing them is one's own responsibility.  If fixing them can't be done on one's own end, one must either accept them as the nature of the universe, or wait. =)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on December 08, 2018, 06:32:28 AM
Quote from: JT on December 07, 2018, 10:31:04 PM
The 1.0 milestone fundamentally revolves around a missing transpiler that bounces serious error messages in some pawn infocards (especially for pawns using the Humanoid Alien Races framework), which one person mentioned they were working on but has since found other diversions in the meantime... most likely due to how infuriatingly difficult it is to write transpiler patches. ;-)  (I'm sure they're continuing to work on it, of course.  I'm just trying to say that it's not an immediate thing and requires some pretty advanced programming skill.)

Inhowfar is it causing errors? The only transpiler in the current dev build not checked off should only affect the assign tab and then only cosmetically. All it does is set the preferred width of the columns to accommodate loadouts being there + change the buttons to older, more space efficient versions.

QuoteNumerous mods are still unsupported and will throw very nasty errors when you try to use them with Combat Extended.  While actual support is impossible on Combat Extended's part for everything, it does lack graceful fallbacks.  Some of that comes in the form of commented-out code in the source, i.e., code that had to be removed to get the mod to compile at all, which needs to be restored and completed before the mod reaches 1.0 parity.

Can you elaborate on that? Probably won't look into cross-mod support too much until work on the mod itself is done but can at least compile a list of things to look into later.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: JT on December 08, 2018, 07:43:02 AM
Quote from: NoImageAvailable on December 08, 2018, 06:32:28 AM
Inhowfar is it causing errors? The only transpiler in the current dev build not checked off should only affect the assign tab and then only cosmetically. All it does is set the preferred width of the columns to accommodate loadouts being there + change the buttons to older, more space efficient versions.

Well, drat.  Here I was thinking that it was the obvious symptom of the missing transpiler so I didn't bother recording it and making a report. =)

I'll have to find and reproduce it since the output_log is long since gone (I've been testing patches willy nilly over the last few days, ever since I compiled and installed CE on Wednesday), but I was getting errors left, right, and centre regarding one of the statistics in the expanded info/stats view on -- I think -- an Atlas' Android Tiers pawn.

[edit]Found it (running 7719e24 devbranch commit):

Exception filling window for Verse.Dialog_InfoCard: System.InvalidCastException: Cannot cast from source type to destination type.
at CombatExtended.StatWorker_MeleeArmorPenetration.GetMeleePenetration (RimWorld.StatRequest) <0x00134>
at CombatExtended.StatWorker_MeleeArmorPenetration.GetValueUnfinalized (RimWorld.StatRequest,bool) <0x00043>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0014a>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00070>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00066>
at RimWorld.StatsReportUtility/<StatsToDraw>c__Iterator1.MoveNext () <0x0039f>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.StatDrawEntry>.MoveNext () <0x001c5>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddEnumerable (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x000d7>
at System.Collections.Generic.List`1<RimWorld.StatDrawEntry>.AddRange (System.Collections.Generic.IEnumerable`1<RimWorld.StatDrawEntry>) <0x000a1>
at RimWorld.StatsReportUtility.DrawStatsReport (UnityEngine.Rect,Verse.Thing) <0x001a3>
at Verse.Dialog_InfoCard.FillCard (UnityEngine.Rect) <0x000d3>
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect) <0x00881>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


This one pinged on a "diprotodon" from Megafauna.

Quote from: NoImageAvailable on December 08, 2018, 06:32:28 AM
Can you elaborate on that? Probably won't look into cross-mod support too much until work on the mod itself is done but can at least compile a list of things to look into later.

The big one I noticed is an error whenever a creature with an unknown body type is downed.  The collision detection system bounces on a prone creature that isn't a supported race.  It appeared for a Project Fallout radroach, for instance.  I presumed that corresponded to some commented-out stuff in the bodyshapedef handling code.

I haven't been following Combat Realism/Combat Extended since A16, mind, so I'm not sure how long any/all of this stuff has been commented out for. =)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: N7Huntsman on December 08, 2018, 03:56:19 PM
Since it seems my tendency to accentuate the positive has led some people to gloss over some of the more important qualifying statements I made when I mentioned the Combat Extended Github, I'll need to amend what I said previously, even at the risk of repeating NIA. As he said:

Quote from: NoImageAvailable on December 07, 2018, 05:09:48 PM
There is no 1.0 version currently out.

There's only an offshoot on the Workshop by InsertKey, and the version currently being worked on by the CE team on the CE Github under the Development branch. The Github version is *mechanically functional* in the strict sense that it likely won't crash your game if you were to load it up, and is in such a state as to allow to play-testing in order to better identify lingering issues.

There are currently almost a dozen known issues on the GitHub issue tracker standing between the Development branch version and even the possibility of a CE release for 1.0--these include serious problems with balance, UI issues, and bugged mechanics. This is in addition to who knows how many other issues we haven't encountered yet--there is absolutely no guarantee someone won't unearth a massive, game-breaking bug tomorrow.

With those massive qualifying statements added; if you do wish to help test the Development branch, I encourage you to join the CE discord and make religious use of the issue tracker. Anticipate that you will find serious bugs and that updates will break your saves. While I have the utmost faith in NIA and the rest of the team that we'll all see a 1.0 version in due time, do not expect to be working with a product that is polished or near completion, because that is absolutely not the case.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on December 11, 2018, 03:18:04 PM
I would like to suggest to make backpacks not count against the nudist buff.
Not carrying one is a real drawback for so many jobs, but doing so makes you lose +15 happiness.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jordan Huitema on December 15, 2018, 06:11:37 PM
When 1.0 released and I couldn't play CE so I started using the Weapons Tech mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=1542854752 (https://steamcommunity.com/sharedfiles/filedetails/?id=1542854752)

I think CE could really learn from its research progression because its really well done and feels like you are actually advancing your weapons manufacturing tech as apposed too just unlocking the next tier of weapon which is inherently better than the last.

Obviously Weapons Tech has an enormous amount of weapons and that'd be too much too put into the base mod but i would highly recommend taking a look at the way this mod handles the research tree and tech unlocking.

------------------------------------
Also i adore this mod and cant wait for the 1.0 release, keep up the good work :D
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: jager666 on December 20, 2018, 05:48:43 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits? Sorry for double post, not sure where I should ask about it.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Manly_Dorf on December 23, 2018, 05:30:35 PM
once you try this mod you cannot play without it  :'( :'(
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: temple_wing on December 27, 2018, 06:48:18 AM
I don't know whether this should be reported:

Added injury to Head but it should be impossible to hit it. pawn=Bear_Grizzly39651 dinfo=(def=Blunt, amount= 19, instigator=Muffalo39655, angle=270.0)
Verse.Log:Error(String, Boolean)
Verse.Hediff_Injury:PostAdd(Nullable`1)
Verse.HediffSet:AddDirect(Hediff, Nullable`1, DamageResult)
Verse.Pawn_HealthTracker:AddHediff(Hediff, BodyPartRecord, Nullable`1, DamageResult)
Verse.DamageWorker_AddInjury:FinalizeAndAddInjury_Patch1(Object, Pawn, Hediff_Injury, DamageInfo, DamageResult)
Verse.DamageWorker_AddInjury:FinalizeAndAddInjury(Pawn, Single, DamageInfo, DamageResult)
Verse.DamageWorker_Blunt:ApplySpecialEffectsToPart(Pawn, Single, DamageInfo, DamageResult)
Verse.DamageWorker_AddInjury:ApplyDamageToPart_Patch1(Object, DamageInfo, Pawn, DamageResult)
Verse.DamageWorker_AddInjury:ApplyToPawn(DamageInfo, Pawn)
Verse.DamageWorker_AddInjury:Apply(DamageInfo, Thing)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
CombatExtended.Verb_MeleeAttackCE:ApplyMeleeDamageToTarget(LocalTargetInfo)
CombatExtended.Verb_MeleeAttackCE:TryCastShot_Patch1(Object)
Verse.Verb:TryCastNextBurstShot()
Verse.Verb:WarmupComplete()
Verse.Verb:TryStartCastOn_Patch1(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack(Thing, Verb, Boolean)
Verse.AI.<MakeNewToils>c__Iterator0:<>m__1()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:DriverTick()
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()



Looks like Verse.DamageWorker_AddInjury still has some problem. I'm using version b8a233a2590c634f5fe3f058cd745b55ae23e742
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WREN_PL on January 06, 2019, 04:42:19 PM
Gaaah, phuck it, I can't wait anymore, I'm trying experimental version.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on January 07, 2019, 09:50:35 AM
General status update: got all the critical stuff done, few minor bugs left over. Main issue is getting the time for a 2-3 day testing session where I can just play the game and fix stuff as I find it. Arranged for some of that time and should have a proper 1.0 release ready within the next 4 weeks.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on January 07, 2019, 04:40:33 PM
So excited :D

If I want to take a look at the new code for bow and arrows because I want to implement a compound bow as well as a few ancient armours and clothes, where can I find it? I don't really know how to code, but I can usually do some reverse engineering.
Alternatively, is the guide in the wiki still relevant?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: WREN_PL on January 08, 2019, 09:21:12 AM
Gaaah, phuck it, I'll wait.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: GaldorOfNihelm on January 08, 2019, 04:11:31 PM
God, I can't wait for it to be play ready
I am so hyped!
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Facepunch on January 13, 2019, 08:14:03 PM
Im running a handful of mods with the Github version of CE, no crashes, and no game breaking bugs. Noticed AI may not be spawning with enough ammo, but cant be sure without further testing.

Long and short of it, is go ahead and download the WIP version, it will probably run fine, but keep in mind it isn't NIA's fault if it doesnt
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on January 16, 2019, 04:45:42 PM
Mod now went officially from Alpha to Beta status. All features are ported and major bugs resolved, from here on out it's only non-critical bugs and balance testing. On that note, a few unplanned feature additions (https://imgur.com/a/Jj9ShdF) did sneak in at the last minute.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Deer87 on January 17, 2019, 02:23:31 AM
Awesome. Awaiting with excitement (and a fever of 39.4 c)
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: rambo on January 17, 2019, 03:29:36 PM
Quote from: NoImageAvailable on January 16, 2019, 04:45:42 PM
Mod now went officially from Alpha to Beta status. All features are ported and major bugs resolved, from here on out it's only non-critical bugs and balance testing. On that note, a few unplanned feature additions (https://imgur.com/a/Jj9ShdF) did sneak in at the last minute.
was expecting an RC car bomb like the one from black ops 1
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Kori on January 17, 2019, 07:41:01 PM
Yes, finally Beta!  :)

There is one bug that I reported for B18 and it's still present in the current beta: When you use the Make Loadout button from a colonist's inventory, all ammo will be added as "Any Drugs" to the new loadout.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Jan2607 on January 18, 2019, 01:14:11 PM
Quote from: NoImageAvailable on January 16, 2019, 04:45:42 PM
On that note, a few unplanned feature additions (https://imgur.com/a/Jj9ShdF) did sneak in at the last minute.

WTF is this? :O
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on January 21, 2019, 05:12:28 PM
Update

1.0 Release is finally here. You can grab it through GitHub: CE (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.0) - CE Guns (https://github.com/NoImageAvailable/CombatExtendedGuns/releases/tag/v1.0.1.0)

Some notable additions: CE Guns now features the AKS-74U (sub-carbine, fires a rifle round while being as compact as an SMG) and a flamethrower (for ammo can use Napalm made from chemfuel and jellied Prometheum), grenades received a buff to accuracy. Raids are now more varied as we removed the maximum strength on pawns in a raid. Meaning you can have raids that are just 3 guys in power armor. Good luck.

This update has been by far the longest in the making since this mod started as Combat Realism back in A8 and there are two reasons for that: one, the game had a staggering amount of under-the-hood changes making this one of the most intensive versions to update to. Two, I am moving on from Rimworld onto making my own game.

The concept is somewhat similar to Rimworld, with more of a post-apocalyptic slant. Inspiration is taken from XCOM and CDDA as you lead a band of survivors on a post-apocalyptic planet, surviving by scavenging through bombed out ruins filled with raiders, mechs and alien critters. Having to develop both a game and CE has obviously been eating into my time spent on either, so now that CE is in a finished state I am moving all my efforts onto the new project. Since people have expressed interest in supporting CE development financially before, we are launching a Patreon for the new project soon, so if you're interested and you like CE you can keep an eye out for that.

That said, I want to offer special thanks to DoomOfMax and all the other contributors who helped fill the gap in manpower and contributed to this update. They were a great help getting this mod out the door.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: rambo on January 21, 2019, 05:25:19 PM
FINALLY, ITS DONE. thank you so much NIA for your hard work I've been waiting for since November
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: NoImageAvailable on January 21, 2019, 05:48:09 PM
Steam release now up. It's now maintained by N7Huntsman as Skullywag left the modding scene, so make sure to grab the new link from the OP.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: jager666 on January 21, 2019, 06:33:58 PM
Thank You so much NoImageAvailable and rest of the team behind this version, is a must have for me and in my opinion is one of the best mods for this game. Good luck on your future endeavors!
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Kori on January 21, 2019, 06:56:02 PM
Thank you so much NIA and all contributors! For me Rimworld would be incomplete without CE.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: sumghai on January 21, 2019, 08:00:34 PM
Congratulations to NIA and the CE team for the 1.0 release!

And best wishes for your upcoming project, NIA :)
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: moonra on January 21, 2019, 08:09:35 PM
Thank you for all the work on my favorite mod, and good luck with your game!
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Deer87 on January 22, 2019, 12:29:04 AM
Weeeeeeeeee!!!!
Can't wait to try it out. A great congratulations and thanks to NIA and the rest of the team :D
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: rizay on January 22, 2019, 09:19:15 AM
Thanks noimage simply can't play rimworld without this mod, I am so hyped i can play rimworld again!
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Jan2607 on January 22, 2019, 09:58:02 AM
Awesome, thank you! :)
On the other hand it's sad to see so many great modders leaving now :(
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Brumes Wolf on January 22, 2019, 12:02:10 PM
I found an Issue with loadouts, they don't save. after loading a save they all items in a loadout will reset to quantity 0. Pawns will then drop their stuff, I tested this with a new colony on both the Steam workshop and github version both have this problem.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: forumgod on January 22, 2019, 12:23:38 PM
This can't be happening
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Canute on January 22, 2019, 01:56:14 PM
NoImageAvailable,
just a question.
Do you think you can made a C# routine which scan's the active def's for relavate data and create auto. patches for them.

Currently all the CE people ask all the other mod author's about compatible/patches for CE. But when CE would made such things itself, post of these patches don't needed.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Kori on January 22, 2019, 05:22:26 PM
Quote from: Brumes Wolf on January 22, 2019, 12:02:10 PM
I found an Issue with loadouts, they don't save. after loading a save they all items in a loadout will reset to quantity 0. Pawns will then drop their stuff, I tested this with a new colony on both the Steam workshop and github version both have this problem.

I noticed the same. The create loadout button in the inventory also sets everything to 0.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Brumes Wolf on January 22, 2019, 05:46:52 PM
Quote from: Kori on January 22, 2019, 05:22:26 PM
Quote from: Brumes Wolf on January 22, 2019, 12:02:10 PM
I found an Issue with loadouts, they don't save. after loading a save they all items in a loadout will reset to quantity 0. Pawns will then drop their stuff, I tested this with a new colony on both the Steam workshop and github version both have this problem.

I noticed the same. The create loadout button in the inventory also sets everything to 0.

I've reported it on the github and NIA has seen it, so hopefully this will get fixed soon because it renders the mod almost unplayable
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: NoImageAvailable on January 22, 2019, 07:02:15 PM
Update

1.1 Hotfix released (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.1): fixes the loadout item counts resetting to 0 on loading a save.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Brumes Wolf on January 22, 2019, 09:28:08 PM
Quote from: NoImageAvailable on January 22, 2019, 07:02:15 PM
Update

1.1 Hotfix released (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.1): fixes the loadout item counts resetting to 0 on loading a save.

Thanks for the fast action on fixing this.
Title: Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
Post by: Jan2607 on January 23, 2019, 11:54:16 AM
Quote from: Canute on January 22, 2019, 01:56:14 PM
NoImageAvailable,
just a question.
Do you think you can made a C# routine which scan's the active def's for relavate data and create auto. patches for them.

Currently all the CE people ask all the other mod author's about compatible/patches for CE. But when CE would made such things itself, post of these patches don't needed.

That would be really awesome, if it could be solved this way :)
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: whyareuhere on January 23, 2019, 07:53:21 PM
I've just started a tribal run and noticed that I can't craft arrows AT ALL. I'm using the Tribal Essentials Mod and have not unlocked any benches yet (only have access to a crafting spot until I finish the research). Is arrow crafting available at the smithy or some sort of ammo station? I remember that in Combat Extended around A17 you could craft arrows at a crafting spot with some wood.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: whyareuhere on January 24, 2019, 01:58:22 AM
Edit: Just discovered that my colonist pawns cannot treat wounds with CE. They complete the action and get exp for it, but the wounds stay untended. Help?
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: Deer87 on January 24, 2019, 03:58:33 AM
Quote from: whyareuhere on January 23, 2019, 07:53:21 PM
I've just started a tribal run and noticed that I can't craft arrows AT ALL. I'm using the Tribal Essentials Mod and have not unlocked any benches yet (only have access to a crafting spot until I finish the research). Is arrow crafting available at the smithy or some sort of ammo station? I remember that in Combat Extended around A17 you could craft arrows at a crafting spot with some wood.


Looking at the Def for arrows, it looks like you need a smithy to make it:
  <ThingDef Class="CombatExtended.AmmoDef" Name="AmmoArrowBase" ParentName="NeolithicAmmoBase" Abstract="True">
    <description>Simple arrow design with a cutting head attached to a wooden shaft.</description>
    <statBases>
      <Mass>0.11</Mass>
      <Bulk>0.11</Bulk>
      <Flammability>1</Flammability>
    </statBases>
    <thingCategories>
      <li>AmmoArrows</li>
    </thingCategories>
    <stackLimit>200</stackLimit>
    <tradeTags>
      <li>CE_AutoEnableTrade</li>
      <li>CE_AutoEnableCrafting_FueledSmithy</li>
      <li>CE_AutoEnableCrafting_ElectricSmithy</li>
    </tradeTags>
  </ThingDef>

I guess you cound add Crafting spot to the list, but i don't know the correct syntax.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: NoImageAvailable on January 24, 2019, 07:59:34 PM
Quote from: whyareuhere on January 24, 2019, 01:58:22 AM
Edit: Just discovered that my colonist pawns cannot treat wounds with CE. They complete the action and get exp for it, but the wounds stay untended. Help?

Between that and your arrow issue I'd say you've got some mod conflicts
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: N7Huntsman on January 24, 2019, 10:55:42 PM
Arrows are indeed crafted at the Crafting Spot and are currently working as intended, so yeah, you have a conflict there somewhere.

The issue with wounds not being healed was reported to me, and it appears to be a conflict with Field Medic, which uses code derived from Combat Extended's stabilization system. Disable Field Medic.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: f0xhunt on January 31, 2019, 04:22:44 PM
Can we get a recipe to craft FSX or just get rid of it entirely?

It seems like FSX was added before boomalopes could be milked for chemfuel. Now that they can be milked for chemfuel, FSX is redundant. I know it's not that hard to make chemfuel with a generator but imo it's annoying that boomalopes don't milk for chemfuel. Plus it some terrains don't have boomalopes at all.

Also, how do we use CE guns and Rimfire together? They add the same guns sometimes like the AK47 and Vector.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: forumgod on February 01, 2019, 05:58:05 AM
Why is fsx a thing when chemfuel exists already?
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: f0xhunt on February 01, 2019, 06:04:27 AM
How do I prioritize getting ammo so my colonist don't run off to get food when they don't have ammo? It's extremely annoying when you have a nest of insects next to your head.
Title: Re: [A17] Combat Extended - v1.3 Now on Steam too (24.06.2017)
Post by: Superlagg on February 01, 2019, 10:52:49 AM
Hi! I updated the set of patches I made for a bunch of the alien races. Neat, huh?

You can find it here: https://github.com/Superlagg/Furry-Patches/releases/tag/1.0

Included:

Just extract the archive into your Combat Extended folder and it should work. Works best if you use a local installation of CE, too.

A few things to note:
All of the alien weapons are largely untested outside of seeing if they hold ammo and shoot. Needless to say, they have not been balanced.
The Xenn Frost and Burn Cannons are the exact same weapon, as I wanted to limit the number of new ammos that needed to be added. They do work, and the custom ammoset should make up for this though.
The Orassan Rocketlauncher is more or less a reskinned RPG. Even fires RPG-7 rockets, too.
The Orassan Cryolauncher refused to be patched and thus has infinite ammo. Seems to work just fine, otherwise.
The Ferret F90 uses more common ammunition, cus otherwise it'd be the only gun (aside from Rimfire) to use 5.7 bullets.
Most of the alien races somehow have access to Orassan and Ni'hal guns, at least at higher levels.
The Orassan and Ni'Hal guns might be kinda OP.
The newly added melee weapons might be a bit wet-noodly. I'll probably up the armor penetration.
I think I made the drakes a little hardcore.
Most of the alien races are stuck on full-auto snapshot and I don't know why.
Tribal aliens tend to come with ballistic shields.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: NoImageAvailable on February 01, 2019, 11:08:02 AM
Quote from: nickdos on February 01, 2019, 05:58:05 AM
Why is fsx a thing when chemfuel exists already?

a) FSX predates chemfuel by far, so really you ought to be asking why is chemfuel a thing when FSX exists already
b) They're completely different resources. One is gasoline, the other a military grade explosive. And for balance sake I'd rather not have those manufacturable in mass from some wood you had lying around.

Quote from: f0xhunt on February 01, 2019, 06:04:27 AM
How do I prioritize getting ammo so my colonist don't run off to get food when they don't have ammo? It's extremely annoying when you have a nest of insects next to your head.

You can right-click order someone to pick up ammo just like anything else.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: Jan2607 on February 01, 2019, 11:35:24 AM
How about crafting FSX from Gasoline?
In some cases you really can't afford to have a herd of boomalopes (for example, when you play in cold biomes, where you'll need all your food for your colonists and you can't feed animals through the winter).
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: ultra4 on February 01, 2019, 11:56:03 AM
Quote from: Jan2607 on February 01, 2019, 11:35:24 AM
How about crafting FSX from Gasoline?
In some cases you really can't afford to have a herd of boomalopes (for example, when you play in cold biomes, where you'll need all your food for your colonists and you can't feed animals through the winter).

a slow (energy consuming) process. I mostly play in extreme deserts, it's the same, every heat wave means bye bye farm animals, they dont wander in, need to be bough (that can be a long and lucky trade) and a heat wave may come before the milking
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: NoImageAvailable on February 01, 2019, 01:30:52 PM
Quote from: Jan2607 on February 01, 2019, 11:35:24 AM
How about crafting FSX from Gasoline?
In some cases you really can't afford to have a herd of boomalopes (for example, when you play in cold biomes, where you'll need all your food for your colonists and you can't feed animals through the winter).

If you're in cold biomes you can always farm blazebulb which can be mostly used in the same roles as FSX. If that doesn't work for you either you can always call in a bulk goods trader, they always have ample supplies of both.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: forumgod on February 01, 2019, 05:31:12 PM
Are inferno cannon centipedes supposed to be so fucking broken or are you guys just not playtesting without godmode on?
Just a heads up to anyone that is about to download this: don't it's just as bad as vanilla rimworld
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: NoImageAvailable on February 01, 2019, 05:59:31 PM
Quote from: nickdos on February 01, 2019, 05:31:12 PM
Are inferno cannon centipedes supposed to be so fucking broken or are you guys just not playtesting without godmode on?
Just a heads up to anyone that is about to download this: don't it's just as bad as vanilla rimworld

Never played without this mod since I started it back in A8. Never had to use cheese, killboxes, etc. don't even build defenses until year 2 or so. This mod requires you to think about how you engage enemies, if you just want something where you can just line everyone up in a killbox to make the enemies go away without issues I'm afraid this is not the mod for you.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: Beyondfubar on February 01, 2019, 07:19:26 PM
Combat extended is out? Well now I can play Rimworld again! YES! Steam says the last time I did that was September. Guess that means I can play Earth Wind and Fire legally while I harvest prisoners.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: f0xhunt on February 02, 2019, 12:54:35 PM
Quote from: NoImageAvailable on February 01, 2019, 11:08:02 AM
Quote from: nickdos on February 01, 2019, 05:58:05 AM
Why is fsx a thing when chemfuel exists already?

a) FSX predates chemfuel by far, so really you ought to be asking why is chemfuel a thing when FSX exists already
b) They're completely different resources. One is gasoline, the other a military grade explosive. And for balance sake I'd rather not have those manufacturable in mass from some wood you had lying around.

Quote from: f0xhunt on February 01, 2019, 06:04:27 AM
How do I prioritize getting ammo so my colonist don't run off to get food when they don't have ammo? It's extremely annoying when you have a nest of insects next to your head.

You can right-click order someone to pick up ammo just like anything else.

Maybe FSX should be refinable from chemfuel in the drug lab? So FSX is still a somewhat gated but not entirely through animals.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: forumgod on February 02, 2019, 01:41:39 PM
Quote from: NoImageAvailable on February 01, 2019, 05:59:31 PM
Quote from: nickdos on February 01, 2019, 05:31:12 PM
Are inferno cannon centipedes supposed to be so fucking broken or are you guys just not playtesting without godmode on?
Just a heads up to anyone that is about to download this: don't it's just as bad as vanilla rimworld

Never played without this mod since I started it back in A8. Never had to use cheese, killboxes, etc. don't even build defenses until year 2 or so. This mod requires you to think about how you engage enemies, if you just want something where you can just line everyone up in a killbox to make the enemies go away without issues I'm afraid this is not the mod for you.

Please enlighten me with your strategy about them master, you are definitely a proficient video game player that takes a lot of pride in video games

Quote from: Jan2607 on December 07, 2018, 03:21:24 PM
The Inferno cannon is way too overpowered at the moment and armor pen doesn't work on centipedes. I had now two times mechanoids and there was always a sentipede with inferno cannon. He alone wiped out my full 15 people colony. My colonists had 90 mm flak turrets, M240b and KVP machine guns, .50 sniper rifles and lots of machine guns.
It is nearly impossible to bring a centipede down before the inferno cannon destroys the whole colony. I tried it with a lot of spacing between my colonists, but it didn't work. Even when the inferno cannon doesn't hit my colonists, it will destroy walls behind them and set the colony on fire, which I also can't ignore.
The centipede was hit by dozens of .50 bullets, around 10 90mm HEAT shells (that didn't nothing to him. I thought, HEAT is "High explosive anti TANK" -> if it kills a tank, shouldn't it also kill a centipede?!) and hundreds of 7,62x51mm NATO AP bullets and it still shot my colony to pieces.
And it was only one...
Also, I think the splash damage of the inferno cannon does to much damage to walls. It shouldn't be an artillery.
Quote from: Jan2607 on December 07, 2018, 04:57:49 PM
I'm using the 1.0 version N7 mentioned above. Since it is not Steam workshop I'm not sure if it is the latest version.

I researched charged weapons. Besides this, the charge lance can be crafted without the research. I looked for recipe in loading bench and machining table, but I only did find 8x35mm, which doesn't work on the lance.

Well, if centipedes would be easier to kill, the cannon shouldnt be that big issue anymore. But combined with the nearly invincible centipede it is too powerful at the moment.

Quote from: bartekkru100 on April 30, 2018, 07:05:35 PM
A small question - are centipedes' inferno cannons and charge blasters supposed to be this powerful? My colonists usually get killed from one cannon shot (it is either an insta-death or getting burned up in a few seconds before an emergency team can get to them) or one lucky burst from the blaster.

too bad lads I think this mod's dev thinks you are stupid
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: Chaia on February 02, 2019, 03:15:49 PM
Just a quick information: You probably should do conditional patches with your mod to avoid incompabilities to other mods, which modify existing stuff (duh! :P)

My mod (toxic fallout protection suit) and CE both modify the toxicsensitivity stat of the power armor, resulting in an error. I already fixed that on my end, but to help with other incompabilities, you could (or should) use patch sequences
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: NoImageAvailable on February 02, 2019, 03:59:09 PM
Quote from: nickdos on February 02, 2019, 01:41:39 PM
Please enlighten me with your strategy about them master, you are definitely a proficient video game player that takes a lot of pride in video games

It's all about weapon choice. KPV's will kill a Centipede in one good burst. RPG's with HEAT will usually one-shot them. Early game you have all that EMP weaponry, grenades, shotgun slugs, etc. will completely bypass Centipede armor. Full-auto shotguns with EMP slugs can tear through all types of mechanoids pretty quickly. And don't even get me started on AGS-30 loaded with EMP grenades.

That's the ideal options you want to be working towards and they're all things you can reasonably have by end of year 1 when mechs start raiding. Even if you can't/won't prioritize those though you can still fall back on the lower-tier alternatives: PTRS rifles, stick bombs, frags and molotovs all work if you can deploy a decent number of them, albeit less effectively.

CE balances Centipedes roughly equivalent to a light armored vehicle. If something like this (https://www.army-technology.com/wp-content/uploads/sites/3/2017/09/bmp-3_1.jpg) rolled up to your house with a 30mm auto-cannon, your first instinct wouldn't be to charge it with a pistol, would it? You need specialized anti-tank weapons and tactics and that's where most players new to the mod trip up, because Rimworld teaches you the only way to fight is lure stuff into your killbox and shoot it with whatever gun has the highest DPS. That's why the old CR OP had an FAQ section dealing specifically with Centipede tactics and why CE includes a learning helper entry telling you to get heavy weapons to fight Centipedes with.

Quotetoo bad lads I think this mod's dev thinks you are stupid

I like the fact you have to quote a guy playing on a non-public dev build where Centipede armor was bugged to be twice it's normal value for support. But hey, if that makes you feel better about your opinion ;)

Quote from: Chaia on February 02, 2019, 03:15:49 PM
Just a quick information: You probably should do conditional patches with your mod to avoid incompabilities to other mods, which modify existing stuff (duh! :P)

My mod (toxic fallout protection suit) and CE both modify the toxicsensitivity stat of the power armor, resulting in an error. I already fixed that on my end, but to help with other incompabilities, you could (or should) use patch sequences

CE already uses sequences wherever practical but if we did them for every change we make we'd end up with a huge number of extra operations. CE already has a massive impact on startup times due to the amount of patches, I'd rather not make it worse. Thanks for fixing it on your end though.
Title: Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
Post by: NoImageAvailable on February 02, 2019, 04:51:50 PM
Update
CE has been updated to 1.2 (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.2)

This is mostly a maintenance release. Besides some fixes for minor bugs it includes the alien race patches (https://ludeon.com/forums/index.php?topic=33461.msg452590#msg452590) kindly provided by Superlagg, as well as improved RunAndGun integration.

Using 1.2 with the upcoming version of RunAndGun will prompt you to set your RunAndGun configuration to CE defaults. This is to help cut down on AI oddities when raiders try to hip-fire sniper rifles or rocket launchers and end up blowing themselves up.

CE Guns got updated to 1.1 (https://github.com/NoImageAvailable/CombatExtendedGuns/releases/tag/v1.0.1.1), only change is an updated Russian translation provided by Flagitio. If you're not playing the game in Russian you can skip this update.
Title: Re: [1.0] Combat Extended - 1.2 RunAndGun Integration (02.02.2019)
Post by: NoImageAvailable on February 03, 2019, 02:41:01 PM
Update
1.2b Hotfix released (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.2b)

Fixes broken reload button, turret operators not fetching ammo for manned turrets and RPG-7 thermobaric rockets.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: akiceabear on February 04, 2019, 05:28:39 AM
Perhaps it makes sense to also rebalance predators damage? Seeing wargs take dozens of hits on a rat to kill them, seems that once they get them knocked out the next bite should be fatal. Assume there are similar balance issues with other melee animals.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Faryzal2020 on February 04, 2019, 11:39:23 AM
i'm having trouble in making a CE patch for my mod. can anyone show me an example on how to make a mortar turret with CE? the examples are all turrets that uses BaseGun which makes the turret top texture cant be resized with <turretTopDrawSize>. or is it not possible to resize the top texture of the turret if used with CE?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 04, 2019, 05:35:45 PM
Update
1.2c released (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.2c)

Hotfix for the melee issue many people have been experiencing. Armor penetration on melee attacks was bugged at -1, so nothing could ever penetrate, now things are working properly again.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: WREN_PL on February 04, 2019, 05:57:41 PM
I have to say, every time anything explodes there is MASSIVE lag spike while frags spawn around.

When raiders assault with grenades it's even worse, as lag spike causes them to throw multiple grenades at the same time, in addition making avoiding vaporization by nades impossible.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Tacoburger on February 04, 2019, 07:39:03 PM
Quote from: WREN_PL on February 04, 2019, 05:57:41 PM
I have to say, every time anything explodes there is MASSIVE lag spike while frags spawn around.

When raiders assault with grenades it's even worse, as lag spike causes them to throw multiple grenades at the same time, in addition making avoiding vaporization by nades impossible.

ditto
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Angryofficer on February 05, 2019, 08:31:26 PM
i disabled ammo mid-game and got a siege and the raiders keep getting empty drop pods, they're also unable to shoot their mortar guns. when I re-enabled ammo the next drop pod gave them mortar shells, but they never loaded them and simply sat around at their siege camp. is there any way to fix this?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Ra1612 on February 06, 2019, 06:37:36 AM
Enable dev mode, select kill, kill all raiders and hope for the next raid to function well or you have to restart afaik
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Angryofficer on February 06, 2019, 08:18:53 PM
Quote from: Ra1612 on February 06, 2019, 06:37:36 AM
Enable dev mode, select kill, kill all raiders and hope for the next raid to function well or you have to restart afaik
i just tried this and it didn't work, neither did making a new game and dev spawning in a siege. guess i just have to wait for a fix or just devspawn a raid and delete the siege every time i get one. also i noticed in the test game i quickly made that mortar ammo seems to get deleted along with normal stuff when you disable ammo, but they can just shoot forever when you man them.

also enabling ammo and reloading the save got the siege to properly load the shells, but i really hate the ammo system because of the hassle of loadouts so i'd rather play with it off
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 07, 2019, 06:35:46 AM
Quote from: Angryofficer on February 05, 2019, 08:31:26 PM
is there any way to fix this?

The fix is to start a new colony.

(https://i.imgur.com/FMEDU2R.png)
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Angryofficer on February 07, 2019, 03:16:14 PM
Quote from: NoImageAvailable on February 07, 2019, 06:35:46 AM
Quote from: Angryofficer on February 05, 2019, 08:31:26 PM
is there any way to fix this?

The fix is to start a new colony.

(https://i.imgur.com/FMEDU2R.png)

it still didn't work after i started a new colony with ammunition disabled in the start screen before hitting new game and dev spawned a siege, they had the exact same behavior. using mortars with my own colonists allowed them to fire indefinitely as well, which i assume isn't intentional either
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Beyondfubar on February 07, 2019, 05:57:09 PM
I have a bit of a question: do bullets pass through pawns?  I love using up ammo so I am always using automatics, so I can't tell but that seems like it could be a thing.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Sandy on February 08, 2019, 04:39:03 AM
Hi guys. i have a request. i made the RPG style inventory mod and i'm kinda tired at being asked to make a patch for CE. it is not possible, unless i include ur mod in my code.
so, can u plz harmony-patch into my mod's gear tab code, like u r doing with vanilla gear tab code?
Uuugggg from Smart Medicine did it for the "Stockup options". plz add ur "Loadout" option into my mod's gear tab. Thanks in advance.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: forumgod on February 08, 2019, 09:25:58 AM
When the ammunition system disabled the machining table still has bills for 90mm cannon shells which are unusable. There is also no way to make mortar shells which are required for IEDs as well as mortars like in vanilla.

As others have said too, fragmentation explosives cause very annoying lag spikes and are unnecessary to implement as such.

The R-11 precision rifle and the L-20 machine gun bills are in the machining table but I suppose they were meant to be in the fabrication bench along with the R-15 charge rifle?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Goldenpotatoes on February 08, 2019, 10:47:12 AM
Having an option to disable explosion shrapnel would be great, since otherwise they cause stutters every time one goes off and the problem is exaggerated once you start dealing with a siege or multiple grenadiers.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 08, 2019, 12:05:44 PM
Quote from: Goldenpotatoes on February 08, 2019, 10:47:12 AM
Having an option to disable explosion shrapnel would be great, since otherwise they cause stutters every time one goes off and the problem is exaggerated once you start dealing with a siege or multiple grenadiers.

1.0 introduced a change that causes massive performance drop when hit calculations are performed. It affects all projectiles, not just fragments. It's being looked into.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: whyareuhere on February 09, 2019, 09:21:51 PM
When hunting exploding animals such as boomalopes and boomrats, after downing them, a large lag spike appears. In verbose logging, the error says

"JobDriver threw exception in IntAction for pawn Lapu driver=JobDriver_hunt( (toilindex=3) driver.job (Hunt (Job1121616) A=Thing Boomalope186353) lastJobGiver=Verse.AI.ThinkNode QueueJob"

Maybe the author forgot to add in shooting the boomalopes/boomrats when they're down for hunting?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Faryzal2020 on February 10, 2019, 02:29:25 AM
how to resize the top turret texture? i've tried both <turretTopDrawSize> and resizing the top turret texture to above 512px but still doesn't work
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: forumgod on February 11, 2019, 10:43:45 AM
Why are vanilla items like the two stationary turrets and the charge lance removed?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Gebunator on February 12, 2019, 04:15:59 AM
Long time lurker, first time poster!

I've been enjoying CE (among godless amount of other mods and the base game itself) I just have few gripes and those might be tied to the Rimworld itself, but anyways.. Here we go. All this written with one thing in mind: I avoid the killbox strategy

The Centipede inferno rant again!
Fighting them isn't enjoyable, doesn't feel rewarding. Maybe it's Randy just wanting to eff me over, but eight of ten times. A centipede is a flawless shot with an inferno cannon. So each time I'm pitted against them, I'm expected to lose 1-2 colonists per a 'inferno cannon.
Only if my dedicated cannoniers with their 14+ shooting could match the accuracy, I can accept 90mms being slower to fire, yeah. After all, to a 'pede, using their weapon is like moving a finger. It's just that the 90mm is slow, big target and fires inaccurately. Yes, could be range problem, but I'd expect atleast 50% hti chance with my seasoned (what's left of them) soldiers on mostly open field, firing from (presumably) fortified positions.
Also, I think the damage could be nerfed a bit. It seems that everything that can be destroyed WILL be utterly devastated in the area of effect. Not a lot of fire left too.
On the other hand, RPGs with HEATS seem to have just the effect I was expecting, usually taking 2-3 hits  to take down 'pede.

So far, I only three enjoyable mechanoid fights. One involved a giant swarm of scythers that rushed through hella thick walls and turned a gunfight into a medieval melee with potshotters. The casualties were BIG but oh boy, 'twas fun. Another had pedes but without inferno cannons. Lost few good colonists to their massive hail of fire (and big chunks of defensive walls). Last one had inferno cannons, but with my chosen tactic of "Fire everything at the inferno", I managed to knock down inferno pedes' sights out, rendering them just firing widly everywhere except my colonists. This however made inferno cannons act as intended, creating so many breach entries for the swarms of scythers and leaving colonists coverless for lancers. Hard fought victory.

In the end, either Inferno cannons need to be looked at in CE or there needs to be more tools to combat them effectively. Maybe those grain warheads or shells, but I never had a quest for one.. Or bigger, cannons?  Just feels odd that the only true AT options we have are LAWS, RPGS and cannons. Sure in a pinch ASGs and KVs will do a job, but let's face it.. A 'pede will eff your base up faster than those guns eff up them.

Otherwise, CE seems about right. Besides the odd "Raider has poor RPG with thermos, casually snipes your legendary crafter" which I can chalk up as Ye Usual Rimworld Experience. Still, CE is on the right track, encouraging player to outfit colonists to tackle myriad of obstacles instead of "Best gun, now".
For example, My former minigunner, Grugfur with his godly 18 shooting, kept hordes at bay, mowed down anyone who stepped out of cover, ripe for ASG fire while my Cannoneers, outfitted with m24s, took down stragglers. My soldiers (Aks and RPGs) added to the volume of fire while my antitank guy took down the shield and power armor guys. It's just beautiful to watch when you got all orchestrated and figured out, also very beautiful when raiders bring an element that just screws up your battle plans. Like my first time encountering a shieldguy with grenade when I myself didn't have own grenades or high piercing weaponry...
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 12, 2019, 05:18:22 AM
Quote from: nickdos on February 11, 2019, 10:43:45 AM
Why are vanilla items like the two stationary turrets and the charge lance removed?

The turrets overlap with the CE ones so had to be rolled into one. On a poll people preferred the old CE graphics over the new vanilla turrets so those were retained. Charge lance is balanced as an NPC only weapon (or else you'd probably die to the first scyther raid) + overlap with the charge sniper.

Quote from: Gebunator on February 12, 2019, 04:15:59 AM
Long time lurker, first time poster!

Tbh that sounds like you're missing EMP weapons in your line-up. They stun and do tons of damage against Centipedes, anyone can carry EMP grenades or slugs and grenade launchers allow deployment from medium range. Also sounds like you're engaging from too far a range. If your KPV's aren't killing Centipedes in one burst you're doing something wrong (are you using AP-I or HE ammo?). As for the 90mm, yeah that thing needs a rework.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Jan2607 on February 12, 2019, 10:40:33 AM
I took a lokk at the stat sheets on Github, and I noticed that .50 Sabot rounds do less damage than every other .50 round, but have only a slightly higher armor pen. Are the sheet numbers correct? It seems to me that the sabot rounds should be a bit more rewarding when it comes to armor pen.
Btw, there are a lot of entries missing int he projectile stat sheet.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: forumgod on February 12, 2019, 07:05:52 PM
Quote from: NoImageAvailable on February 12, 2019, 05:18:22 AM
Quote from: nickdos on February 11, 2019, 10:43:45 AM
Why are vanilla items like the two stationary turrets and the charge lance removed?

The turrets overlap with the CE ones so had to be rolled into one. On a poll people preferred the old CE graphics over the new vanilla turrets so those were retained. Charge lance is balanced as an NPC only weapon (or else you'd probably die to the first scyther raid) + overlap with the charge sniper.

Wrong, uranium slug turrets don't overlap with anything and they are the only weapon that matches the insane inferno cannon range, they need to be in the game. There is no other weapon with as big range except the mortar which is indirect. Even the geniuses at Ludeon finally decided to add them to counter the centipedes, but you removed them?
You are suggesting to use weapons that have pathetic range: emp grenades and shotguns, against enemies that instagib anything they hit until it gets close.

Also forgot to mention miniguns. They too have a niche that no other weapon covers: big weight, big spread, lots of bullets.

And again: with the ammunition system off there is no way to make mortar shells, the machining table only has bills for 90mm flak cannon shells which is definitely an error because they can't be used on the flak cannon *with the ammuniton system off*
Even got a quest that rewarded an antimatter warhead that vanished after it appeared.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Jan2607 on February 13, 2019, 07:05:17 AM
@nickdos: What about the 90 mm cannon? What about the KPV with armor piercing rounds? What about the Tac-50? All these weapons have the same range as the inferno cannon. And if you put some of them in your defensive line, you will match the centipedes.
I don't think that a uranium slug turret woulod get a higher range then these weapons, so it doesn't make any difference.
Btw, you can use Sabot rounds for the heavy weapons. That is the same ammo a uranium slug turret would use (since Sabots have a tip made of uranium).
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: boozdeuvash on February 13, 2019, 09:40:23 AM
Quote from: Gebunator on February 12, 2019, 04:15:59 AM
The Centipede inferno rant again!


Fighting those slimy bastards is tricky, but there's a few methods you can reliably use. the most important factor you can leverage with the inferno cannon is the long target acquisition and aiming time, which makes it possible to maneuver your way around its ridiculous firepower:

- The EMP long range strike : use long-range weaponry (such as mortars) to stun the target mechanoid while keeping your pawns just outside of range; once it is stunned, move into position and engage with all your forces. Take advantage of the binoculars for an accurate strike.
- The EMP ambush : when you have that possibility (thanks to terrain or an inactive ship part), you may want to position a few pawns with sort range EMP weapons such as grenades, grenade launchers, or shotguns with EMP rounds. Then, when the ambush occurs, immediately stun the target and concentrate your firepower on it.
- The Shield bait : the mechanics of a shield belt allow its wearer to take a single blast with no harm, even though the belt will be depleted. If you lure the inferno cannon onto this target, you can buy more time for your damage-dealin pawns.
- The Doggy Bait : Using a bunch of dogs as infernon cannon fodder is far from being the worst thing you've done in this game. They'll have to be trained for release.

Other general advice :
- Rocket launchers should be your primary weaponry against centipedes; even if they do not kill the target in one go, they can often damage sight and manipulation to such an extent that the bastards can't hit the broad side of a barn.
- Heavy weaponry with the correct ammo is crucial : TAC-50s are your friend. You can also form an HMG team with one guy carrying a boxed KPV and another carrying some ammo. Charge weapons with Ion ammo also helps.
- Anyone else should be carrying saigas or USAS-12 with EMP ammo, if anything to deal with the other mechanoids if they get too close.
- Smoke can help you cover a retreat or cross the range and get in close. Engaging with melee can be useful if there are no supporting mechs nearby.


Personnally, when dealing with centipedes, I find the charge blasters to be more of an issue because they have a much shorter aiming time and can often one-shot pawns with a headshot.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Gebunator on February 13, 2019, 10:37:25 AM
I probably should've elaborated my tactics more. Yeah, I use EMP. Alot. Mortar and nades. Giant hail of KVs, both manned and unmanned (unmanned are great for huge prison breaks and buying some extra time for colonists to get in position), few tacs. Miniguns, machineguns, shotguns. My grenade launchers mostly coming in ASG variety because to me it feels less micromanagery than milkor. (I swear, the moment you look away from milkor user, he decides to blow up your defensive line or at least himself)
I mean, I use pretty much everything given to me by the mods and the base game. Each raid turns into one helluva soviet battlefield everytime. Only thing I don't use is making those chokepointy killboxes because that feels cheaper than pinpoint, superfast inferno shots 'pedes pull off more than not.

The 'pedes are advertised being ACPs with bunker busting capabilities, but instead they end up being WH40k's Baneblade. Just saying the inferno guns should get some nerf to the accuracy. Yes, they should be these juggernauts that take special attention that will end up wrecking a base if left unchecked.
Guess... I just have a problem with them sniping with 100% accuracy more times than not in the very split second they get in range, unless you have knocked their sensors out and still, it's either direct hit or utter miss for the 'pedes.
Maybe I need to check my mods too. Besides other gun and combat related mods, I run the CE guns and Rimfire. Who know, maybe I got wrong mod orders or something that just makes inferno cannons the mech equilavent of infinity gauntlet? Or then Randy just hates me and my colonies? Should probably try other storytellers too..
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: forumgod on February 13, 2019, 11:03:38 AM
Quote from: Jan2607 on February 13, 2019, 07:05:17 AM
@nickdos: What about the 90 mm cannon? What about the KPV with armor piercing rounds? What about the Tac-50? All these weapons have the same range as the inferno cannon. And if you put some of them in your defensive line, you will match the centipedes.
I don't think that a uranium slug turret woulod get a higher range then these weapons, so it doesn't make any difference.
Btw, you can use Sabot rounds for the heavy weapons. That is the same ammo a uranium slug turret would use (since Sabots have a tip made of uranium).


yeah using a machine gun against a tank totally makes sense right? @noimageincluded
No, the uranium slug turrets exist for this sole purpose and make perfect sense, they are to counter centipedes and are the only weapon that makes sense if you really want to be """realistic""" with this mod.
Strange how attacking a tank with shotguns and grenades are supposed to be realistic when in reality all heavy armor vehicles in history were fought with big guns.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 13, 2019, 12:12:30 PM
Quote from: Gebunator on February 13, 2019, 10:37:25 AM
I probably should've elaborated my tactics more.

A screenshot of your defensive setup would help a lot.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Facepunch on February 13, 2019, 10:24:04 PM
I apologize in advance for the stupid question, but I notice there's 20mm ShVAK ammo, which frankly makes me wet, but I can't find any weapons platforms that use it. Am I blind as hell or wtf?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 14, 2019, 06:42:22 AM
Quote from: Facepunch on February 13, 2019, 10:24:04 PM
I apologize in advance for the stupid question, but I notice there's 20mm ShVAK ammo, which frankly makes me wet, but I can't find any weapons platforms that use it. Am I blind as hell or wtf?

That's there for other gun mods to use.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Faryzal2020 on February 14, 2019, 03:20:21 PM
Quote from: nickdos on February 13, 2019, 11:03:38 AM

yeah using a machine gun against a tank totally makes sense right? @noimageincluded
No, the uranium slug turrets exist for this sole purpose and make perfect sense, they are to counter centipedes and are the only weapon that makes sense if you really want to be """realistic""" with this mod.
Strange how attacking a tank with shotguns and grenades are supposed to be realistic when in reality all heavy armor vehicles in history were fought with big guns.

DID SOMEONE SAYS BIG GUNS
eh but i still can't do a CE patch to my >BIG GUNS< mod because of the damn turret size issue
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Fafn1r on February 14, 2019, 08:07:25 PM
Running a new game with CE, noticed that boomalopes only produce FSX now and can't be milked for chemfuel. Do you guys still have both?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: TheWrongColonist on February 14, 2019, 08:43:27 PM
Quote from: Fafn1r on February 14, 2019, 08:07:25 PM
Running a new game with CE, noticed that boomalopes only produce FSX now and can't be milked for chemfuel. Do you guys still have both?

Now boomalopes only drop FSX.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: 8cb34xknmpek on February 15, 2019, 11:24:36 AM
Some random npc trader with a pistol can hit me every shot at range with 5 skill, but I cannot hit an elephant at any range with 20+double inspired skill and an AK47 [in any aim/fire mode combination]?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: forumgod on February 16, 2019, 05:27:17 AM
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: 8cb34xknmpek on February 16, 2019, 07:14:24 AM
Quote from: nickdos on February 16, 2019, 05:27:17 AM
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does
Maybe you're too young or just uneducated but early tanks were definitely susceptible to small arms fire.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Ramsis on February 16, 2019, 07:31:04 AM
Quote from: nickdos on February 16, 2019, 05:27:17 AM
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does

Stop trolling before you get a short termed vacation. ;3
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 16, 2019, 07:34:05 AM
Quote from: nickdos on February 16, 2019, 05:27:17 AM
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does

I remember the times when trolls were relegated to the Steam comment section and this was a community where people were actually polite to each other. You lost a game to Centipedes, instead of figuring out what went wrong came here to rant, were given ample advice on how to do things better. And yet you're still here bitching and whining because apparently the solutions presented to you were not to your liking. Well I have good news, the mod is released under a permissive license and you're free to make and even distribute a version more to your liking so why don't you go do that, because it's gonna get you a solution way faster than posting thinly veiled insults in this thread all day.

Edit: ninja'd by the mod
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: forumgod on February 16, 2019, 09:48:22 AM
Quote from: NoImageAvailable on February 16, 2019, 07:34:05 AM
Quote from: nickdos on February 16, 2019, 05:27:17 AM
Anyone remember that war where people destroyed tanks with shotguns and machine guns instead of dedicated AT cannons? Yeah me neither, but @NoImageAvailable apparently does

I remember the times when trolls were relegated to the Steam comment section and this was a community where people were actually polite to each other. You lost a game to Centipedes, instead of figuring out what went wrong came here to rant, were given ample advice on how to do things better. And yet you're still here bitching and whining because apparently the solutions presented to you were not to your liking. Well I have good news, the mod is released under a permissive license and you're free to make and even distribute a version more to your liking so why don't you go do that, because it's gonna get you a solution way faster than posting thinly veiled insults in this thread all day.

Edit: ninja'd by the mod

the solution to the centipede problem already exists in vanilla rimworld, but you removed it because you are a hack just like tynan and can't balance it, that's the problem here

what you present as solutions are suicidal or unrealistic, which contradicts what supposedly this mod is about
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Ramsis on February 16, 2019, 11:00:26 AM
Nick consider this your final warning before a two week ban. I'm trying to give you the option to stop being a jerk but running out of patience.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: CombinedAutism on February 16, 2019, 06:37:16 PM
Some people are really throwing a hissy fit in here lol.

Anyways, I am in my first CE playthrough right now and would like to share my thougts.

1. Snipers: It seems to me that they do not have a viable place currently for several reasons (taking the Tac50 as an example here):
The way I see it, snipers should offer a superior option for taking out high priority targets reliably (of course relative to pawns stats). The tradeoff is being absolutely useless against groups of enemies and at close range. For the above reasons, you do not really get the pros but all the cons. I haven't had a situation where using my Sniper actually helped. Against Centipedes, all kinds of Sniper rifles are largely useless, even the expensive Sabot round of the Tac50. I don't know why you would sacrifice Uranium and around half a regular bullets damage for 0.05 more armor penetration. You are better off with an RPG using HEAT ammo.
Maybe I am doing something wrong entirely, then please enlighten me, but I really cannot see how having a Sniper makes any sense in any situation right now. I don't know how I would tacke this problem, but maybe make sniper rifles avoid vegetation (since they are supposed to be trained in guerilla warfare anyways, hiding in bush, etc.)?
Although there is one sniper that is actually very poweful. Coming to #2

2. The (Inferno Cannon) Centipede and questionable stationary weapons: This is essentially everything the sniper rifles are not, only that it is AOE, spells certain death for everything in the inner radius, largely ignores trees and shrubs, starts fires, ignores embrasures entirely, has higher range than any other weapon in the game, excluding mortars (86) and is pinpoint accurate most of the time. Downside being the immense aiming time.
Now I do understand that youre not supposed to charge those things with your pawns, but combined with suppression from Charge Blasters, the only viable tactic once youre dealing with like 10 mixed weapon Centipedes is to shell them with Mortars or Orbital Beams. As far as I can tell, the heavy machine guns and especially the Flak Cannon were designed to fight those. But they have several problems. The biggest one that I noticed by far are aforementioned Embrasures. While they are decent against Charge Blaster Fire, Inferno Cannons ignore them entirely. You cannot build any kind of reasonable bunker against Centipedes, it seems to me, because one shot out of an Inferno Cannon will annihilate everything inside it, including your Ammo shelves. If you place those further away, the Flak Cannon especially becomes a one time use weapon pretty much. The Flak Cannon in general does not seem worth the cost (both work and resources). It takes a staggering 1325 something work to make and a LOT of Iron. Unless you have a seasoned shooter, preferably with Bionics, the gun is extremely inaccurate. Reloading time and aiming time are both gigantic, leaving you open to either interruption by suppression or annihilation by an Inferno Cannon. My other lvl 20 shooting pawn (yes I use Combat Training), not bionically enhanced or other buffs, gets about 18c range error on max distance. This is also true of the KPV machine gun, but to a lesser extent. Work is lower at 825 or so, albeit still very high, accuracy is very poor at max distance despite aimed mode and burst or even single fire. Using the AGS30 Grenade Launcher with EMP grenade is basically mandatory. Since it has both EMP and HE options, is dirt cheap at 115Steel and 5 components with only about 500 work and cheap ammo, I don't see any reasons ever even bothering with the heavy duty guns. A weird thing I noticed with it: it is apparently always better to force aim a good distance in front of your target since most of the grenades seem to fly waaay too far.
On another note, there is no way of viewing combat properties of stationary weapons and their ammo. It's a guessing game.

3. Embrasures: As pointed out earlier, I find it very odd that it does not seem to block shots from direct fire heavy duty artillery, including the two big rocket launchers, the 90mm and, notoriously, the Inferno Cannon of Doom. Is that intended?

4. The Loadout system: While great to begin with, it has some glaring issues.

5. Compatibility: This is a subjective thing more than anything. I tried using Rainbeau Flambes Concrete mod, since I think it adds a very well thought-out Concrete processing system that does NOT rely on steel, unless you use more expensive variants. Adds Steel reinforced and plasteel reinforced walls, embrasures and doors and poured concrete flooring (again WITHOUT steel). I think it would fit great with CE. Why do I bring it up if I can just download it?
I noticed that my stationary weapons got stuck in aiming repeatedly while behind the new embrasures, only firing once enemies were directly in their face. Replacing with CE-native embrasures fixed the problem. Tried loading before and after CE, to no avail. Anybody know what might cause this?
Also, it would be nice to see some compatibility with RPG style inventory. It currently bugs out since there are multiple layers of "belt" items in CE (shields+backpacks and such).

6. Antigrain shells sometimes just "disappear". When in dev mode, it says that it had to be destroyed because it was outside some area or something. Should be easy to test. Only ever experienced this with Antigrains. But it hurts the soul.

For reference, I attached my mod list, but it's messy. Some notable ones are: RBSE, Sparkling Worlds and Genetic Rim (both patched), Pawn Rules, Better Pawn Control, Dubs Bad Hygiene, Fluffys Breakdowns, Psychology, Individuality, Combat Training, Achtung!, More Faction Interaction, SF Materials Rebalanced, The Birds and the Bees.
CE Loaded at the very end just before compatibility patches.

Hopefully this did not sound like a rant. The mod is absolutely amazing and I hope it will still be supported/improved. Maybe this feedback will help

[attachment deleted due to age]
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 16, 2019, 07:39:59 PM
Quote from: CombinedAutism on February 16, 2019, 06:37:16 PM
1. Snipers

Sniper rifles have been a well known problem point for a long time. They're designed to be a backline support weapon, taking out priority targets while requiring support units to draw enemy fire away from them. The latter part works pretty well with MG's being able to suppress and tank their accuracy, the former not so much. Reason it doesn't work out is as you mentioned, lack of accuracy.

The whole vegetation collision system has been an eyesore since it's inception really. Ideally we'd want all the trees to have fixed hitboxes just like regular cover objects but the way line of sight works prevents us from doing it this way. So instead we have this hacky percent chance to intercept a tree. Reduced interception chances for sniper rifles might have been a viable approach had it occurred to us sooner, but as is I doubt anyone on the team is going to bother implementing something like that.

Quote2. The (Inferno Cannon) Centipede and questionable stationary weapons

The flak is another long-known problem point, that thing needs some thorough rebalancing. Never got around to it unfortunately. Never had any issues with the KPV though, nor have I heard anything but good feedback on it. Are you playing flat maps? Long lines of sight naturally favor the Centipedes.

There is nothing making inferno cannons ignore tree collisions, they are just as liable to be intercepted as any other rounds.

QuoteOn another note, there is no way of viewing combat properties of stationary weapons and their ammo. It's a guessing game.

I see your point but that's a vanilla limitation.

Quote3. Embrasures: As pointed out earlier, I find it very odd that it does not seem to block shots from direct fire heavy duty artillery, including the two big rocket launchers, the 90mm and, notoriously, the Inferno Cannon of Doom. Is that intended?

If you mean the explosion going over embrasures, that's regular vanilla behavior. Partial cover doesn't stop blast waves, never did. If you mean the round passing above the embrasure and hitting a wall behind, that's a feature of CE's ballistic system.

QuoteThere is no reliable way of forcing your pawns to immediately "Gear up & Go" in case of a Raid.

Not really an intended use of the system, in fact certain weapon types are balanced around the assumption that you're not gonna just gear everyone up as a raid happens.

QuoteNo interaction with Drug/Food policies.

Anything a pawn picks up as part of their drug policy is marked as forced and ignored by the loadout. Whatever behavior you're seeing is likely a product of vanilla and/or any mods you might have. Loadouts only provide you an option to micromanage specific amount of drugs to carry, e.g. 1 go-juice on front-liners, something you can't do with the vanilla system.

Quote
I noticed that my stationary weapons got stuck in aiming repeatedly while behind the new embrasures, only firing once enemies were directly in their face. Replacing with CE-native embrasures fixed the problem. Tried loading before and after CE, to no avail. Anybody know what might cause this?

CE uses cover values to determine height of cover objects relative to a standing human (1.8m). Most embrasure mods use extremely cheaty values like 90+% for cover, which in CE would translate to 90% the height of a human, making them too tall to shoot over.

Quote6. Antigrain shells sometimes just "disappear". When in dev mode, it says that it had to be destroyed because it was outside some area or something. Should be easy to test. Only ever experienced this with Antigrains. But it hurts the soul.

Long-known bug, result of a really messy feature that should've received more polish years ago.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: TwistedSoul on February 16, 2019, 08:03:14 PM
Hey @NoImageAvailable,

Just wanted to let you know that the LabelCap for ThingCategoryDef Ammo20mmFliegerfaust is Null or Empty.

Causes issues when trying to enumerate or sort by the LabelCap like GWP does, I've worked around it but AFAIK LabelCap should never be Empty/Null.

Playing in English on 1.0.2150 (64-bit)
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Tacoburger on February 16, 2019, 09:52:44 PM
any progress on fixing the massive lag spikes when shells explode and produce fragments?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: temple_wing on February 17, 2019, 03:22:37 AM
May I ask for Russia 82mm 2B9 vasilek mortar and 60mm infantry mortar in CE Guns?
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: CombinedAutism on February 17, 2019, 03:54:18 AM
As to the vanilla limitation of stationary weapon info: Wouldn't it be possible to add the info in the description as a workaround? Wouldn't be dynamic in case new shells get added but it would be something.

To the ballistic system: Shouldn't the projectile behave like a ballistic projectile then? The behavior is odd, it flies at the speed of a direct fire projectile and also needs line of sight like one, but ignores embreasures like a ballistic one.

To Gear&Go: Well, you already do pay a price for gearing your pawns up only ocne a Raid starts: Depending on how far away from the weapon they are, they have to go all the way to your armory to pick it up. Either that or you have copies of every Loadout stored at every corner, which takes time and resources and is impractical. Im assuming by certain weapon types you mean allround weapons like Assault Rifles and, in general, FMJ ammo?

To the drug policies: I will do some testing with just CE as I in fact do run like 80-100 mods. Any comment on what the "Any drug/food" functions are there for?

To embrasures: I also found the value of 95% very cheaty, hence I changed it to 70% by adjusting the fill percentage in the xml files. Didn't work. Does CE use other values to determine that height? Strangely though, it didn't entirely block shots. As the enemies started getting closer to about 1/2 max shooting range, they could suddenly fire.

To Antigrains: Well that just makes those things flat out better to sell than actually use. I tried shelling my base for testing purposes and around 80-90% of shells disappeared. The base is in the middle of the map


It all sounds like there are no plans to develop the mod further, which I find is a damn shame because there is nothing else like it that adds so much depth to a lacking combat system. But those problems do take away a lot, at least for me.
Unfortunately, my coding skills just about stop at adjusting said fill percentages.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 17, 2019, 04:20:18 AM
Quote from: CombinedAutism on February 17, 2019, 03:54:18 AM
To the ballistic system: Shouldn't the projectile behave like a ballistic projectile then? The behavior is odd, it flies at the speed of a direct fire projectile and also needs line of sight like one, but ignores embreasures like a ballistic one.

Not sure what your definition of "ignores embrasures" is here but they don't. They follow a ballistic trajectory and if it intersects the embrasures' hitbox it collides like every other projectile in the game.

QuoteTo the drug policies: I will do some testing with just CE as I in fact do run like 80-100 mods. Any comment on what the "Any drug/food" functions are there for?

Any food set to one acts like the vanilla pick up meal behavior. The drugs one is a holdover and basically pointless.

QuoteTo Antigrains: Well that just makes those things flat out better to sell than actually use. I tried shelling my base for testing purposes and around 80-90% of shells disappeared. The base is in the middle of the map

It's a range bracket issue, try firing them further away.

QuoteIt all sounds like there are no plans to develop the mod further

This mod has been in development for over four years now. All the old team members have long since lost interest and moved on. The mod community in general is pretty dead because there's just no more interest in this game. I'm in the same boat, only stick around due to commitment really.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: CombinedAutism on February 17, 2019, 04:40:26 AM
I mean it feels like the chance of it going right through your embrasure feels like way above 30%.

Haven't noticed the lack of interest in the game but I also only got it beginning of December last year. Would be nice if some volunteers wanted to pick it back up, I'd happily beta test or something like that.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 17, 2019, 04:50:13 AM
Quote from: CombinedAutism on February 17, 2019, 04:40:26 AM
I mean it feels like the chance of it going right through your embrasure feels like way above 30%.

That's not how ballistics work. They aim directly at the portion of your pawn's hitbox sticking out above cover (i.e. the head). If they miss and shoot lower it'll hit their cover, if the miss above or to the side it'll go above it. If they're inside an enclosed pillbox then the round will impact the wall behind. There is no magic % chance to intercept with non-tree cover.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: CombinedAutism on February 17, 2019, 05:02:26 AM
Ok so my mistake was to build a classical enclosed bunker type of thing when its probably better to leave space behind your defence line to let missed projectiles fly right through.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 17, 2019, 06:23:59 AM
Quote from: CombinedAutism on February 17, 2019, 05:02:26 AM
Ok so my mistake was to build a classical enclosed bunker type of thing when its probably better to leave space behind your defence line to let missed projectiles fly right through.

The pillbox design works well against small arms because the wall will stop stray fire entering your base, prevent them from flanking you and the darkness from the roof will further decrease enemy accuracy. They just don't work well against explosives, especially thermobarics because those are designed to defeat that kind of setup (https://www.youtube.com/watch?v=5K3Cd69tqJ4)
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: CombinedAutism on February 17, 2019, 06:39:02 AM
Yea that looks like ingame footage from my base.  ::)
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Jan2607 on February 17, 2019, 09:34:08 AM
I always thought, that regular updates to new Alphas are the main issue with interest in modding, because you always have to update your mods. I thought that as soon 1.0 is released, the modder would be more happy to develop their mods further, because they now can focus on developing new stuff and not to bother with updating to new versions.
But it seems I was wrong, since so many modders left now when 1.0 came out.

That's really sad. The reason why RimWorld is my favorite game of all time, is that with all those mods you always have a whole different experience every playthrough. Especially CE is a mod that gives you new and different experiences and many players use that mod. We have to set up their mod list around the big CE mod, so CE has a big influence on what other mods I can use with my new colony.
I was hoping that your CE team would now have more time to spend into new features and it makes me really sad to hear that you all lost your interest :(
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Facepunch on February 19, 2019, 01:44:12 AM
Quote from: CombinedAutism on February 16, 2019, 06:37:16 PM
1. Snipers

I had the same problem, and I find that having my 2 best shots equip SVDs, I can use them to more or less pick specific high value targets, and delete them accordingly
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: CombinedAutism on February 19, 2019, 07:42:19 AM
You can make it work somehow but there are no benefits to it. Likely, your two best shots would have brought more to the table simply carrying two M60s or something.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: 8cb34xknmpek on February 20, 2019, 03:11:33 PM
I still cannot for the life of me get my colonists to land a shot. What is this "c" value when having a colonist selected and mousing over an enemy? My colonist has 20.99 shooting, double passion, careful shooter; but cannot hit 1 shot in 500 rounds of rifle ammo with a legendary rifle. Tested at many ranges including point blank, max, so on. No trees. I've tried snapshot but mostly use aimed shot.

It just spits bullets out into the world and they seem to hang there near the desired target, are these supposed to stay existing and floating midair? The shadows aren't touching the projectile.

Enemy units (raiders, angry tourists) have no such problem and seem to land shots with unerring accuracy.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 20, 2019, 04:01:33 PM
Quote from: 8cb34xknmpek on February 20, 2019, 03:11:33 PM
I still cannot for the life of me get my colonists to land a shot. What is this "c" value when having a colonist selected and mousing over an enemy? My colonist has 20.99 shooting, double passion, careful shooter; but cannot hit 1 shot in 500 rounds of rifle ammo with a legendary rifle. Tested at many ranges including point blank, max, so on. No trees. I've tried snapshot but mostly use aimed shot.

It just spits bullets out into the world and they seem to hang there near the desired target, are these supposed to stay existing and floating midair? The shadows aren't touching the projectile.

Enemy units (raiders, angry tourists) have no such problem and seem to land shots with unerring accuracy.

c is for cells and your bullets are throwing errors. Check your log, you probably have some kind of conflict
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: 8cb34xknmpek on February 20, 2019, 06:56:45 PM
Quote from: NoImageAvailable on February 20, 2019, 04:01:33 PM
c is for cells and your bullets are throwing errors. Check your log, you probably have some kind of conflict

Ah yes, I forgot there was a log. I'm so used to things that pop up errors.

The error in question is from [XND] Targeting Modes (https://steamcommunity.com/sharedfiles/filedetails/?id=1508165821) which is known incompatible with CE but since I got it from his github I didn't see that notice. I removed that mod and now it seems to work fine. Thank you!

To be clear, this mod is completely incompatible. Colonists with guns don't have the button and will miss every shot even though it defaults to general.

Exception ticking Bullet_303British_HP724768 (at (77, 0, 261)): System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at (wrapper dynamic-method) TargetingModes.TargetingModesUtility.CanUseTargetingModes_Patch2 (Verse.ThingDef,Verse.Thing) <0x001eb>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ChooseHitPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn) <0x000c1>
at Verse.DamageWorker_AddInjury.GetExactPartFromDamageInfo (Verse.DamageInfo,Verse.Pawn) <0x00195>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult) <0x0008a>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0033e>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000be>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x00344>
at CombatExtended.BulletCE.Impact (Verse.Thing) <0x006c0>
at CombatExtended.ProjectileCE.TryCollideWith (Verse.Thing) <0x008c2>
at CombatExtended.ProjectileCE.CheckCellForCollision (Verse.IntVec3) <0x008d6>
at CombatExtended.ProjectileCE.CheckForCollisionBetween () <0x003af>
at CombatExtended.ProjectileCE.Tick () <0x001cd>
at (wrapper dynamic-method) Verse.TickList.Tick_Patch2 (object) <0x00497>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: EnrgyPC on February 21, 2019, 01:28:14 PM
Hey I have a problem.

In dev mode I get the same error over and over.

It says ShootingAccuracy found no data at degree 2, returning first defined.

I think it might be one of my weapon or content mods not being compatible (Glitter Tech?)

Mod List:   <activeMods>
    <li>Core</li>
    <li>BetterLoading</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.15</li>
    <li>AlienRaces-1.0_v1</li>
    <li>EdB Prepare Carefully</li>
    <li>Mod Manager</li>
    <li>MoreTraitSlots</li>
    <li>ConsolidatedTraits</li>
    <li>Realistic Darkness (Lighter Version)</li>
    <li>RimHUD</li>
    <li>Frame Rate Control</li>
    <li>RayD - Colorful Traits</li>
    <li>Animal Tab</li>
    <li>Medical Tab</li>
    <li>Work Tab</li>
    <li>Blueprints</li>
    <li>OgreStack</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>NoInfestations</li>
    <li>Combat Extended</li>
    <li>Combat Extended Guns</li>
    <li>Rimfire 2.5</li>
    <li>SimpleSlavery-1.0_Unstable</li>
    <li>Quarry-1.01</li>
    <li>SkilledStonecutting</li>
    <li>Inspiration</li>
    <li>T-MoreBedsVanilla</li>
    <li>Temperature Gauge</li>
    <li>StorageTweaks</li>
    <li>IdlePowerConsumption</li>
    <li>[KV] Configurable Maps - 1.0</li>
    <li>StuffedFloors</li>
    <li>RealRuins</li>
    <li>MinifyEverything</li>
    <li>More Linkables</li>
    <li>SYR_SetUpCamp</li>
    <li>FishIndustry</li>
    <li>MoreHarvestDesignators-1.0</li>
    <li>Cyber Fauna 1.0</li>
    <li>DeadMansClothing</li>
    <li>[FSF] Rain Washes Away Filth</li>
    <li>Share The Load - Release</li>
    <li>RimWorld_WhileYoureUp-master</li>
    <li>RunAndGun-1.1.3</li>
    <li>Glitter Tech</li>
    <li>SparklingWorlds Full Mod</li>
    <li>Sparkling-Worlds-CE-Patch-master</li>
    <li>AnimalCollabProj</li>
    <li>Animal-Collab-CE-Patch-master</li>
    <li>TD Enhancement Pack - Release</li>
    <li>Let's Have a Cat!</li>
    <li>Colonist Bar KF 1.0</li>
    <li>FactionControl</li>
    <li>More Faction Interaction</li>
    <li>FoodRestrictions</li>
    <li>Achtung!</li>
    <li>RT Fuse</li>
    <li>Nackblad Inc Rimhair</li>
    <li>Rimworld Search Agency</li>
    <li>Fluffy Breakdowns</li>
    <li>Faction Discovery</li>
    <li>Hospitality</li>
    <li>Allow Tool</li>
    <li>CarryCapacityFix</li>
    <li>SafelyHiddenAway - Release</li>
    <li>Dubs Bad Hygiene</li>
    <li>GeneticRim-4.101</li>
    <li>Genetic-Rim-CE-Patch-master</li>
    <li>Expanded Prosthetics and Organ Engineering</li>
    <li>Harvest Everything!</li>
    <li>DIYNeutroamine_1</li>
    <li>Plant Growing Wall Light</li>
    <li>Damage Indicators</li>
    <li>Better Workbench Management</li>
    <li>MT - Everyone Hauls</li>
    <li>MT - Silent Doors</li>
    <li>Camera+</li>
    <li>ExtendedTradeBeacon</li>
    <li>More Furniture</li>
    <li>SF Materials Rebalanced</li>
    <li>Psychology</li>
    <li>[1.0] Death Rattle</li>
    <li>Heat Map</li>
    <li>ResearchPal</li>
    <li>Predator Hunt Alert</li>
    <li>RuntimeGC</li>
    <li>RimWorld-MendAndRecycle-master</li>
    <li>No more sleeping Zs</li>
    <li>Smart Speed</li>
    <li>Pawn Rules - Food policies and more</li>
    <li>Wall Light</li>
    <li>Numbers</li>
    <li>[KV] Change Dresser - 1.0</li>
    <li>Bad People</li>
    <li>Pharmacist</li>
    <li>Smart Medicine</li>
    <li>Pick Up And Haul</li>
    <li>[KV] Show Hair With Hats or Hide All Hats - 1.0</li>
    <li>[KV] RimFridge - 1.0</li>
    <li>[FSF] Complex Jobs</li>
    <li>[RF] Pawns are Capable! [1.0]</li>
    <li>Dubs Paint Shop</li>
    <li>Dubs Mint Menus</li>
    <li>SaveStorageSettings</li>
    <li>Bubbles</li>
    <li>Desynchronized_v1.4.3</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Dubs Rimkit</li>
    <li>Roppoi hair 1.0</li>
    <li>Snap Out!</li>
    <li>Replace Stuff</li>
    <li>Door Mat R1.0</li>
    <li>SimpleSidearms</li>
    <li>Where is my weapon_</li>
    <li>Rimatomics</li>
    <li>Rimefeller</li>
    <li>Apparello</li>
    <li>WhatTheHack-1.1.7</li>
    <li>P-Music</li>
    <li>Realistic Rooms</li>
    <li>Incident Person Stat</li>
    <li>Vegetable Garden</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Tools</li>
    <li>VGP_Resources</li>
    <li>VGP_Medicine</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Canning</li>
    <li>GloomyFurniture</li>
    <li>AtlasV1Tiers</li>
    <li>Xenohumans</li>
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Beyondfubar on February 26, 2019, 09:25:12 AM
@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible? 
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 26, 2019, 01:12:06 PM
Quote from: Beyondfubar on February 26, 2019, 09:25:12 AM
@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible?

None. Process for the weapon is the same, turret itself needs to be set to Building_TurretGunCE
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Beyondfubar on February 26, 2019, 04:28:30 PM
I think one of my eyes just rolled back into my head.  That doesn't sound so hard, of course the coding is a bit foreign.. but hell after this data structures exam I'l be ready for anything (I hope) thanks! Out of sheer curiosity, what would a compatibility patch between CE and Doors expanded look like? Is that a rewrite of that mod or JecsTools, or something relatively simple? I read where you said that Doors Expanded doesn't like the explosions throwing many projectiles, but any clue why a door mod would be involved in that?

Not a stranger to code that seems to get in the way of unrelated things, just curious and a fan of something other than a 1x1 door, but if it doesn't work with CE I don't run it.  Water and bullets shouldn't magically appear in a game with the depth of Rim World.  Infinite blood when bandages are around also for that matter but maybe later...
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on February 26, 2019, 04:43:41 PM
IIRC it was due to a prefix Doors Expanded implements. It drastically increases the CPU load on spawning things which is the major bottleneck with CE fragment performance.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Jan2607 on February 26, 2019, 09:17:28 PM
Talking about the impact of the impact of that many projectiles to the CPU: Is there any chance this will be optimized? At the moment playing with grenade launchers or mortars/cannons is not very funny, especially with larger raids (had some raids with 150 - 200 tribesmen). I think a screenshot of the game would have more moving images than my frame rate in this raids :D
While I really love CE, the frame rate issue on explosions is the reason why I consider to start a new colony without CE :/
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: cielthephantom2 on February 28, 2019, 04:08:27 AM
anyway to ignore or fix the " Added injury to Head... " error ? its anoying
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: zozilin on March 01, 2019, 08:07:06 AM
I posted this on GitHub, but I figured it won't hurt to do it here too.

Freeze and crashes when hunting "boom" animals with beanbag rounds.

Pawns will usually try to kill "boom" animals from distance, but with nonlethal beanbags they can't seem to do it and stand in place instead after they down such an animal. Game stops responding for a few seconds in short intervals and eventually crashes if rounds are not swapped or hunt job is cancelled.


[attachment deleted due to age]
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Morbo513 on March 01, 2019, 04:23:36 PM
Finally got around to playing with CE. Generally, I like what it does - suppression, ammo management and all that. Though it bothers me how easily a pawn's pathing is disrupted by a bullet whizzing past them, mainly because it tends to stop them dead in their tracks after they've moved to what they think is cover. This means if you're moving colonists around behind the ones actually taking fire they can be interrupted in that, and after a fight you realise "oh, that guy was just sat there the whole time".
I also found the mass/bulk system way too restrictive to have anything close to reasonable loadouts. A weapon, armour and a handful of mags is about all you can get away with. I increased both restrictions by ~50% and it feels a lot better.

My biggest gripe though is how impossibly powerful Mechanoid Centipedes are. They invariably one-shot anyone not wearing Marine armour & helmets (though I've not had anyone with both to fight them, I don't imagine it'd make a right lot of difference either). The game throws several situations at you in which you're forced to fight Centipedes and it's a death-sentence for at least some of your colonists, even if you do "everything right". To me this goes against the "several degrees of failure" the vanilla game usually has. This latest fight I had with them was a Psychic ship that spat out 4 centipedes in addition to a bunch of lancers and scythers. I had ~5 R-15s (Conc.), 2 M60s and 4 M16s (AP), 2 RPG-7s (HEAT) and a handful of EMP grenades; Even with the EMP, there's simply no way to do enough damage to a centipede to kill it before it can get a shot off and one-shot one or more of your colonists.

Another major issue I had was that often the game would slow to a crawl because of a pawn just standing next to something they were meant to be hauling. Sometimes having them drop their main weapon, or having them unload/reload it would fix it, other times getting another colonist to haul their target would work. I think this might be a conflict with the "While you're up" mod.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: NoImageAvailable on March 01, 2019, 06:22:47 PM
Quote from: Morbo513 on March 01, 2019, 04:23:36 PM
I also found the mass/bulk system way too restrictive to have anything close to reasonable loadouts. A weapon, armour and a handful of mags is about all you can get away with. I increased both restrictions by ~50% and it feels a lot better.

You can easily fit an assault rifle, 150 rounds, a knife and several grenades into a loadout and still have room to spare even with armor. Obviously you're not gonna be able to have someone wear the heaviest armor and several heavy weapons and loads and loads of ammo for said heavy weapons all at once, else there'd be no point.

QuoteI had ~5 R-15s (Conc.), 2 M60s and 4 M16s (AP), 2 RPG-7s (HEAT) and a handful of EMP grenades; Even with the EMP, there's simply no way to do enough damage to a centipede to kill it before it can get a shot off and one-shot one or more of your colonists.

I'd like to know how you deployed those guys. An RPG with HEAT has a small chance to hit a Centipede in the first body ring, any other part they'll incapacitate or kill it in one hit. If you stun them with EMP from any source you should have more than enough time to hit them.

The charge rifles and M60s have just about enough AP to do minor plinking damage, the M16s won't do jack to the armor. Unless the Centipedes came with auxiliaries there's no reason to even deploy them, just exposing them to enemy fire for little to no gain. Instead try using some grenade launchers or a shotgun with EMP. A well placed AGS-30 will rip through mech raids (and your component supply). A KPV also does wonders for DPS.

QuoteAnother major issue I had was that often the game would slow to a crawl because of a pawn just standing next to something they were meant to be hauling. Sometimes having them drop their main weapon, or having them unload/reload it would fix it, other times getting another colonist to haul their target would work. I think this might be a conflict with the "While you're up" mod.

I've done plenty of testing with While you're up and never had this issue. Only known conflict that does this is with Smarter Food Selection.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Morbo513 on March 01, 2019, 06:48:37 PM
I don't have Smarter Food Selection, but I do have Smarter Medicine, could that be it? Only others I'd guess at are Pick Up and Haul, and Psychology which already has issues interacting with CE when a pawn on the "Nature Retreat" mental break need to reload.

Quote from: NoImageAvailable on March 01, 2019, 06:22:47 PM
Quote from: Morbo513 on March 01, 2019, 04:23:36 PM
I also found the mass/bulk system way too restrictive to have anything close to reasonable loadouts. A weapon, armour and a handful of mags is about all you can get away with. I increased both restrictions by ~50% and it feels a lot better.

You can easily fit an assault rifle, 150 rounds, a knife and several grenades into a loadout and still have room to spare even with armor. Obviously you're not gonna be able to have someone wear the heaviest armor and several heavy weapons and loads and loads of ammo for said heavy weapons all at once, else there'd be no point.
Most of my dudes are equipped with the Composite Helmet, Armour/Composite vest and Flak Jackets, with backpacks and loadbearing vests. The loadouts I've given them have been a Rifle with 300rds (500 for MG), 1-2 grenades and a Gladius. That put nearly everyone at or over their mass capacity, bulk was around 70% for most. I just think it's too constraining to have any variety in loadouts without making them extremely specialised and/or prone to running out of ammo in protracted fights, which might be the aim. But it's a simple edit so no biggie.

Quote
QuoteI had ~5 R-15s (Conc.), 2 M60s and 4 M16s (AP), 2 RPG-7s (HEAT) and a handful of EMP grenades; Even with the EMP, there's simply no way to do enough damage to a centipede to kill it before it can get a shot off and one-shot one or more of your colonists.

I'd like to know how you deployed those guys. An RPG with HEAT has a small chance to hit a Centipede in the first body ring, any other part they'll incapacitate or kill it in one hit. If you stun them with EMP from any source you should have more than enough time to hit them.

The charge rifles and M60s have just about enough AP to do minor plinking damage, the M16s won't do jack to the armor. Unless the Centipedes came with auxiliaries there's no reason to even deploy them, just exposing them to enemy fire for little to no gain. Instead try using some grenade launchers or a shotgun with EMP. A well placed AGS-30 will rip through mech raids (and your component supply). A KPV also does wonders for DPS.
Maybe part of the issue is the gunners just missing completely. But I'd like to reiterate my complaint here being how instantly lethal the centipedes are, rather than the amount of damage they can stand up to. I actually like how tanky they are, but not combined with their ability to one-shot anything short of the most heavily armoured colonists. Especially the ones with the thermobaric launchers, they can wipe an entire bunker's garrison with a single hit if it's (un)fortunate enough to be on-target. It's just not fun to go up against.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: NoImageAvailable on March 02, 2019, 03:31:13 PM
Update

CE 1.3 released (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.3)

Main points:
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: CombinedAutism on March 02, 2019, 03:50:12 PM
Amazing news, thank you
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: docssy on March 03, 2019, 01:53:13 PM
save compatible?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Sundogs on March 03, 2019, 04:19:16 PM
Awesome. Thanks for your hard work!
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: CombinedAutism on March 03, 2019, 04:55:15 PM
I am still having trouble with the Food and drug policies. Does anybody else have that? Basically pawns not keeping x amount of items (mainly drugs) in their inventory when you tell them to in the Drug Policy tab.
Title: Re: [1.0] Combat Extended - 1.2b Reload hotifx (03.02.2019)
Post by: Ashrayn on March 04, 2019, 12:56:22 PM
Quote from: NoImageAvailable on March 01, 2019, 06:22:47 PM

I'd like to know how you deployed those guys. An RPG with HEAT has a small chance to hit a Centipede in the first body ring, any other part they'll incapacitate or kill it in one hit. If you stun them with EMP from any source you should have more than enough time to hit them.

The charge rifles and M60s have just about enough AP to do minor plinking damage, the M16s won't do jack to the armor. Unless the Centipedes came with auxiliaries there's no reason to even deploy them, just exposing them to enemy fire for little to no gain. Instead try using some grenade launchers or a shotgun with EMP. A well placed AGS-30 will rip through mech raids (and your component supply). A KPV also does wonders for DPS.


I agree with Morbo... while I generally enjoy the rest of CE, Centipedes are just not fun and single-handedly making me consider disabling this mod for future playthroughs. They are not only overtuned compared to vanilla, they are overtuned compared to the rest of the mod itself. My perspective of CE difficulty is that it's a double-edged sword. Your colonists are more fragile, but so are the enemies. Mechanoids break this balance by being more deadly AND tanky, and Centipedes turn this way past 11.

The amount of offensive power they have feels ludicrous. While death is always a possibility, and more so in CE, if I've made the proper preparations, if I have armor and cover, I should be able to expect some level of safety. And for every other enemy, this is the case. Injuries are inevitable, permanent injuries will accumulate, but instant deaths should be uncommon. Centipedes completely break this expectation; each attack is likely to one-shot someone. The blaster shoots like a minigun with the accuracy of a rifle, and the inferno cannon is for some reason able to destroy walls in one shot. I just don't understand why they were buffed, when the mod changes to pawn health already made mechs significantly stronger to begin with.

Most weapons are ineffective, and the only way to fight them is with RPGs, which just makes things worse. Part of the fun of RW is creating your own strategies, and the different raid types are meant to switch things up so that you need to adapt to the encounter. CE preserves and expands on this with the different weapon types, so you can choose your loadout and engagement range. However, when it comes to Centipedes, there is only one real option. Either you have an RPG and one-shot them, or you lose. There is no strategy involved. And if for whatever reason one gets a shot off, someone's dead.

Deadly enemies like this which need to be dealt with in a specific way should be rare, lategame encounters similar to doomsday or triple rocket launchers. It is not good design for something that shows up every few raids.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Lormax on March 05, 2019, 02:28:09 AM
This update broke my last save.  There's a conflict between Lord of the Rims - The Third Age and CE.  It's not allowing me to build arrows any longer.  Is there any way to revert back to a previous version of CE?  There were no conflicts at all at Rimworld startup previous to this update.


Alternatively, is there a mod out there that limits tech and research like the Lord of the Rims mod?  I'm simply trying to do a medieval playthrough.  Thanks!

Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: f0xhunt on March 05, 2019, 05:00:21 AM
Quote from: Lormax on March 05, 2019, 02:28:09 AM
This update broke my last save.  There's a conflict between Lord of the Rims - The Third Age and CE.  It's not allowing me to build arrows any longer.  Is there any way to revert back to a previous version of CE?  There were no conflicts at all at Rimworld startup previous to this update.


Alternatively, is there a mod out there that limits tech and research like the Lord of the Rims mod?  I'm simply trying to do a medieval playthrough.  Thanks!

Download the previous version of the mod and unzip it into your mods folder. The mod folder should be where the exe is. IIRC steam contains all of the game data in a "common" folder from there you can find the Rimworld folder.

https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.2c (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.2c)
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Lormax on March 05, 2019, 03:36:56 PM
@f0xhunt, first off, thank you very much.  Using the earlier version helped me remove the idea that it was specifically a CE problem, which it isn't.  The same problem exists. 
I'm using 4 mods to recreate the issue, Medieval Times, Combat Extended, Medieval Times/CE Compatibility Patch and Lord of the Rims (Or Medieval Vanilla, both have the same issue).  The first 3 work fine.  Once I add the final mod to limit tech, it removes the majority of arrows from the crafting spot.  "Flaming Bodkin Arrows" are still there, but that's it.

Is there anything I can add to Defs so that the tech limiting mod doesn't remove them from the crafting spot?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Eryx on March 05, 2019, 03:45:03 PM
Centipedes aren't too difficult, in my opinion. In all honesty, they're fairly easy as long as you don't bunch up and can break line of sight.

The AT weaponry in-game seems to have similar effectiveness (in range) as a WWII panzerschreck, although with more lethality. Find a place where you can sit and wait for them to get close, preferably a 'mountain' or 'hill,' and then hit them when they round the corner.
Unless you're caught out in the open or have literally no AT weaponry, (even medium caliber rounds do damage, though.) you should be able to deal with about 2-4, assuming that not all of them have their heaviest available weaponry.

I'm more worried about high point (2500~ and above) pirate raids, with multiple heavy launchers and even a few incendiary launchers that send my pawns running into bullets, or worse, having no combat capable units.
Another tip: RPG-7s have unlimited HEAT ammunition without ammo crafting.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: CombinedAutism on March 05, 2019, 05:03:37 PM
I agree that Centipedes aren't too difficult once you get used to the fact theyre not useless crawling metal bags that you can kite from safe distance. But yea, don't let them get any shots off, that goes 10x for the Inferno Cannon ones. I haven't gotten to the now buffed 90mm Flak yet but if its accuracy is really reliable now you have an equally hard hitting weapon against them. On Github a rebalancing for ammo types was discussed and I think that is a good idea. As of now there is not really any point taking FMJ over AP. And, I have to say it again because it is my facorite weapon, the Tac50s Sabot Round is all but useless and a waste of Uranium :P.

The accuracy buff preventing bullet interception by vegetation is a great addition, thanks for adding that.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Densevoid on March 10, 2019, 01:43:18 AM
When I played with this mod a caravan came to me. A group of weak aggressive animals attacked the caravan. The caravan was a lot stronger and easier to deal with them. But because of the changed physics, the caravan often got into each other and into their animals. As a result, many of them died and I had the opportunity to pick up their clothes and weapons. But I do not like it, because Looks lame and dishonest.

Does anyone agree that this is a big defect preventing you from using the mod?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: sadris on March 11, 2019, 10:32:00 PM
How do you open the Loadout panel *after* you have defined a loadout? The button disappears as soon as I click it and I can't find anyway to open it again.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: E-102 on March 13, 2019, 10:38:58 PM
It says that Combat Extended is compatible but I get errors when I run them together. They are mostly all the same of
[No Verse.BodyPartGroupDef named
(LowerRightMechaTentacle/LowerLeftMechaTentacle/TailBlade/UpperLeftMechaTentacle/UpperRightMechaTentacle)
found to give to CombatExtended.ToolCE
(LowerRightMechaTentacle/LowerLeftMechaTentacle/TailBlade/UpperLeftMechaTentacle/UpperRightMechaTentacle)]


github error report: https://git.io/fjv03
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Jiro on March 14, 2019, 01:45:50 PM
Quote from: sadris on March 11, 2019, 10:32:00 PM
How do you open the Loadout panel *after* you have defined a loadout? The button disappears as soon as I click it and I can't find anyway to open it again.
The button disappears for the character sheet (for some reason) but you can find it again under the "Assign" tab.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Deer87 on March 15, 2019, 03:45:23 AM
Can someone help me out here?
If I want to patch the Rim-effect weapons to CE, would it be possible to make 1-size-fits all heatsink clips as in ME2 and 3?
As CE works, its the ammo that defines the damage and AP, not the gun, but could i make all guns fully reload with 1 unit of ammo (heatsink), and let the gun define damage as well as armour pen?

Otherwise i would have to revert to ME1 with its recharging heatsinks that resemble Rimworld vanilla (read, no ammo :( )
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: sumghai on March 15, 2019, 04:15:58 PM
Quote from: Deer87 on March 15, 2019, 03:45:23 AM
Can someone help me out here?
If I want to patch the Rim-effect weapons to CE, would it be possible to make 1-size-fits all heatsink clips as in ME2 and 3?
As CE works, its the ammo that defines the damage and AP, not the gun, but could i make all guns fully reload with 1 unit of ammo (heatsink), and let the gun define damage as well as armour pen?

Otherwise i would have to revert to ME1 with its recharging heatsinks that resemble Rimworld vanilla (read, no ammo :( )

Your best bet is to ask this question in the official CE Discord channel - CE author NoImageAvailable is often online, and so can answer your questions better.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Xubrim on March 25, 2019, 09:23:50 PM
Sorry if this was already asked and I couldn't find it, but is there some deeper balance reason behind almost halving the body size of dromedaries? Nerfing the carry weight of a dromedary while boosting it for a muffalo and alpaca does curious things to the status quo of caravan animals.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: NoImageAvailable on March 25, 2019, 09:43:06 PM
Quote from: Xubrim on March 25, 2019, 09:23:50 PM
Sorry if this was already asked and I couldn't find it, but is there some deeper balance reason behind almost halving the body size of dromedaries? Nerfing the carry weight of a dromedary while boosting it for a muffalo and alpaca does curious things to the status quo of caravan animals.

Body sizes are based on IRL size to get accurate hitboxes.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: kenmtraveller on March 26, 2019, 04:49:18 PM
That's odd, in real life dromedaries are much larger animals than yak or buffalo, from which I assume muffalo are derived.  But I'm not sure their carrying capacity is correspondingly bigger.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: WREN_PL on April 02, 2019, 05:37:01 PM
What is this random outdated ammo I keep finding?

Piat rounds, panzershrek rockets and some other medium rifle rounds. I've never seen the guns those are for.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: IceAero on April 03, 2019, 07:58:00 AM
Quote from: WREN_PL on April 02, 2019, 05:37:01 PM
What is this random outdated ammo I keep finding?

Piat rounds, panzershrek rockets and some other medium rifle rounds. I've never seen the guns those are for.

Are you also using the Hospitality mod?  I've seen this as well and wondered this as well, and suspect that these are being left as gifts from visitors.  It's annoying because there is no way to actually get rid of this stuff.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: WREN_PL on April 04, 2019, 06:00:43 AM
No, it's not hospitality, I think it's CE
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Jan2607 on April 04, 2019, 07:01:35 AM
It may come from compatibility patches that are included in CE.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 11, 2019, 02:05:26 AM
Hello, I seem to have an issue where certain textures of Combat Extended apparel seem to be missing textures (such as the tactical vest and tactical helmet). I have verified that the textures do exist, it just seems that Rimworld doesn't recognize them...
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 11, 2019, 02:14:23 AM
In addition, I get the error log here:



Saving _def
Verse.Log:Message(String, Boolean)
CombatExtended.HoldRecord:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])

.....

Failed to find any texture while constructing Multi(initPath=Things/Apparel/TacVest_Male, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RimWorld.ApparelGraphicRecordGetter:TryGetGraphicApparel(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:ResolveApparelGraphics()
Verse.PawnGraphicSet:ResolveAllGraphics()
Verse.PawnRenderer:RenderPawnAt_Patch2(Object, Vector3, RotDrawMode, Boolean)
Verse.PawnRenderer:RenderPawnAt(Vector3)
Verse.Pawn_DrawTracker:DrawAt(Vector3)
Verse.Pawn:DrawAt_Patch1(Object, Vector3, Boolean)
Verse.Thing:Draw()
Verse.ThingWithComps:Draw()
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_ShockGoat
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:ACPRedPanda
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:ACPKiwi
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_Wildpawn
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_OvergrownColossus
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

System.NullReferenceException: Object reference not set to an instance of an object
at ExpandedIncidents.Harmony.InteractionWorkerCliquePatch.ManageCliques (RimWorld.InteractionWorker,Verse.Pawn,Verse.Pawn) <0x000a3>
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch2 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>,string&,string&,Verse.LetterDef&) <0x0004d>
at Rumor_Code.CaravanSocialManager.TryInteractWith (Verse.Pawn,Verse.Pawn,RimWorld.InteractionDef) <0x002e4>
at Rumor_Code.CaravanSocialManager.TryInteractRandomly (Verse.Pawn) <0x0032e>
at Rumor_Code.CaravanSocialManager.MakeCaravanInteract (RimWorld.Planet.Caravan) <0x000e0>
at Rumor_Code.CaravanSocialManager.MakeCaravansInteract () <0x00084>
at Rumor_Code.Watcher.MapComponentTick () <0x00058>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00075>

Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: NoImageAvailable on April 11, 2019, 05:27:03 AM
Quote from: whyareuhere on April 11, 2019, 02:14:23 AM
In addition, I get the error log here:



Saving _def
Verse.Log:Message(String, Boolean)
CombatExtended.HoldRecord:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])

.....

Failed to find any texture while constructing Multi(initPath=Things/Apparel/TacVest_Male, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south.
Verse.Log:Error(String, Boolean)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
RimWorld.ApparelGraphicRecordGetter:TryGetGraphicApparel(Apparel, BodyTypeDef, ApparelGraphicRecord&)
Verse.PawnGraphicSet:ResolveApparelGraphics()
Verse.PawnGraphicSet:ResolveAllGraphics()
Verse.PawnRenderer:RenderPawnAt_Patch2(Object, Vector3, RotDrawMode, Boolean)
Verse.PawnRenderer:RenderPawnAt(Vector3)
Verse.Pawn_DrawTracker:DrawAt(Vector3)
Verse.Pawn:DrawAt_Patch1(Object, Vector3, Boolean)
Verse.Thing:Draw()
Verse.ThingWithComps:Draw()
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_ShockGoat
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:ACPRedPanda
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:ACPKiwi
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_Wildpawn
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

Spawning Random Prey, Because I Can. Deal with it.maxdensity:986.6667, current:80.34998, spawning:AA_OvergrownColossus
Verse.Log:Message(String, Boolean)
RimWorld.Alert_PreyPopulationStable:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch2(Object)
Verse.Root_Play:Update()

System.NullReferenceException: Object reference not set to an instance of an object
at ExpandedIncidents.Harmony.InteractionWorkerCliquePatch.ManageCliques (RimWorld.InteractionWorker,Verse.Pawn,Verse.Pawn) <0x000a3>
at (wrapper dynamic-method) RimWorld.InteractionWorker.Interacted_Patch2 (object,Verse.Pawn,Verse.Pawn,System.Collections.Generic.List`1<Verse.RulePackDef>,string&,string&,Verse.LetterDef&) <0x0004d>
at Rumor_Code.CaravanSocialManager.TryInteractWith (Verse.Pawn,Verse.Pawn,RimWorld.InteractionDef) <0x002e4>
at Rumor_Code.CaravanSocialManager.TryInteractRandomly (Verse.Pawn) <0x0032e>
at Rumor_Code.CaravanSocialManager.MakeCaravanInteract (RimWorld.Planet.Caravan) <0x000e0>
at Rumor_Code.CaravanSocialManager.MakeCaravansInteract () <0x00084>
at Rumor_Code.Watcher.MapComponentTick () <0x00058>
at Verse.MapComponentUtility.MapComponentTick (Verse.Map) <0x00075>

Verse.Log:Error(String, Boolean)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



Are you on an outdated version?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Nynzal on April 11, 2019, 06:18:00 AM
There seems to be a "bug" with queued pick up jobs, that they ignore the weight limit of a pawn.
E.g. I have 2k corn to pick up, so one pawn is tasked to pick up each pile as a queued job. The pawn then happily takes all of it in the inventory, as the weight check is performed whe the task is given and does not reevaluate the it when the job is carried out.
This also might be related to the base game, that the job can only be checked when given.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: InfinityKage on April 13, 2019, 04:10:05 PM
Hi there,

I want to start by saying you made a great mod. Thank you for all the work you've done.

I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Thanks in advance
Infinity Kage
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: bdole92 on April 13, 2019, 06:17:33 PM
First off, this mod is an absolute must for me. I do have some feedback based on my recent game though,

* Mass limits are too burdensome right now. Its basically impossible to give a colonist a flak jacket, pants, and vest and have enough room left over for any weapons. My suggestion would be that worn gear only applies a fraction of its mass towards the limit. I think this makes sense, its easier to wear a bullet proof vest than to haul it around in a backpack, to my mind, and it would allow colonists to wear any kind of real defensive getup and carry a gun and ammo.

*As has been mentioned on this thread before, centipedes are insanely strong. To be fair, i haven't tried keeping some anti-material rifles around and hot-switching my colonists to them, but i think a big problem is how insanely long range centipede weapons are. Both the charge blaster and the cannon have a range of 86, which completely outranges anything other than the super large caliber rifles. I think the balance could be improved significantly by just reducing the range down to ~60, without actually touching the weapons. That isn't to say that there aren't tools in the game currently, but the extreme range of the centipede weaponry makes them hard to use effectively

* On a similar note, i think the ranges for rockets are too low. Iirc, rpgs, triple rocket launchers, and doomsday rocket launchers all have a range of ~40. The short range is kind of a double edged sword. On the one hand, it prevents raiders with rocket launchers just nuking your defenses from a safe distance, on the other hand it stops the player from using launchers from a safe distance themselves. I think a small increase to the range to ~45-50 would significantly improve their ease of use.

Also, this isn't a balance problem, but every time anything that produces fragments (frag grenades, RPG he grenades) goes off, my game hangs for a couple of seconds before continuing. I'm sure some of that is system specific, but it actively discourages me from using frag grenades just because of the quality of life issue

All that being said this mod is seriously awesome and has earned a permanent spot on my mod list  ;D
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Kiame on April 13, 2019, 07:09:51 PM
Added Combat Extended support to Weapon Storage (https://ludeon.com/forums/index.php?topic=35503.0) with a new patch Weapon Storage Combat Extended Patch. All details are in the main post in the link in the last sentence.

Steam:
Weapon Storage (https://steamcommunity.com/sharedfiles/filedetails/?id=1180720427)
Weapon Storage Combat Extended Patch (https://steamcommunity.com/sharedfiles/filedetails/?id=1711864630)

Direct Download:
Weapon Storage (https://github.com/KiameV/rimworld-weaponstorage/releases/download/1.0/WeaponStorage.zip)
Weapon Storage Combat Extended Patch (https://github.com/KiameV/rimworld-weaponstorage/releases/download/1.0/WeaponStorageCombatExtended.zip)
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: InfinityKage on April 13, 2019, 07:28:08 PM
Quote from: Kiame on April 13, 2019, 07:09:51 PM
Added Combat Extended support to Weapon Storage (https://ludeon.com/forums/index.php?topic=35503.0) with a new patch Weapon Storage Combat Extended Patch. All details are in the main post in the link in the last sentence.

Steam:
Weapon Storage (https://steamcommunity.com/sharedfiles/filedetails/?id=1180720427)
Weapon Storage Combat Extended Patch (https://steamcommunity.com/sharedfiles/filedetails/?id=1711864630)

Direct Download:
Weapon Storage (https://github.com/KiameV/rimworld-weaponstorage/releases/download/1.0/WeaponStorage.zip)
Weapon Storage Combat Extended Patch (https://github.com/KiameV/rimworld-weaponstorage/releases/download/1.0/WeaponStorageCombatExtended.zip)

I shall it to my compendium as well, in case anyone stops by.
https://ludeon.com/forums/index.php?topic=48557.msg457154#msg457154
Thanks for your work.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Kori on April 14, 2019, 05:46:36 AM
Quote from: InfinityKage on April 13, 2019, 04:10:05 PM
I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Available firing modes (auto, burst, single) depend on the gun, while aiming modes (aimed, snapshot, surpress) should always be available. Try moving CE as close to the end of your load order as possible.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: NoImageAvailable on April 14, 2019, 07:32:48 AM
Quote from: InfinityKage on April 13, 2019, 04:10:05 PM
Hi there,

I want to start by saying you made a great mod. Thank you for all the work you've done.

I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Thanks in advance
Infinity Kage

That sounds like some of your guns are not properly set up. Are they all from the same mod or vanilla?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: forumgod on April 14, 2019, 12:03:17 PM
Is it possible to add back miniguns and uranium slugs?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: InfinityKage on April 14, 2019, 05:14:13 PM
Quote from: Kori on April 14, 2019, 05:46:36 AM
Quote from: InfinityKage on April 13, 2019, 04:10:05 PM
I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Thanks. I'll try that. I'm tired of my pawns just spray and praying.
Available firing modes (auto, burst, single) depend on the gun, while aiming modes (aimed, snapshot, surpress) should always be available. Try moving CE as close to the end of your load order as possible.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: InfinityKage on April 14, 2019, 05:41:31 PM
Quote from: NoImageAvailable on April 14, 2019, 07:32:48 AM
Quote from: InfinityKage on April 13, 2019, 04:10:05 PM
Hi there,

I want to start by saying you made a great mod. Thank you for all the work you've done.

I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Thanks in advance
Infinity Kage

That sounds like some of your guns are not properly set up. Are they all from the same mod or vanilla?

Oh man... I have no idea...
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: InfinityKage on April 15, 2019, 06:45:38 PM
Quote from: Kori on April 14, 2019, 05:46:36 AM
Quote from: InfinityKage on April 13, 2019, 04:10:05 PM
I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Available firing modes (auto, burst, single) depend on the gun, while aiming modes (aimed, snapshot, suppress) should always be available. Try moving CE as close to the end of your load order as possible.

Moved it all the way to the bottom. The only things under it now are the patches. Still doesn't work. Hmmm... i guess it has to be one of the patches maybe?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: InfinityKage on April 16, 2019, 12:51:17 AM
Quote from: InfinityKage on April 15, 2019, 06:45:38 PM
Quote from: Kori on April 14, 2019, 05:46:36 AM
Quote from: InfinityKage on April 13, 2019, 04:10:05 PM
I do however have a question as to how the changing firing modes work. The only options I ever get is Full Auto Snapshot. I can't seem to change it. I've tried clicking on them but nothing happens. I have 4 pawns equipped with 4 separate guns and it's the same on all of them. Is this feature only available on certain guns?

Available firing modes (auto, burst, single) depend on the gun, while aiming modes (aimed, snapshot, suppress) should always be available. Try moving CE as close to the end of your load order as possible.

Moved it all the way to the bottom. The only things under it now are the patches. Still doesn't work. Hmmm... i guess it has to be one of the patches maybe?

Removed the patches and it works so it's definitely one of the patches. Time to go through one by one.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Kanareika1 on April 18, 2019, 02:24:05 PM
CE Guns: M72 craft not working. On the end unfinished stuff disappear, but 5x M72 is not appear. Bill is not changed (if you ordered 1, this number will not change). I tried that with latest version of game, HugsLib, CE and CE Guns, after full cleanup of user folder and game reinstall.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: mcmoor on April 20, 2019, 03:45:27 AM
I've seen someone asked this on Steam but I have the same issue so I wanted to ask it here. I have no idea if this is intended but when my base have full turret coverage the raiders just won't go to it. They are just wandering around outside my base until they just escape again and I pick them off. It's good that they are not suicidal, but I'm not sure it's what they really wanted.

And regarding centipedes. Usually after downing all my combat capable pawns they just go around destroying furnitures. When my other paws run around they just ignore it so I can order them to build turrets again to finally defeat them. Again I'm not sure if it's intended if it is please tell me.

Thank you for your answer!
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: forumgod on April 20, 2019, 10:10:43 AM
Quote from: Kanareika1 on April 18, 2019, 02:24:05 PM
CE Guns: M72 craft not working. On the end unfinished stuff disappear, but 5x M72 is not appear. Bill is not changed (if you ordered 1, this number will not change). I tried that with latest version of game, HugsLib, CE and CE Guns, after full cleanup of user folder and game reinstall.

"Load CE guns after CE main", it says in the mod description of CE guns
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Kanareika1 on April 20, 2019, 10:31:32 AM
Quote from: nickdos on April 20, 2019, 10:10:43 AM
"Load CE guns after CE main", it says in the mod description of CE guns
Of course, i load mods in correct sequence, so it's not my fault.

[attachment deleted due to age]
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: forumgod on April 21, 2019, 05:12:21 AM
Quote from: Kanareika1 on April 20, 2019, 10:31:32 AM
Quote from: nickdos on April 20, 2019, 10:10:43 AM
"Load CE guns after CE main", it says in the mod description of CE guns
Of course, i load mods in correct sequence, so it's not my fault.

I'm just saying because I had the same problem and swaping the load order fixed it for me. Do you get any error message in the debug log? I used to get an error that mentioned the MLAW recipe too.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: forumgod on April 22, 2019, 06:19:39 AM
What exactly is the thought process behind you adding a weapon like the doomsday rocket launcher and the inferno cannon that instantly kills anyone caught in the blast? Why does a pawn have to attempt to fire for one more time and lose valuable time before they decide to go through the reload process? Isn't this supposed to be "realistic"? A masterwork uranium mace can't do real damage except *tink* power armor, is melee supposed to be worthless in late game? What kind of insane balancing is this?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Ramsis on April 22, 2019, 07:49:42 AM
Nick leave him alone irt what he wants to have in his mod already...
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Owlchemist on April 24, 2019, 01:06:47 AM
Made another CE patch some of y'all may find of some usefulness. It optimizes the ammo defs to improve game load time: https://steamcommunity.com/sharedfiles/filedetails/?id=1721900020
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: N7Huntsman on April 24, 2019, 10:47:30 PM
A patch for Rimsenal has been completed as well. There's a link to the Github in the description for those who don't use Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=1722645168
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 26, 2019, 01:57:52 PM
Hello, I'm having an issue where upon researching machining, the loading bench has no ammo crafting recipes. Same when researching the basic gun recipes. Was there a change to ammo crafting or is it some sort of mod conflict?

Upon going to the mods I encounter this set of errors:


Could not resolve cross-reference: No CombatExtended.AmmoDef named AmmoSlag found to give to CombatExtended.AmmoLink (null -> Bullet_JI_Slag)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not resolve cross-reference: No Verse.BodyPartGroupDef named TailBlade found to give to CombatExtended.ToolCE left fist
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)

Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: NoImageAvailable on April 26, 2019, 02:13:03 PM
Quote from: whyareuhere on April 26, 2019, 01:57:52 PM
Hello, I'm having an issue where upon researching machining, the loading bench has no ammo crafting recipes. Same when researching the basic gun recipes. Was there a change to ammo crafting or is it some sort of mod conflict?

Upon going to the mods I encounter this set of errors:


Could not resolve cross-reference: No CombatExtended.AmmoDef named AmmoSlag found to give to CombatExtended.AmmoLink (null -> Bullet_JI_Slag)
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.
Verse.Log:Error(String, Boolean)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()

Could not resolve cross-reference: No Verse.BodyPartGroupDef named TailBlade found to give to CombatExtended.ToolCE left fist
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)



Your issue is with whatever mod (CE patch?) is adding Bullet_JI_Slag
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 26, 2019, 06:46:46 PM
Huh, that's odd. That is the Rimsenal CE patch. I disabled it and now I can only make NATO ammo, not even any other types of normal ammo (ex: .303 British)
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 26, 2019, 07:23:24 PM
Update: Solved! The Rimsenal CE Core patch wasn't updated until today, so I was using an older patch.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 26, 2019, 08:52:34 PM
New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: NoImageAvailable on April 27, 2019, 05:15:58 AM
Quote from: whyareuhere on April 26, 2019, 08:52:34 PM
New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?

That's a third party patch and not supported here. Talk to the author of that patch.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Canute on April 27, 2019, 06:08:16 AM
Quote from: whyareuhere on April 26, 2019, 08:52:34 PM
New issue: the Rimsenal mod with the patches have their ammo... but for Combat Extended I can only craft the rifle NATO ammo. Thoughts?
Did you try HelpTab mod, to check if you maybe miss a workbench or research for a recipe ?

Try at first on a new colony if anything works fine.
Use hugslib quickstart feature (need developer mode on) to create one.
Dev tool, Finish all Researches.
God mode, place nessesary benches and check if you can craft ammo.

If you can't craft ammo on a new colony, disable all CE patches and try it again.

When you still can't craft ammo without any CE patches, delete/unsubscribe CE to get ride of all files, and install/subscribe again.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: whyareuhere on April 27, 2019, 06:51:36 PM
Solved! the mod Let's Trade! somehow creates a conflict where only NATO ammo can be made.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: jager666 on April 28, 2019, 05:28:29 PM
Does anyone have a problem with raiders sometimes hugging some outer walls and just stand there until they "surrender" while starving and run?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Canute on April 29, 2019, 03:07:03 AM
jager666,
do you use Doors expanded mod and doors ?
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: jager666 on April 29, 2019, 04:27:40 PM
Quote from: Canute on April 29, 2019, 03:07:03 AM
jager666,
do you use Doors expanded mod and doors ?


Nope, I removed those mods after someone pointed out they could be responsible for the mortar shells lag.
Title: Re: [1.0] Combat Extended - 1.3 LoS overhaul (02.03.2019)
Post by: Canute on April 30, 2019, 02:36:17 AM
ok, then from my expierence some other error happen that prevent raider and maybe guests/caravan too to act like they should.
Enable developer mode at the options, open the log window and look if there are some red lines, special at the end of the log.
If you see some, post your log. Click at the green Share log button.

If you see error's (red text, yellow isn't that worse) right after rimworld start before you load a safegame, you should rework your modlist and identify that mod which cause errors.
Deactivate/activate mods at the 50% methode.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 04, 2019, 08:12:21 PM
Update

CE has been updated to 1.4: this release contains mainly QoL and bug fixes, see GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.4) for a full changelog.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: iFailatRimworld on May 05, 2019, 06:26:35 AM
Does this break the custom made patches made for 1.3?
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: RicRider on May 05, 2019, 07:30:20 AM
Hey! Looks like a nice mod. I want to use it in an upcoming game but I want to be sure I'm 100% sure what I'm getting into. I read your changelog from recent update and it says:

Fixes:
- Incendiary weapons not recognized for pyromaniac thought

Can you clarify what this means? Pyros will go for incendiary weapons when mental breaking and light up my base?
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 05, 2019, 09:20:01 AM
Quote from: RicRider on May 05, 2019, 07:30:20 AM
Hey! Looks like a nice mod. I want to use it in an upcoming game but I want to be sure I'm 100% sure what I'm getting into. I read your changelog from recent update and it says:

Fixes:
- Incendiary weapons not recognized for pyromaniac thought

Can you clarify what this means? Pyros will go for incendiary weapons when mental breaking and light up my base?

In vanilla, pyromaniacs get a mood buff from having incendiary weapons equipped. This wasn't working properly in CE.

Quote from: iFailatRimworld on May 05, 2019, 06:26:35 AM
Does this break the custom made patches made for 1.3?

Shouldn't break anything
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: RicRider on May 05, 2019, 07:41:26 PM
Oh! Thank you for clarifying. I get it now.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ixenzo on May 06, 2019, 01:48:28 PM
>Disabled ammo appearing as quest rewards (for real this time)

Updated to 1.4, seeing exactly the opposite - every single quest rewards contains an ammo item.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 06, 2019, 01:50:35 PM
Quote from: Ixenzo on May 06, 2019, 01:48:28 PM
>Disabled ammo appearing as quest rewards (for real this time)

Updated to 1.4, seeing exactly the opposite - every single quest rewards contains an ammo item.

But is it disabled ammo
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: temple_wing on May 10, 2019, 10:25:29 AM
I don't know whether it's a bug or intended. tactical vest is now conflicting with backpack. Tactical vest is belt layer cover torso, backpack is belt layer shoulder, they're conflicting.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 10, 2019, 10:43:01 AM
Is there a way to revert fragment simulation to the old model, back when it was a simple circle?

I cant play with HE shells or Frag grenades anymore, every time I do there is a few second freeze and if whole stack gets destroyed there is minute or longer freeze that can end with a crash!

Do you know how to change it?
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 10, 2019, 11:19:12 AM
UMMMMMMMMMMMMMMM

AND EMBRASURES DON'T WORK ANYMORE

MY ENTIRE DEFENSE IS EMBRASURE BASED

AND RAIDERS CAN TARGET THROUGH EMBRASURES BUT MY PEOPLE CAN'T
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: temple_wing on May 10, 2019, 12:07:24 PM
Quote from: WREN_PL on May 10, 2019, 10:43:01 AM
Is there a way to revert fragment simulation to the old model, back when it was a simple circle?

I cant play with HE shells or Frag grenades anymore, every time I do there is a few second freeze and if whole stack gets destroyed there is minute or longer freeze that can end with a crash!

Do you know how to change it?

If you have "doorsExpended", update to newest dev version might help. I haven't tested that, just someone says it helps.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 10, 2019, 12:15:43 PM
There is something...

...

...FUCKY...

Happening to embrasures

[attachment deleted due to age]
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 10, 2019, 12:17:35 PM
They work...

Partially..?

In certain ranges and angles..?!

It doesn't make any fukken sense!

[attachment deleted due to age]
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 10, 2019, 01:53:47 PM
Also updating DoorsExpanded hadn't changed anything.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Canute on May 10, 2019, 04:13:33 PM
Just test it out without Doors expanded.
Remove all doors belong to these mod's before with dev tool destroy, safe the colony and then remove the mod.
Then load it and test if it is working better.
If not load the safegame before.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 10, 2019, 07:11:43 PM
Doors Expanded is a known incompatibility. Your embrasures look like they're added by another mod, their cover collision height is probably through the roof. Just use the CE ones.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 11, 2019, 04:57:54 AM
The thing is, this worked on earlier version of CE. Everything went to shit after updating to 1.4
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 11, 2019, 05:34:21 AM
Also deleted DoorsExpanded and it still doesn't work

[attachment deleted due to age]
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 11, 2019, 09:14:08 AM
Quote from: WREN_PL on May 11, 2019, 05:34:21 AM
Also deleted DoorsExpanded and it still doesn't work

I told you, it's not supposed to. Use CE embrasures. DE is just for the lag.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: brucethemoose on May 11, 2019, 07:48:15 PM
Going ammoless isn't all its cracked up to be. As it turns out, mechanoids are nearly impossible to kill without AP rounds, you can't pick mortar shells, and rocket launchers are massively OP since they're no longer single use... Anyway, since I'm a masochist, I decided to try and convert my ammoless CE colony into an ammo-enabled one (even though doing so in unsupported), and thought I'd share my experience trying to get it to work:
Cross-mod quirks aside (for example, Rimefeller mortal shells and napalm don't seem to work as CE flamethrower/mortar ammo), the transition has been relatively smooth, and I haven't run into any gameplay issues for days, but I do keep getting one error in the log that I can't figure out:
Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.ArgumentNullException: Argument cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[Verse.ThingDef,CombatExtended.Integer].Add (Verse.ThingDef key, CombatExtended.Integer value) [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_HoldTracker.GetStorageByThingDef (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_HoldTracker.GetExcessThing (Verse.Pawn pawn, Verse.Thing& dropThing, System.Int32& dropCount) [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_HoldTracker.HasExcessThing (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.JobGiver_UpdateLoadout.GetPriority (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0


https://gist.github.com/HugsLibRecordKeeper/7f106a71a608d9bb5f4849fd611b8e10



Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ink. on May 12, 2019, 01:12:14 PM
Hey NoImageAvailable. I have a quick question.

We can modify the suppressability stat when starting a new colony/gamemode. How does this work? I assume it just changes the threshold for how likely someone is going to get suppressed.

The reason I ask is because I love using CE, but I find my pawns just get suppressed way too damn easy. I get that nobody wants to die, but the level 16 ex-military shooter can probably guess that if he just hunkers down where he's at, he's as good as dead anyway so he's got to take the risk and run away for safety. A few 9mm bullets is not a reason to stop in your tracks and let the horde rush you.

Is there any way to like, force my colonists to push through the gunfire and keep moving?
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 14, 2019, 07:55:55 AM
HA! Got it!

The new CE update substitutes cover effectiveness with cover height, so I only have to edit that part to make Embrasures work again!
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 14, 2019, 08:01:16 AM
YES!

IT WOOORKS!
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: WREN_PL on May 14, 2019, 08:27:04 AM
Huh...

...

...Now for some reason DoorsExpanded bugged out and tribal sheet doors are opening... inwards/upwards.

It's not game breaking so I may just leave it.

Ahh..! Wonders of coding.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: forumgod on May 14, 2019, 03:31:10 PM
This is so bad it's hilarious, enemy explosives cause a chain reaction after death even with the option for cook-off set to off, can't believe people suggest this is a serious mod
https://i.imgur.com/T94P3So.jpg
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Jetpack_Maniac on May 14, 2019, 04:40:48 PM
Cook-off is for bullets.  Explosives still explode.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: JuhoZero on May 15, 2019, 03:24:48 AM
Quote from: nickdos on May 14, 2019, 03:31:10 PM
I am so bad it's hilarious, enemy explosives cause a chain reaction after death even with the option for cook-off set to off, can't believe I let people go there.
Fixed it for you, no need to thank me.

But seriously, are you trying to tell us, that explosives will... explode when they go off? That can't be right, I'm sure it is perfectly safe for example to weld grenades.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: jager666 on May 15, 2019, 02:15:10 PM
Quote from: nickdos on May 14, 2019, 03:31:10 PM
This is so bad it's hilarious, enemy explosives cause a chain reaction after death even with the option for cook-off set to off, can't believe people suggest this is a serious mod
https://i.imgur.com/T94P3So.jpg

If you are unable to handle certain mod features then why do you use it lol?
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: forumgod on May 16, 2019, 07:26:28 AM
This mod just pushes you to use killboxes even more than vanilla because of how broken most enemies that don't use melee or plain guns. There is nothing realistic about it despite what the creator claims. The immaturity of its fans that respond with "git gud" to criticism says a lot of the audience it appeals to.

To respond to the kids that are baiting: I have no problem when using the classic killbox abuse, it trivializes raids entirely, however when I actually try a realistic approach to combat with this mod nothing works and that is the problem
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: jager666 on May 16, 2019, 01:47:40 PM
Quote from: nickdos on May 16, 2019, 07:26:28 AM
This mod just pushes you to use killboxes even more than vanilla because of how broken most enemies that don't use melee or plain guns. There is nothing realistic about it despite what the creator claims. The immaturity of its fans that respond with "git gud" to criticism says a lot of the audience it appeals to.

To respond to the kids that are baiting: I have no problem when using the classic killbox abuse, it trivializes raids entirely, however when I actually try a realistic approach to combat with this mod nothing works and that is the problem

I still don't get why do you get so triggered and call people kids and fanbois because you are not able to handle certain situations in an optional mod and go to went your frustration over here. Just unsubscribe? :D

If you do decide to think through your next engagements, get some LMGs to pin down the attacking force, equip as much armor as you can get and meele them from behind when they are recovering from suppresion.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ink. on May 17, 2019, 03:09:39 AM
Hi.

Sadly I've been running into issues and I'm trying to find out what's causing it. I've manually removed and tested for over 20 mods and still keep launching with errors and then having things not work right. Reading through my debug log hasn't been helpful as I can't make much sense of the errors or what's causing them. So here they are and my mod list. If anyone has an idea of what the issue might be. I was running a pretty similar config to this before and it worked, so I can't see what's breaking it now when everything I remove doesn't seem to fix.

https://gist.github.com/253e1db7811124aad367e883d1ba4c69

Thank you if anyone can help me narrow this down. I miss using CE.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 17, 2019, 06:21:58 AM
Quote from: Ink. on May 17, 2019, 03:09:39 AM
Hi.

Sadly I've been running into issues and I'm trying to find out what's causing it. I've manually removed and tested for over 20 mods and still keep launching with errors and then having things not work right. Reading through my debug log hasn't been helpful as I can't make much sense of the errors or what's causing them. So here they are and my mod list. If anyone has an idea of what the issue might be. I was running a pretty similar config to this before and it worked, so I can't see what's breaking it now when everything I remove doesn't seem to fix.

https://gist.github.com/253e1db7811124aad367e883d1ba4c69

Thank you if anyone can help me narrow this down. I miss using CE.

Are you using an outdated version of CE?
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ink. on May 17, 2019, 11:43:39 AM
http://prntscr.com/npw3qk

Unless the versions are labelled diff, looks like. I've always kept it just to auto update via workshop.

E - My game was showing I had an older version of CE, so I switched to it just to see. A lot of errors went away and an issue I was having stopped happening. Still some errors but it's info. Simple Sidearms does not work at all for me now, when before it used to to some degree.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 17, 2019, 06:24:27 PM
Quote from: Ink. on May 17, 2019, 11:43:39 AM
http://prntscr.com/npw3qk

Unless the versions are labelled diff, looks like. I've always kept it just to auto update via workshop.

E - My game was showing I had an older version of CE, so I switched to it just to see. A lot of errors went away and an issue I was having stopped happening. Still some errors but it's info. Simple Sidearms does not work at all for me now, when before it used to to some degree.

If you want to make sure you have the latest release, grab the one off of GitHub. There's a couple Steam releases that are now deprecated.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ink. on May 17, 2019, 07:08:22 PM
Quote from: NoImageAvailable on May 17, 2019, 06:24:27 PM
Quote from: Ink. on May 17, 2019, 11:43:39 AM
http://prntscr.com/npw3qk

Unless the versions are labelled diff, looks like. I've always kept it just to auto update via workshop.

E - My game was showing I had an older version of CE, so I switched to it just to see. A lot of errors went away and an issue I was having stopped happening. Still some errors but it's info. Simple Sidearms does not work at all for me now, when before it used to to some degree.

If you want to make sure you have the latest release, grab the one off of GitHub. There's a couple Steam releases that are now deprecated.

Gotcha. Less errors on start up now, but still some issues. Particularly the most noticeable one, the main issue I've been dealing with no matter what CE version I'm on, is that my assign tab does not work. It doesn't open and spawns an error in my debug log on pressing. I had this before with CE (which is why I disabled it then). I think there's a conflict between one of my mods and CE. I'll try to remove a few and see what happens, cause I think I have an idea. Either way, here's a log with the error in case it sparks anything.

https://gist.github.com/c268ae2b72abb7aef1a22f8a52dcf55f
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 17, 2019, 09:06:49 PM
CE adds the loadout interface to the assign tab. If one of your mods is doing something weird to it it'll conflict.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ink. on May 17, 2019, 09:14:04 PM
Quote from: NoImageAvailable on May 17, 2019, 09:06:49 PM
CE adds the loadout interface to the assign tab. If one of your mods is doing something weird to it it'll conflict.

Yep. But that's where I'm drawing a blank as I've disabled the only mod I knew of that modified that tab and I had the same issue. So I'm trying to determine what else would be using it.

Edit - I've found what it was. It was actually 'Better Pawn Control'. Which is odd because I'm incredibly certain that has been used with CE even recently, but who knows why it all broke. I found I hardly used the different policy features anyway versus the combat mechanics.

Appreciate the info and brainstorming help!
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Eryx on May 27, 2019, 01:07:59 PM
I love how so many people comment just to hate- then call the other people the trolls.

Anyway, I have a question- as of B18 (and perhaps now) do pawns have complex hitboxes? 'Complex' as in if their box is hit at x Cells high, they'll suffer a headshot wound? Or is it simply realistic RnG?

Also, people need to keep in mind that Rimworld era is different from today. EMP weapons make sense as a viable weapon against Centipedes, for instance. I however, avoid that approach. See, what everyone tends to forget is that you're not even a full squad of soldiers assuming you use the Vanilla settings, but three ill equipped and likely trained civilians. Defense is more than about just a lot of cover- and did you ever cut down those trees? Did you make sure your positions had nice open fields of fire? Did you get overrun because you bunched up all your guys in a single bunker rather than spreading them out, allowing them to cover eachother- an in depth defense? Could you gradually fall back, picking them off? Do you make sure to pick up all of the enemies weaponry for use later?

I know I'm just rambling here but there's a lot to defending successfully. Having a strong grip on small unit tactics is key in this mod. I never use EMPs, rarely utilize mech suits/power armor, super heavy weaponry, etc. etc. I just try to populate my colony and to keep them equipped enough for the next fight, eventually regulating my forces enough to have 'standard issue' style forces.

Three man fireteams are effective enough within the mod, small enough to utilize early but still large enough to provide a small front and provide aid to wounded while still firing, or dragging out wounded.
Early on, dividing your two teams into assaulting and base-of-fire elements with respective weaponry is important, although balancing out your men can be equally effective. However, early on, having a sniper to pick off important targets can be crucial to your colonists' survival. Thus, splitting your troops in a way that divides firepower and agility less equally can work, provided you make sure you cover your assaulting element properly.
I'd recommend reading some tactical guides not made for Rimworld, but other realistic games, or perhaps even real world applications.

This mod is truly a huge improvement to combat regardless of how 'unrealistic' one could consider it anyway.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on May 27, 2019, 06:26:42 PM
Quote from: Eryx on May 27, 2019, 01:07:59 PM
Anyway, I have a question- as of B18 (and perhaps now) do pawns have complex hitboxes? 'Complex' as in if their box is hit at x Cells high, they'll suffer a headshot wound? Or is it simply realistic RnG?

That's been the case for a while now. Hitboxes are divided into a top, mid and lower section. Hence why people behind cover tend to only get hit in the head.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: ConfusedNerd on May 29, 2019, 01:42:03 PM
Hey, so i literally created the forum account for this, but i found a "bug" or an abuse. If you don't have ammo but make them "shoot" empty, you still get shooting exp. I've noticed this as my hunter ran out due to mental break to shoot at everything and started leveling. Maybe a check could be performed before shooting if ammo is available.

Thanks for this awesome mod ^_^
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Kyna Tiona on June 06, 2019, 03:34:55 AM
I don't actually understand how this bug came to be. When I get the chance, I'm going to have to take her into combat and see if the shields' defensive values all take effect...

https://i.imgur.com/wGvsaxA.jpg (https://i.imgur.com/wGvsaxA.jpg)
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Ixenzo on June 06, 2019, 11:04:15 AM
Had a pawn being pinned down with heavy suppression so they couldn't move a tile. The problem: the pawn was also on fire the whole time. The hunkering down movement overrides fire extinguishing movement, so it's impossible for a pawn to put themselves out.

It would be highly appreciated if putting themselves out would take precedence over hunkering down, e.g. as long as the pawn's activity is burning and trying to beat out the fire, hunkering job is ignored. I as a person would probably care about being on fire first before the bullets flying around.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Rambus200 on June 09, 2019, 12:58:07 PM
Does anyone know what ticking exception error means, and does anyone know how to find the object that the .get_ParentArmor is referring too. It just says unknown in the log. Example error below:

Exception ticking Bullet_762x54mmR_AP75527 (at (121, 0, 121)): System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.CompSuppressable.get_ParentArmor () [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.ApplySuppression (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.CheckCellForCollision (IntVec3 cell) [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.CheckForCollisionBetween () [0x00000] in <filename unknown>:0
  at CombatExtended.ProjectileCE.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I'm trying to troubleshoot my mod list and this is the last common error i get in a fire fight.
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: Retry_02Hide on June 16, 2019, 12:40:12 AM
Uhm...I am not sure is this one of CE features or not, is it normal to see tribal factions equipped with guns and stick bomb?

And another issue exists for a long time...over buffed centipeds...

And one another damn problem, how to keep mortar force fire the same target still instead of bombing on our own man's head gesus christ,  I use spotter to mark on the centipe but one of idiot still keep bombing my own colonist who stands near by the melee mechanoids (to be precise, I marked the centipe and set both mortars forced fire on it, but after they fired, they turned back to random target picking, any solutions?).
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: mitasamodel on June 25, 2019, 12:52:57 PM
What I'm doing in this situation is controlling the mortals manually. So, they are always on "Hold Fire" until I set the target and let them shoot (then again back to "Hold fire" until I remember them).
Title: Re: [1.0] Combat Extended - 1.4 QoL improvements (05.05.2019)
Post by: NoImageAvailable on June 27, 2019, 10:31:52 PM
Update

CE 1.5 released: infections and bleed rates buffed, raiders will no longer use direct attack and prepare strategies vs established colonies, various other fixes. See full changelog on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.5)

CE Guns 1.2 released: M72 LAW wasn't craftable due to a bug, this is fixed now GitHub (https://github.com/NoImageAvailable/CombatExtendedGuns/releases/tag/v1.0.1.2)
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Dakkon on June 28, 2019, 05:30:33 AM
Nice stuff. Also appreciate the mainfest added to CE guns, I've always preferred manually updating mods as steam can have issues sometimes.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 11, 2019, 02:40:30 PM
Someone tells me how to convert FSX to Chemfuel?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Zxy44 on July 11, 2019, 03:02:45 PM
Hello
Is there any patch that reduces the mortality of this mod (I mean something between the vanilla version and this mod), because the game is very difficult when 2-3 hits and you have a maximum of one hour to die. On the other hand, I know a little bit about modding, which file in mod can reduce bleeding settings? Thank you for help. ;)
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: mvargus on July 11, 2019, 05:49:46 PM
Is there a mod that makes boomalopes give chemfuel rather than FSX (or makes them give both?)  I love this mod, but I like having my boomalopes usable as a fuel supply for my generators.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Morbo513 on July 12, 2019, 02:16:36 AM
I'm wanting to start a new playthrough with CE again, but it's the goddamn centipedes that led to me quitting last time. That raid basically ended that game, and trying to savescum my way through that fight didn't seem like a very attractive prospect.
Have the centipede weapons been nerfed (not counting inferno min range)? If not, can someone direct me to where I can do it myself? I remember taking a look through the files but couldn't figure it out at the time.

I want to reiterate that I like that they're tanky. I hate that any attempt to fight them without end-game weapons carries such a high risk of instant-death.

Ed: Gave it a go, doesn't seem like it. They have immense firepower, accuracy and are tough to kill almost to the point of ridiculousness. When they have all three, even following the "Meta" of fighting them - hit & run with AT, opening engagements with EMP etc - they're simply not fun or even reasonable to fight, and they're really quite a common enemy. Again I strongly suggest reducing their overall lethality, while leaving their tankiness as-is.

I'd also suggest a change to the mechanics of EMP weapons - they're only good for one hit on a target, then they're immune. Instead I think it'd be more interesting for the chance of EMP damage to be nullified on each hit, as the target takes more hits - So sustained fire with EMP weapons will essentially have the same effect as suppression, just with more pre-requisites and the fact they need to hit the target.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: JT on July 13, 2019, 02:01:35 PM
Quote from: mvargus on July 11, 2019, 05:49:46 PM
Is there a mod that makes boomalopes give chemfuel rather than FSX (or makes them give both?)  I love this mod, but I like having my boomalopes usable as a fuel supply for my generators.

I've always used Chemicals & Neutroamine for the neutroglycerin, which is then refined at the Core biofuel refinery into chemfuel.  The Steam thread seems to suggest it conflicts, but I had the opposite problem when SparklingWorlds and Chemicals & Neutroamine would produce both neutroglycerin types from the same animal.  I tend not to bother with high-level spacer play (tribals are way more fun for me, and don't tend to attract mechanoids either) so I can't actually confirm, but I'll test it out now and see.

I'm a hopeless self-interested utilitarian when it comes to helping others, but since this problem will (eventually) affect me too, I'll throw a patch up when/if I confirm it's a problem. ;-)

[edit] Actually, I think you're already covered, come to think of it.  Try using Chemicals & Neutroamine together with N7Huntman's Combat Extended: Distilling.

[edit2] And now double-checked, both neutroglycerin and FSX produce naturally from the boomalope.  Both are labelled as "chemical fullness", which is probably why the other fellow on the C&N thread was confused.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 14, 2019, 09:42:11 AM
Quote from: Morbo513 on July 12, 2019, 02:16:36 AM<snip>
They're really tough, but personally, I find the PTRS to be indispensable when fighting centipedes (and, to some extent, scythers and lancers too, but they go down to regular rifle fire so it's not necessary). Consider that centipedes are basically just the WWI tank equivalent but have incredible range, so be sure to lay down minefields, 90mm AT batteries, KPV machine gun positions, and other prepared AT defences, e.g. small PTRS, RPG, or Carl Gustaf bunkers. Hit and run with AT weapons is risky because they typically can react to such moves, but if you go against them head on, you can one-shot them from great distance with a 90mm and mow down any survivors with KPVs while picking off stragglers with PTRS. I cannot overemphasise just how important PTRS are to any AT defence line-up in Rimworld. I'd forget EMP entirely; I only use EMP if I have it laying around (i.e. stolen from some siege) since it works like crappy incendiary rounds.

If you're in the early game, just PTRS squads should be enough. Every shot (prefer AP-HE to AP-I, though FMJ works if you have no FSX or prometheum) will slow down each centipede, allowing your men to spread the centipedes out. Be sure to put lone PTRS infantry behind some kind of bunker structure (you only need a few dozen granite to build a bunker). Once you have the technology to build KPV machine guns, do that ASAP; you don't want to delay those machine guns, and they share ammunition with the PTRS. Both types of weapons use 14.5x114mm. Prepare kill areas that you anticipate enemies to wander into. A side benefit is that any specialised defences against centipedes you prepare will be doubly effective against regular raids as well, though I'd avoid spending precious AP-HE against regular infantry unless you're fighting power armour.

A typical bunker could even just be a wall with embrasures in it; just be sure to leave enough open space behind the wall such that explosives can safely pass through the bunker walls and not detonate on anything behind. Explosives that detonate on the exterior wall will probably take down a bunker in 2-3 shots, so have many bunkers. Think more Albania:

(https://upload.wikimedia.org/wikipedia/commons/thumb/0/03/07Albanisch_makedonische_Grenze02.jpg/280px-07Albanisch_makedonische_Grenze02.jpg)

than Maginot:

(https://media-cdn.tripadvisor.com/media/photo-s/05/c0/27/1b/fort-de-la-ligne-maginot.jpg)
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Retry_02Hide on July 14, 2019, 10:39:27 AM
@Crossbowman
I have a question aboout bunkers. The damage of inferno cannon is too damn high, it can one shot everything, even your embrasure, which makes it so hard to build up a defense able to hold the centipes. Even the shot doesn't land on the bunkers, it may randomly destroy part of your base.
One another question is that the inferno cannon is too accurate. The cover system in CE made every shots mostly hit the cover, but cannon shell doesn't care what cover you are using at all, it just blow up everything around. Everytime it finish aiming means I need to load the save again cause it would certainly kill someone.
As for PTRS, most of threads talk about CE weapons said it's necessary, and works pretty well against centipes. But after I tried some AMR in other mods using .50BMG Ap-i, I doubt that only AMR is not quite enough. (maybe 14.5x114mm ammo do much more damage than .50BMG? I need to do some test later)
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 14, 2019, 08:06:58 PM
Quote from: Retry_02Hide on July 14, 2019, 10:39:27 AM<snip>

The inferno cannon can certainly destroy embrasures and also ignite everything inside, which is why I recommend only half-bunkers (i.e. bunkers with, say, 3 walls facing forwards, but no rear wall) to prevent detonations against the back of the bunker. Recall that embrasures have a very high cover height, so any shots that actually do penetrate your embrasure will not detonate against low-lying objects like tables, shrubs, or chunks. Bunkers should be built into the surrounding terrain, not built into your base (unless you actually do want misses to blow up your perimeter walls and stuff). Bunkers should be expendable, i.e. cheap. If they cost loads to build, then they're not cost-efficient.

The 14.5x114mm round in real life is a much more powerful round than any of the .50 calibre or equivalent rounds. In real life, the 14.5x114mm has double the energy of the 12.7x108mm (round used by the DShK machine gun) and close to double the energy of the .50 BMG. I'll need to check the game files later to find the exact penetration values but the PTRS can penetrate a lot more than the M2 Browning HMG in the game, for example. They definitely are nowhere near equivalent.

EDIT: The difference is less than I expected; with 14.5x114mm FMJ, the PTRS does 59 damage with armour penetration of 1.03. AP-HE does 35 bullet and 24 bomb (59 damage) with armour penetration of 1.18, and AP-I does 35 bullet and 12 burn (47 damage) with armour penetration of 1.18. For comparison, the .50 BMG FMJ does 46 damage with armour penetration of 0.91. Sabot rounds do 19 bullet damage with armour penetration of 1.11, AP-HE does 28 bullet and 18 bomb (46 damage) with armour penetration of 1.06, and AP-I does 28 bullet and 9 burn (37 damage) with 1.06 armour penetration. What this does mean that against a centipede, which has a sharp armour rating of 1.00, almost any shot fired by any 14.5x114mm will penetrate, while any shot fired by a .50 BMG calibre weapon that is using FMJ will fail to penetrate.

.50 BMG Sabot, AP-HE, and AP-I will penetrate, but will do less damage than 14.5x114mm. Basically, get a PTRS or KPV, and you're golden.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 14, 2019, 11:57:06 PM
How do you convert FSX to Chemfuel?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Canute on July 15, 2019, 04:11:15 AM
BladeOfSharpness,
i would suggest to use the mod HelpTab (the B19 version works for 1.0).
That mod show you items and recipes, and the nessesary researches or workbenches.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 15, 2019, 03:55:56 PM
It does? That's awesome, I regretted the lack of update, thanks!
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Morbo513 on July 15, 2019, 10:41:16 PM
Quote from: Crossbowman on July 14, 2019, 09:42:11 AM
Snip
This is a very good guide to dealing with them in their current state, thanks. I'll have to see if I can crank out a few PTRS before the psychic ship I just had drop drives everyone mad.

That said, this highlights most of what I don't enjoy about fighting them now. Such weapons are a pre-requisite to fighting them - If you're hit with a mechanoid raid before acquiring them in sufficient numbers, you pretty much lose the game right then and there unless you've found a way to safely co-habitate with mechanoids. There's no room for you to learn any of this the hard way and carry on within the same playthrough (At least without save-scumming, which is its own kind of tedium). There's no "making do", even with a handful of charge rifles and LAWs, unless you're fine with the majority of colonists you send at them being instantly killed.
And so far as I've ever been able to tell, the only purpose of EMP weapons is fighting mechanoids, yet they're completely inadequate for the task. Even if you do successfuly stun all the immediate threats simultaneously, the window of opportunity it creates is very narrow and still practically impossible to exploit without weapons that nullify the utility of stunning them in the first place. 

I've already started a new game after sandwiching the occupants of a poison ship between a 20+ pawn pirate raid and my own colonists (Armed with M16s, PKMs, an M32, LAWs and an RPG-7), and watching the 2 centipedes and 2 lancers cut down everyone before there was an opportunity to use those weapons to any effect.

Again, there's very little you can do to mitigate the extreme range, accuracy, speed and almost-guaranteed lethality of their weapons unless you're 100% prepared with automated defences to draw their attention, enough of the weapons that give you any advantage in those respects, and fortifications and traps that are actually in their path.

Every other threat you face has some elasticity to it, some way of coming back or even coming out on top with less-than ideal preparation. Countering centipedes necessitates progressing and planning in a very specific way to avoid losing a severe amount of resources, colonists and progress, which I feel goes against what the game, even with CE, is about in the first place.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 16, 2019, 02:37:25 AM
Agreed.

Although with mechanoid extraordinaire, you'll face more diverse mechanoids, and so less perfect accuracy / long range / AOE weapons.

Still that's an issue and not a fun one.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 16, 2019, 05:19:15 AM
Quote from: Morbo513 on July 15, 2019, 10:41:16 PM<snip>
That's a fair point, actually. The prevalence of mechanoid raids coupled with their difficulty does mean that a new player would require some meta knowledge to be able to actually take down centipedes without suffering extraordinary casualties. Not sure how one could mitigate that, though; maybe have a little popup in the bottom right corner (near map status effects and stuff) that warn a new player? I recall seeing a similar message at some point or another but I can't remember.

The problem I have with rocket-based weapons is that 1) they take forever to aim 2) have a decent chance of missing 3) have only a chance to downing a centipede (though they shred lancers and scythers if they hit). The advantage of using RPGs etc. to attack centipedes is that I've noticed successive hits can actually destroy the centipede's weapon, which make them sitting ducks, but it's offset by their extreme difficulty of use. I've had some success using those tribal tech stick bombs though, but naturally the problem is that then you'd basically be almost on top of the mechanoids and that is a highly risky proposition as you might imagine. You actually don't need that many stick bombs; around 10 is sufficient for each centipede. It's just the distance that causes problems. A hilarious side-effect of using stick bombs is that against inferno cannon centipedes, the last stick bomb to detonate and kill the centipede will eradicate the entire centipede (corpse and all) since the centipede drops its ammo.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Retry_02Hide on July 16, 2019, 10:33:58 AM
Quote from: Crossbowman on July 16, 2019, 05:19:15 AM
Quote from: Morbo513 on July 15, 2019, 10:41:16 PM<snip>
A hilarious side-effect of using stick bombs is that against inferno cannon centipedes, the last stick bomb to detonate and kill the centipede will eradicate the entire centipede (corpse and all) since the centipede drops its ammo.
This is why I had a hard time to build up my mechanoid army. If u want to defeat them, u must use something that explode, but the explosion always makes the ammo cook off and destroy everything lying around :-\
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 17, 2019, 01:10:21 AM
So wait, I did not knew. Stick bombs can kill a centipede?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 17, 2019, 01:30:15 AM
They absolutely can, since the primary source of damage from stick bombs is the explosion, whereas the primary source of damage from fragmentation grenades is the fragmentation (predictably). I use them when I have FSX and no ability to build PTRS yet.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 17, 2019, 02:25:59 AM
Great! Now I wonder if it was possible for me to knew that just by inspecting the Centipede. There is no rating against explosion or I missed it?

Totally unrelated, but I have at last my first load of devilstrands available. And then... the disappointment. I'm playing a western themed game, and I thought that I would create dusters with devilstrand and that they would provide a decent protection. But no, they are just a bit above rhinoceros leather.

Bottom line, anything I can do with devilstrand, if I'm industrial level tech? I play with mods :)
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: iceball3 on July 17, 2019, 02:33:22 AM
Quote from: BladeOfSharpness on July 17, 2019, 02:25:59 AM
Great! Now I wonder if it was possible for me to knew that just by inspecting the Centipede. There is no rating against explosion or I missed it?

Totally unrelated, but I have at last my first load of devilstrands available. And then... the disappointment. I'm playing a western themed game, and I thought that I would create dusters with devilstrand and that they would provide a decent protection. But no, they are just a bit above rhinoceros leather.

Bottom line, anything I can do with devilstrand, if I'm industrial level tech? I play with mods :)
They should work a bit better in flak vests or composite vests, as the base protection value for those are better.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 17, 2019, 02:55:21 AM
Yeah, I highly recommend using devilstrand to craft composite helmets and composite vests. You don't want your pawns getting their heads blown off by some shrapnel or their insides shredded instantly by grenades, after all.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Morbo513 on July 17, 2019, 07:33:03 AM
Re: The comparison of Centipedes to WW1-era tanks, I think that's apt, and what I like about their metaphorical tankiness, low speed and general threat level. However, there are a bunch of reasons that takes it off the mark. First is the fact that colonists are rarely expendable, you're not an early-19th century European army, most of the time you're dealing with a hamlet's worth of people. Second is that micro-geography that would give infantry an advantage over something like a tank is not really present in Rimworld (Nevermind trenches).
Third is that most of the weapons carried by such tanks weren't especially more lethal than those carried by their squishy meat-sack counterparts. Generally, a machinegun fired from a tank isn't going to kill someone dead any faster than if it was fired from the next trench over. Obviously the type matters and the mechanoids' are supposedly more advanced, and heavier variants at that on the centipedes. The issue is they're powerful to the point of rendering null most means of protection the player has for their colonists. I'm fine with "Get shot with this and they'll probably be incapacitated except if they're lucky and in power armour", I'm not fine with "Hit with this = instant death regardless of what they're wearing". Not to mention that the Centipede's charge blaster is going score hits more than once in many circumstances.

Which is an issue I also have with the majority of explosive weapons. Again, the Inferno cannon is top of this list, but it's the same story from the Doomsday on down to even the RPG-7. Sure, someone gets caught in the immediate blast, take off one of their legs, shred them up, whatever. But again, especially given their near-ubiquity by mid-game, instant-death from these weapons is simply not fun to deal with.

Anyway, speaking of trenches, they'd be a great addition to CE - after all, it's the most basic and expedient yet effective types of fortification against ranged attack, and probably the first thing I'd think of if I knew there were armed bastards coming to shoot me on this shithole planet I found myself on. You could even have deep trenches that offer near-full protection from anything exploding or shooting from anywhere except "above"/immediately outside it, but I imagine that's be more complexity than it's worth.


Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 17, 2019, 09:56:51 AM
Thanks for the answer on devilstrands. I'm reluctant to make composite helmets, it don't look very western to me. Now being headless is not cool either!

As for centipede, I managed to fend off a raid with colt revolvers, Sharp Sniper rifle with AP ammos and ... dynamite. I guess without dynamite, I would not have managed to put down the centipede with inferno cannon. Except I also charged it with 2 pawns with high level melee and cavalry saber, and it seems it did something (one kited if targeted while the other striked).
So as you can guess, this is very much western style.

Back to my point, the bigger centipedes seem to be prone to melee and won't fire their cannon if caught in melee, right?

Also, would embrasure not being better than trenches in defense?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 17, 2019, 09:58:48 AM
And now for a totally unrelated remark. It seems that for a given ammos, whatever the weapon it is used in, the damages are the same. This seems totally absurd to me. Unless there is some penetration factor that differs, but it is not indicated in the weapon description.

Because definitively, a rifle firing a bullet provides much more kinetic energy to it, compared to a handgun.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Retry_02Hide on July 17, 2019, 10:51:28 AM
Quote from: BladeOfSharpness on July 17, 2019, 09:58:48 AM
And now for a totally unrelated remark. It seems that for a given ammos, whatever the weapon it is used in, the damages are the same. This seems totally absurd to me. Unless there is some penetration factor that differs, but it is not indicated in the weapon description.

Because definitively, a rifle firing a bullet provides much more kinetic energy to it, compared to a handgun.
This is what bothers me a lot, too. I have some mods that add new weapons, and I have played them in no ce version before, so I know which performs better. But in CE, things u can know about weapon are only ammo it use, and some accuracy factors, which can't really present the differences between the weapons using same ammo.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 17, 2019, 11:31:59 AM
But is the stat existing or not?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 17, 2019, 08:29:38 PM
Quote from: Morbo513 on July 17, 2019, 07:33:03 AM<snip>

I agree with the point on microtopography; the terrain in Rimworld is largely either flat or mountainous, with no rolling hills or anything like that. However, I think you are taking the analogy to WWI tanks a bit too far. I was using it as a way to describe how centipedes are used, rather than how they compared to other units present during WWI. Also, you're kinda discounting the heavy weapons (https://en.wikipedia.org/wiki/5.7_cm_Maxim-Nordenfelt) that those tanks (https://en.wikipedia.org/wiki/QF_6-pounder_6_cwt_Hotchkiss) used, which I feel contribute to the point I was making that centipedes are shock units. In other words, they're used as heavy shock/breakthrough vehicles that can punch holes in your defences that lancers and scythers can then exploit and must be addressed as such. The role they play is of units that must be treated with caution, rather than regular raiders or even lancers/scythers. The weapons that centipedes use are strong in comparison to the weapons that your colonists typically have, which, again, makes them highly suitable for being shock units. Explosives in general are just very difficult weapons to fight, so you must prepare for them. A centipede using an incendiary launcher and a regular pirate raider using a regular incendiary launcher will both shred a colonist to pieces; it's just harder to tackle the centipede.

Quote from: BladeOfSharpness on July 17, 2019, 09:56:51 AM<snip>

Centipedes don't fire their main weapon if caught in melee before they begin aiming. If they are currently aiming at a colonist and you melee them, their behaviour is the same as that of all other pawns; that is, they will finish their current firing cycle before beginning melee combat. Never engage a heavy charge blaster centipede that is aiming at you in melee combat for that reason, as no amount of armour will prevent the centipede from eradicating a colonist's head or torso in one shot. By the word "bigger centipede", I assume you're using a mod, so I don't really have a baseline to go by in that case.

With regards to trenches, the advantage embrasures have over trenches would theoretically be that soldiers firing out of a bunker can fire over terrain such as rock chunks. In Rimworld, since everything (except said rock/steel slag chunks) is flat, trenches would work very well until/unless there is a rock chunk in the way. Since CE models cover as being of certain "heights" rather than vanilla Rimworld modelling cover as being of percentage effectiveness, I'd imagine that trenches would have to place pawns below regular height, which means that pawns within trenches would be unable to fire over sandbags, chunks, and possibly fences if mods add those. I don't know if doing this is even possible, but in order for trenches to be differentiated from embrasures, this would, in my opinion, be the most logical way to treat them. Otherwise, trenches would be superior to embrasures since trenches would probably take no resources to build, only work time (you're just digging in the ground after all). There are already mods that provide trench digging, so I'd look into those if you're interested in digging trenches for your pawns.

With regards to ammunition damage, it's true; there is a certain strangeness to how all cartridge types behave the same way when used in different weapons. I think in general, since rifles typically do not fire pistol cartridges, and pistols do not fire rifle cartridges, it's okay. There are very few instances where two vastly different weapons share a calibre. Two off the top of my head are the M3 grease gun and the M1911, which both fire .45 ACP, but the difference in muzzle energy is not vastly different. You wouldn't be using a grease gun to penetrate armour plating over an M1911, after all. And if you're talking .22LR, well, that round is so weak that the difference in penetration wouldn't even matter. I think the range differentiation between pistols and rifles does an overall good job of modelling the differences in how these weapons would be used at this point in time. While I don't think it's absurd, I do think that it could be reworked a bit; it's just that the difference would barely impact anything for a fair bit of added complexity.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: NoImageAvailable on July 17, 2019, 10:11:43 PM
Quote from: Crossbowman on July 17, 2019, 08:29:38 PM
With regards to ammunition damage, it's true; there is a certain strangeness to how all cartridge types behave the same way when used in different weapons.

CE supports ammo types providing weapon-specific projectile stats. It's not used in the base mod as vanilla/CE Guns don't have any weapons where the difference would be significant. If some third-party mod does and isn't using this functionality then that's on whoever patched it.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Crossbowman on July 17, 2019, 11:06:48 PM
That's quite good to know! Though as you said, I haven't noticed anything where this is really necessary (e.g. a pistol firing .50 BMG rounds or something).
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: BladeOfSharpness on July 17, 2019, 11:23:12 PM
Regarding weapon-specific damage/penetration stat I don't think many modders out there know that. I'm playing with westerado and the .58 Minie ball is used by muskets, flintlock pistols and percussion pistols. The author is probably not aware of the subtlety.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: JT on July 21, 2019, 03:11:22 PM
Quote from: NoImageAvailable on July 17, 2019, 10:11:43 PM
Quote from: Crossbowman on July 17, 2019, 08:29:38 PM
With regards to ammunition damage, it's true; there is a certain strangeness to how all cartridge types behave the same way when used in different weapons.

CE supports ammo types providing weapon-specific projectile stats. It's not used in the base mod as vanilla/CE Guns don't have any weapons where the difference would be significant. If some third-party mod does and isn't using this functionality then that's on whoever patched it.

Is there some other way to do this than defining an entirely new AmmoSet (and series of BulletCEs), though?  It's simple and easy to define a series of new AmmoSets for an entirely new ammo type added by the mod (I've done that myself for my WIP CE compatibility patch for Metro Armory), but duplicating a core AmmoSet feels particularly wrong.

Giving the weapon a stat multiplier would be more cross-compatible than creating patch soup where a mod must duplicate a vanilla AmmoSet for itself, and then not be able to use any ammo types that are patched into the vanilla AmmoSet by other mods other than by having to check for those mods and patch itself, and/or demand those mods to patch for its benefit.

A simple DamageFactor and MuzzleVelocityFactor as part of the weapon's stats would work wonders: the DamageFactor would increase (or decrease) the damage of each projectile fired by that weapon, and the MuzzleVelocityFactor would increase (or decrease) the speed.

(In case you're wondering, I already have two as-yet-unreleased use cases where I've bumped into this barrier:
1) Adding new low-tech variants of hand-swaged Soviet bullets that can be made by tribals, which are patched into vanilla 5.45x39mm and 7.62x54mm lists.  This invalidates any duplicates of the vanilla AmmoSet unless they accommodate this patch too.
2) Adding various AmmoSets to tweak the draw strengths of the bows I use in my mod, such that arrows, crossbow bolts, streamlined arrows, and great arrows all inflict different amounts of damage depending on the bow type.  Any arrow added to the vanilla AmmoSet is not duplicated into the new AmmoSets.)
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: NoImageAvailable on July 21, 2019, 09:43:40 PM
Quote from: JT on July 21, 2019, 03:11:22 PM
Is there some other way to do this than defining an entirely new AmmoSet (and series of BulletCEs), though?  It's simple and easy to define a series of new AmmoSets for an entirely new ammo type added by the mod (I've done that myself for my WIP CE compatibility patch for Metro Armory), but duplicating a core AmmoSet feels particularly wrong.

Never actually considered that use case. The separate AmmoSets were done mainly cause they give the modder maximum control over the projectile but for the simpler cases two stat modifiers might work better. I'll see if I can work that into the next release, whenever that happens.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: mcmoor on August 02, 2019, 03:53:44 AM
Regarding centipedes in CE, eventhough I think I can handle it by now, I still think they are way too overbuffed compared to everything. One have listed some ways to counter them, usually revolving around 14.5mm and explosives, but I think centipedes are still way too powerful for them. They have both 1. Range, 2. Damage, and 3. Accuracy.

1. Range
They outrange anything in the mod except sniper rifles and KPV machine gun, and only KPV outrange them back. And it's not that bad because they are exactly things you want to use that can actually damage the centipedes significantly, if not because of the next factors.

2. Damage
I've grown to tolerate heavy charge blasters because having shield belt shooters behind a KPV usually is enough to have a fair chance against them. But inferno cannons are very cheating. Anything you can do only gives you one death free ticket against them and even then you KPV is guaranteed to be blown up. PTRS is not a really good match up against any centipede because while it takes several long aiming to have some damage on them, they just one shot your colonists one on one, especially since everyone under their range of fire will absolutely be suppressed at best or dead at worst. Like I side, only KPV is really the one good weapon against them but they are really expensive and not really that accurate. Which brings us to the last point.

3. Accuracy
It's fine to battle against a super weapon that can strike far and hard. But when they can accurately pinpoint any of your colonists and blow them up it enters the realm of unfairness. While a KPV can maybe shot some bullets to a centipede, the centipede will absolutely blast the KPV with the inferno cannon, in almost 90% chance. It makes a very expensive KPV because just like a one time use doomsday or triple rocket. Heck, with much smaller range and much smaller damage "super weapons", they are also much less accurate to shot than those wonderful inferno cannons. I have seen too many times of my colonist try to use some of the one-uses and just cry when they fly some where far beyond eventhough I have used all my wits to have my colonist even close enough to shoot them without being blasted. When they are much stronger than what the game initially regard as a mighty super weapon so strong they can only be used once, I think there is a mistake somewhere.

Then again it's not like it can't be handled. I somehow succeeded to launch a ship on savage even after all of this so it can be done. But again the centipedes are still way too overbuffed. If at least one of those factors are heavily reduced, or maybe have some variants where some centipede are excellent in some but not ALL of them, I would be so happy. If only their range are reduced I can employ some hide and seek with some weapons. If only their damage are reduced I can at least have some interesting extended fights against them. If only their accuracy is reduced I may even begin to love them. But as it is they are something that is not so fun to fight against.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Cainen on August 03, 2019, 08:41:44 AM
You have the wrong approach to fighting them.  Centipedes have enough of a charge-up time to shoot on any of their possible weapons that so long as you have enough weapons and ammo that can deal damage to them relative to their numbers, you can kill them without even getting hit by popping into their LOS, shooting at them with a snap shot, and then getting out of their LOS and waiting for them to move so their aiming fully resets.  A 3 tile deep V shaped wall fortification will let 2 characters get away with that just fine.  The real problem is if the game throws one at you before you have anything that can damage them.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: RicRider on August 09, 2019, 11:10:15 AM
Just want to say thank you for this mod. I finally started a new game and am using it and am really enjoying it so far. I use simple sidearms too and it's so much fun switching between a rifle and a recurve bow and having to be very thoughtful about ammunition management and using different weapons on different targets.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Manu1361 on August 13, 2019, 06:55:23 AM
Hello there, really enjoying the mod so far, I got to the point where I researched pulse-charged munitions and I'm loving the charge rifle but I can't find a way to craft the Charge Lance.

I'm looking in my fabrication bench and the recipe is not there. Am I missing something ?

Thanks
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Eryx on August 13, 2019, 07:50:45 PM
I think the Charge Lance is the Scyther weapon, right? If not, I've never seen it.

As for dealing with mechanoids, you need to wait until they're within a close enough range to engage them. Wait somewhere in defilade (preferably behind a 'mountain' terrain feature and/or within buildings. There are mods that allow for building generation pre game, it can help. Messes with your sightlines, though.) so that by the time they can see you, you can hit them. Ideally, you'd be able to hit them with an RPG or LAW, otherwise 50. BMG and 14.5mm will do in a pinch. I've never used much of the EMP weaponry, so I can't really comment on that.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Manu1361 on August 14, 2019, 04:15:40 AM
Yes the charge lance is the scyther weapon : https://rimworldwiki.com/wiki/Charge_lance

In the base game I can normally craft it at the fabrication bench but with CE it doesn't show up.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Eryx on August 15, 2019, 11:38:56 AM
I think it's been taken out (with the Precision rifle being a sort of replacement) to help demonstrate the disparities between the tech of your colonists (and people) vs. the tech of the Mechanoids.

Charge weaponry is plenty effective; I typically make do with projectile weaponry up until the end with the exception of selling charge weapons/munitions.

'Lil tip for those who struggle with the mod: you can disable the extra ammunition mechanics to focus on building up your troops with scavenged weaponry rather than struggling raid to raid until you've built up enough research and gear.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Eryx on August 15, 2019, 12:05:37 PM
Also, to the guy saying Centipedes are too hard- well, I won't say they're not but.. there's ways around it.
Small PTRS teams shredding one at a time at a range, MATs in close/medium range conditions.
Grenade launchers have EMP munitions, the XM25 (not in the 'base' CE guns) is highly accurate compared to the 40mm grenades used by the MGL, but I'm not sure if there are 25mm EMPs. The player has plenty of those 'insta kill' weapons available to be able to fire a few back at the Mechs, too. I collect a lot of triple/Doomsday launchers, the first thing I do after a battle is see who'd make useful slaves -> colonists, then I stabilize, and finally I loot. There's always something useful, and if not, sellable. I don't use them much at all other than for selling, I use RPGs/LAWs to take out Mechs just fine, for the most part without casualties.
Slink around buildings and mountains then hit them in the side while they're still moving. I usually am not afraid to set up some poor soul as decoy at the edge of a Centi's range to soak up fire since he'll most likely be ok, since no one is bunching up/forming a bigger target.
Plenty of tree coverage in between you and the Centipede will catch a lot of cannon shells, too. Trees are a real LOS blocker, believe it or not- pawns can target one another and bullets can go 'through' them but they can just as easily be caught.
In general, I'd avoid KPVs because of the vulnerability- I put mine in bunkers with plenty of clean LOS, which means that Inferno shell can be lobbed straight for it- but again, PTRS/D are plenty, and mobile.

Again; you can disable the ammunition system to make it easier.

NoImageAvailable, I have a question- maybe it's sort of a request, too- Is it a technical reason that you don't allow weapons to change their ammunition types when the system is disabled, or is it possible to allow weapons to switch even without the ammo system enabled? I enjoy making casual, combat oriented games from time to time with the ammo disabled to just practice against raids and conduct a few myself, but I like my OG-7 warheads.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Manu1361 on August 16, 2019, 07:09:46 AM
Quote from: Eryx on August 15, 2019, 11:38:56 AM
I think it's been taken out (with the Precision rifle being a sort of replacement) to help demonstrate the disparities between the tech of your colonists (and people) vs. the tech of the Mechanoids.

Charge weaponry is plenty effective; I typically make do with projectile weaponry up until the end with the exception of selling charge weapons/munitions.

'Lil tip for those who struggle with the mod: you can disable the extra ammunition mechanics to focus on building up your troops with scavenged weaponry rather than struggling raid to raid until you've built up enough research and gear.

Thanks for the explanation, where can I craft the precision rifle ? I actually cannot find where to craft the rpg/law as well even though I have the researches unlocked.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Eryx on August 16, 2019, 04:09:11 PM
Machining Table.

I'm pretty sure it's 'Simple Launchers' that you need to have researched, but I don't remember off the top of my head.

Personally, I don't bother with charge weaponry, so I couldn't tell you what you need researched for it.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: dareddevil7 on August 17, 2019, 04:55:20 PM
Yo my dude, what if everyone didn't know how to use any weapon imaginable without some kind of background or practice or teaching by another pawn
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Tocato on August 19, 2019, 07:39:51 PM
do you think there will ever be a lite version of this mod that just adds something like ammo requirements for example?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Think3r on August 21, 2019, 10:32:30 AM
Quote from: Tocato on August 19, 2019, 07:39:51 PM
do you think there will ever be a lite version of this mod that just adds something like ammo requirements for example?
There already are! Check out Owlchemist's CE ammo mods:
Generic CE Ammo (http://"https://steamcommunity.com/sharedfiles/filedetails/?id=1722042312")
Simplified CE Ammo (http://"https://steamcommunity.com/sharedfiles/filedetails/?id=1721900229")
Optimization: CE Ammo (http://"https://steamcommunity.com/sharedfiles/filedetails/?id=1721900020")
I feel you as I don't want so much ammo variation, either. It would be awesome if these mods would be integrated into the main mod as mod options. Either way, have fun!
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Eryx on August 22, 2019, 11:01:01 PM
I know you're not going to continue updating the mod, so maybe this is irrelevant, but would it be possible to make some sort of MAT like the RPG but with more range and accuracy, like the Carl Gustav or LAW 80? Something man portable but not inaccurate and short range like the RPG. Maybe a recoiless gun like the SPG-90?

Binos increasing general accuracy of pawns targeting the target? Like a spotter?

A tactical AI, even if it's as simple as spawning the raid on two sides of the map or something.

Bug: With ammo disabled, there are a number of problems like mortars not working for raiders. Would it be possible to disable infinite ammo for mortars for both balance and sieges?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: makute on September 06, 2019, 03:18:51 AM
Hello again,

I come with a suggestion for a small QoL addition that I didn't know I needed until recentrly: Pawns should unload the ammo before storing any gun. Either automatically or via RmB context menu. This way, the player would keep an accurate count of ammo at all times.

Currently, I need to manually unload every looted gun, and whenever I swap weapons around my pawns.

Thanks a lot.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: NoImageAvailable on October 07, 2019, 09:38:12 AM
Public service announcement

As some of you may already know, a major CE update is in the works. As part of this effort, the armor system was revisited to provide a more streamlined and intuitive experience to the players. Unfortunately, this also means that a number of compatibility patches need to be updated to the new system. Affected are patches for:
*Only projectiles added by the patch itself need updating, those integrated into CE will be updated by the CE team.

This is a call to patch makers and others willing to help us ensure that as many patches as possible will be ready by the time CE 1.6 is released. Updating is a simple process which only requires knowledge of Google Sheets and XML. To help provide as much support as possible, we've added an extra channel on the official CE Discord (https://discord.gg/SGQKESU) dedicated to patching where you can get live support from us. Documentation (https://github.com/NoImageAvailable/CombatExtended/wiki/Stat-&-Balance-sheets) has also been expanded to assist the process to further improve compatibility.

Please submit your patches to the CE GitHub repo (https://github.com/NoImageAvailable/CombatExtended/pulls) in order to integrate them with the main mod. A common player complaint has been having to hunt for various patches in various locations. By bundling patches directly with CE, we can give users a smoother experience. We have taken steps to streamline the PR process and get submitted patches into the release version as soon as possible. If you cannot use GitHub, you can submit your patch via the Discord instead.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Eryx on October 17, 2019, 01:33:49 PM
I know this may be unrelated to that last post, but is there any particular reason explosives have been weakened? I used to use GLs as a way to counter physical/'bubble' shields and power armor, but now they're much less effective against, well, everything.
I put a 25mm into a tribal and he survived, no Go-Juice or anything, although yes, that is a smaller grenade than more standard 40mm's. I do see much less shields, so it's at least more balanced in that regard, but explosives seem a little underwhelming now.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Trimm on October 22, 2019, 06:56:23 PM
I feel like the new armor system is a little (a lot)... off. A single raider with a SMG walked into my colony and completely decimated me while my colonists lit him up with a .303 EnField, .44 mag Redhawk and buckshot. I couldn't figure out why he was taking zero damage, but then I saw he had 200% armor because of his cloth parka. A T-shirt, Parka and shoulder pads were over 8mm of armor which my FMJ and HP rounds simply bounced off of. For comparison, Power armor is 20mm of armor.

I really don't think you should need 7.62x54mm AP rounds to down a raider in cloth.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: NoImageAvailable on October 23, 2019, 08:54:44 AM
Quote from: Trimm on October 22, 2019, 06:56:23 PM
I feel like the new armor system is a little (a lot)... off. A single raider with a SMG walked into my colony and completely decimated me while my colonists lit him up with a .303 EnField, .44 mag Redhawk and buckshot. I couldn't figure out why he was taking zero damage, but then I saw he had 200% armor because of his cloth parka. A T-shirt, Parka and shoulder pads were over 8mm of armor which my FMJ and HP rounds simply bounced off of. For comparison, Power armor is 20mm of armor.

I really don't think you should need 7.62x54mm AP rounds to down a raider in cloth.

You're using something else to add broken clothing and material
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Trimm on October 23, 2019, 10:05:20 AM
That would make more sense. After digging some more I have a mod that is adding colored cloth with insane defense values. I tried to recreate it and craft my own Bluefur parkas and their armor valves were normal, less than 1mm. Now I just have to figure out where the cloth is coming from.

I'll never doubt you again :)

Edit: The mod 'Area Rugs for 1.0' added Vivid [color] Cloth, which caused the raiders to spawn with Vivid Green Parkas that had the crazy armor value. Disabled the mod and it appears to be back to normal. Thanks.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Epishade on October 25, 2019, 12:55:20 AM
Really liking the mod, but I just noticed just how stupid easy it is to make money by selling prometheum.  A full field of blazebulbs grown in a sunlamp, just by harvesting them, can easily net you over 2000 silver for practically zero actual effort outside of keeping your fields cool (which isn't really that hard).  It feels quite broken.

Why should I produce flake to sell if I can instead grow blazebulbs and sell prometheum?  Flake sells for $14 and requires additional processing of psychoid leaves.  You get 8 leaves per plant which gives you a total of 2 flake per harvest.  Overall $28 per plant harvest.

Blazebulbs though, you receive 5 prometheum on harvest.  Prometheum sells for $6 each.  With no additional processing you've already made $2 more than you would have gotten by making Flake (and saved countless effort from actually producing Flake).  Not to mention blazebulbs have an almost double faster plant maturity of 5 days, vs psychoid's 9.

Can this be looked at possibly?  It doesn't feel very balanced imo.  Even just compared to other different forms of money making like tailoring, I can easily make $10,000 every 5 days just by growing and harvesting blazebulbs.  Why do anything else?
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: makute on October 25, 2019, 02:23:38 AM
@Epishade, Wild Cultivation + Seeds Please and you're set.

And you gave me an idea to make a new recipe for the Plant Processing Bench from Seeds Please to add an additional step in the Prometheum extraction process.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: NoImageAvailable on October 25, 2019, 08:04:17 AM
Quote from: Epishade on October 25, 2019, 12:55:20 AM
Can this be looked at possibly?  It doesn't feel very balanced imo.  Even just compared to other different forms of money making like tailoring, I can easily make $10,000 every 5 days just by growing and harvesting blazebulbs.  Why do anything else?

Prometheum and FSX being too easy to get is one of the things being looked at for 1.6
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: Epishade on October 25, 2019, 10:34:21 AM
Oooo I'm glad to hear it.  Funny enough I have a hard time coming across FSX (so much so that I installed the mod to be able to refine chemfuel into it), but that's ok.  Looking forward to see what's in store for 1.6.

@makute I've tried seeds please before, but eventually I found it a bit more tedious than I'd like so I've shelved it for now.  One day I may reinstall it though.  Does wild cultivation even work with blazebulbs anyways though, considering they can light on fire?  Never tried it before.  It also still would be sort of a bandaid fix for my issue and doesn't address the problem of Prometheum's market price being too high for its ease of growing and lack of procesing imo.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: makute on October 25, 2019, 03:10:33 PM
It always bugged me that you could just grow infinite food from thin air in vanilla. The combination of Wild Cultivation + Seeds Please works as a charm from a realism viewpoint.

You can trade for every seeds you need or you can find on the wild. Some of them are restricted to certain biomes though, and others are so uncommon that you must find a specific seller, but it just adds to the immersion IMHO.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: lookky on October 30, 2019, 08:21:07 PM
When my doctor is tending to someone, it fill the bar and restart the process. The health tab on my pawn doesn't change. I try to use no medicine, and herbal medicine. My medical skill is 7. The only way to heal from wounds is waiting, and most of the times my pawns bleed out. Is this a feature of the mod is bugged??

Edit: Field Medic was the problem.
Title: Re: [1.0] Combat Extended - 1.5 Death and Disease Edition (28.06.2019)
Post by: NoImageAvailable on November 01, 2019, 04:26:03 PM
Update

CE 1.6 is released and out of beta. As this is a major release be sure to check out the changelog. Get it on GitHub (https://github.com/NoImageAvailable/CombatExtended/releases/tag/v1.0.1.6)

CE Guns has been updated to 1.3 to match the new CE release. Be sure to grab it on GitHub (https://github.com/NoImageAvailable/CombatExtendedGuns/releases/tag/v1.3)

Also, as some of you may already know, I've been working on a game of my own. "Ascent of Ashes" is finally in a state where I'm comfortable going public with it, so check it out (https://vivid-storm.com/) if you're interested in a post-apocalyptic survival sim incorporating many of the features you know and love from CE.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Epishade on November 01, 2019, 10:55:15 PM
Was projectile speed on the recurve bow changed?  It feels slower than it used to, but I'm not positive that I'm not just imagining it.  I don't see it in the changelog.

Also idk why, but I use the mod [KV] Show Hair With Hats or Hide All Hats - 1.0, and as of the new update it doesn't work.  Hats on pawns completely hide their hair.  Is this something that would be fixed on CE, or something that the hat mod needs to patch for?
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Epishade on November 02, 2019, 12:19:30 AM
Bug - when arrows are shot from the recurve bow, they turn into great arrows when they land on the ground.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: makute on November 02, 2019, 09:11:32 AM
I'm really eager to give the new CE a run! :)

As of the CEGuns changelog, the P7 and Kriss Vector have been removed. Any reason behind that change? I always thought we were short on the sidearms aspect. Is the S-11 Charge SMG meant to fill their void or just to add more colour to the charge weapons?

Are there plans to add more late-game guns to CEGuns? I tried a couple of "futuristic" mods in the past, but their weapons are just plain OP and unbalanced, and doesn't fit into the lore much.

Also, I'd like to thank you for giving support to Vanilla Armor Expanded. It adds a lot to the poor selection of armors available.

BTW, I wish you good luck with your "Ascent of Ashes" project. I really dig the art direction and character design. Did you know of "Unclaimed World"? Is a little game about a group of stranded colonist on an alien planet. A bit heavy in the micromanaging aspect, but fun and engaging. You should give it a try, it may be helpful at giving hindsight on what design decisions should be avoided, specially on the UI ;)
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Epishade on November 02, 2019, 11:49:49 AM
Fire spreads ridonkulously fast now lol.  I like it.  Fire in vanilla was super easy to control just by drafting all your pawns and telling them to put it out.  I didn't realize how dangerous fire spreading was in this mod now, and ended up with a pawn dying just by trying to put it out.

I never used to research firefoam poppers...ever.  I might have to start getting that now though.

I'm a bit mixed on the addition of smoke to indoor fires though.  I think the concept is ok, and definitely makes it harder to put out indoors fires.  At the moment though I think it's too strong, and the smoke inhalation debuff lasts for too long.  I wouldn't mind if it were toned down a little bit.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: NoImageAvailable on November 02, 2019, 01:44:33 PM
Quote from: makute on November 02, 2019, 09:11:32 AM
As of the CEGuns changelog, the P7 and Kriss Vector have been removed. Any reason behind that change? I always thought we were short on the sidearms aspect. Is the S-11 Charge SMG meant to fill their void or just to add more colour to the charge weapons?

CE Guns was always meant to fill in niches opened up by CE mechanics with the minimum of clutter. There are plenty of gun mods like Rimfire that cater to people who want more variety but nothing for people who dislike the added clutter. When the Uzi got removed from vanilla it meant we had two .45 SMG's and only one gun that uses 9x19mm. A poll showed the P7 to also not be a very popular sidearm to begin with. So in the interest of cutting down on clutter, those two were removed, though there's already mods that add them back in if you're so inclined.

The S-11 is in response to common requests for a charge tier close-range weapon.

Quote from: Epishade on November 02, 2019, 11:49:49 AM
I'm a bit mixed on the addition of smoke to indoor fires though.  I think the concept is ok, and definitely makes it harder to put out indoors fires.  At the moment though I think it's too strong, and the smoke inhalation debuff lasts for too long.  I wouldn't mind if it were toned down a little bit.

There's gas masks and improvised gas masks available, the latter right from the start at the crafting spot. If you're concerned about indoor fires you can equip your firefighters with those (keep in mind they apply a hediff when worn).
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: duckegg on November 02, 2019, 05:56:26 PM
Hello, the new update caused my save to be full of errors.
Is there a way to download the previous version 1.5? I tried to go to github and download it from there, but when I unzipped the 1.5 file, it is shown as "version 1.0.1.2" instead of "version 1.0.1.5". I tried to start a game using this and it did not work.
(the other CombatExtended file is for the current 1.0.1.6)
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Canute on November 02, 2019, 06:07:00 PM
Hi,
you know some mod author are very lazy with the version tag's ! :-)
Since you download the right one, i just would try it out.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: duckegg on November 02, 2019, 06:57:53 PM
Hello , Thank you. I have already tried out the "version 1.0.1.2" file that should have been 1.5, and I still had a lot of errors. I think it may be the wrong version since a lot of my mods did not function properly and there were a lot of purple squares.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Fafn1r on November 02, 2019, 07:57:52 PM
New version is, on first look, not compatibile with Simple Sidearms, RPG Style Inventory (CE) and Frontier Development Shields.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Asero on November 06, 2019, 02:17:49 AM
Quote from: Fafn1r on November 02, 2019, 07:57:52 PM
not compatible with......

I can do this all day...
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Kori on November 06, 2019, 04:30:11 AM
Quote from: NoImageAvailable on November 02, 2019, 01:44:33 PM
A poll showed the P7 to also not be a very popular sidearm to begin with. So in the interest of cutting down on clutter, those two were removed, though there's already mods that add them back in if you're so inclined.

Where can I find this mod?
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Eryx on November 06, 2019, 09:52:48 PM
I miss both of those; the P7 was my standard sidearm, actually. The .45 really didn't pack enough punch when comparing the lack of available rounds.

I also liked the Vector but the UMP is there, no need for two .45 caliber SMGs.

Do you think nightvision is ever going to be a thing?

I still need to try out the newest version, though, but strongly hope for the return of at least the P7, or some other 9mm capacity>power sidearm.

What about save compatibility?
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: megatech2795 on November 08, 2019, 08:11:02 PM
So I installed this with CE guns and I instantly had an issue when I loaded a new game. The moment I spawned in there was no menu bar at the bottom. Whenever I would move my mouse the bar would flicker rapidly in and out of being. I can't use it or click anything on it. This makes the game unplayable. I have no idea why this is happening but I have the new 1.6.2 CE and the 1.6 CE guns releases. Anyone got a solution?
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Epishade on November 09, 2019, 10:57:08 AM
Are non-digging enemies supposed to be basically completely incapable of meleeing anything down anymore?  Before the update, enemies could break down wooden doors quite easily (as they should be able to).  Now, a thrumbo can't even do more than a few percent of damage to my doors per hit anymore.  Same thing with furniture.  Anything I leave outside, especially if immune to fire, is basically indestructible now.  Enemies that melee it only do like 1-3 damage per hit.

This also makes meleeing crashed mechanoid ships to death take quite a long time too.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Trimm on November 09, 2019, 07:53:20 PM
Quote from: Epishade on November 09, 2019, 10:57:08 AM
Are non-digging enemies supposed to be basically completely incapable of meleeing anything down anymore?  Before the update, enemies could break down wooden doors quite easily (as they should be able to).  Now, a thrumbo can't even do more than a few percent of damage to my doors per hit anymore.  Same thing with furniture.  Anything I leave outside, especially if immune to fire, is basically indestructible now.  Enemies that melee it only do like 1-3 damage per hit.

This also makes meleeing crashed mechanoid ships to death take quite a long time too.

I came here to post the exact same thing, melee seems totally broken. A wooden knife, plasteel longsword or uranium club, nothing hits *anything* for more than 1 or 2 damage. It feels like either the weapons are all set to 0.00 melee armor penetration, or the new armor system is breaking melee weapons. I have to use shotguns to blast hives and ship pieces because melee takes an ungoldly length of time now.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: makute on November 10, 2019, 11:00:48 AM
Quote from: megatech2795 on November 08, 2019, 08:11:02 PM
So I installed this with CE guns and I instantly had an issue when I loaded a new game. The moment I spawned in there was no menu bar at the bottom. Whenever I would move my mouse the bar would flicker rapidly in and out of being. I can't use it or click anything on it. This makes the game unplayable. I have no idea why this is happening but I have the new 1.6.2 CE and the 1.6 CE guns releases. Anyone got a solution?
Most probably an installation issue or a corrupted download. I've installed the latest version of both mods and works flawlessly, apart from the obvious problems with the current weapon behaviour.

That said, I want to thank @NoImageAvailable for his continous effort in improving what may be the single best RimWorld mod. I look forward to wreack havok upon my enemies with the new smoke mechanics :)

BTW, were you aware of the "Combat Effects for Combat Extended" (https://steamcommunity.com/sharedfiles/filedetails/?id=1756442393&searchtext=combat+extended) mod? It looks amazing. What are the chances of a collaboration between the two to implement those effects in CE?
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: atewithouttabIe on November 12, 2019, 01:19:36 AM
Tested 1.7 from github for 10mins:

Assuming, carefully, that the added smoke check for the pawns and thus them avoiding areas is responsible for a 2-3 second hang every 5-10 seconds in game, no matter if smoke is turned off in Mod settings -- back to 1.6xx version ...all fine

1.6 related while were at it: 7.92x33 kurz can't comb a Thrumbos fur anymore let alone penetrate it, not even an eye

+ the other Stuff above ie Melee damage and such (whailing at a wooden door for 10mins slowly whittling it down 1% at a time et all)
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Trimm on November 12, 2019, 10:17:32 AM
Quote from: atewithouttabIe on November 12, 2019, 01:19:36 AM
Tested 1.7 from github for 10mins:

Assuming, carefully, that the added smoke check for the pawns and thus them avoiding areas is responsible for a 2-3 second hang every 5-10 seconds in game, no matter if smoke is turned off in Mod settings -- back to 1.6xx version ...all fine

1.6 related while were at it: 7.92x33 kurz can't comb a Thrumbos fur anymore let alone penetrate it, not even an eye

+ the other Stuff above ie Melee damage and such (whailing at a wooden door for 10mins slowly whittling it down 1% at a time et all)

This is because some of the older/odd ammunition is still using the old armor penetration calcs. Those are easy enough to go into the def file and update manually. For example with 7.92x33mm Kurz for the Stg44: CombatExtended\Defs\Ammo\Rifle

792x33mmKurz.xml reads

<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base792x33mmKurzBullet">
      <defName>Bullet_792x33mmKurz_FMJ</defName>
      <label>7.92mm Kurz bullet (FMJ)</label>
      <projectile Class="CombatExtended.ProjectilePropertiesCE">
         <damageAmountBase>16</damageAmountBase>
         <armorPenetrationBase>0.501</armorPenetrationBase>
      </projectile>
   </ThingDef>

Since it's an older round, I changed it to be a little less powerful than 7.62x39 FMJ:

<ThingDef Class="CombatExtended.AmmoDef" ParentName="Base792x33mmKurzBullet">
      <defName>Bullet_792x33mmKurz_FMJ</defName>
      <label>7.92mm Kurz bullet (FMJ)</label>
      <projectile Class="CombatExtended.ProjectilePropertiesCE">
         <damageAmountBase>16</damageAmountBase>
         <armorPenetrationSharp>4</armorPenetrationSharp>
         <armorPenetrationBlunt>38.08</armorPenetrationBlunt>
      </projectile>
   </ThingDef>


I've really been enjoying digging around and figuring out how a lot of this stuff works. I really wish I could change the ballistic shield from an impenetrable wall of death to something a little more realistic, but no luck so far.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: Eryx on November 20, 2019, 12:13:57 PM
Still on my past save, but..
1. Do smoke grenades have any negative effects on pawns? Is it different if inside of a building?

2. Has a morale system a bit deeper than where it's at ever been thought about? Something like 20 social pawns giving a -50% suppressability or something to pawns within a certain distance?
Perhaps a 'leader' trait? I think it'd be nice to counteract losing pawns because they're pinned, because a good leader could go 'guys, we're fucked, let's go!' and decide to pull back.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: NoImageAvailable on November 21, 2019, 01:54:58 AM
Quote from: Eryx on November 20, 2019, 12:13:57 PM
Still on my past save, but..
1. Do smoke grenades have any negative effects on pawns? Is it different if inside of a building?

The new smoke is only created by fires, things like smoke grenades are unchanged

Quote2. Has a morale system a bit deeper than where it's at ever been thought about? Something like 20 social pawns giving a -50% suppressability or something to pawns within a certain distance?
Perhaps a 'leader' trait? I think it'd be nice to counteract losing pawns because they're pinned, because a good leader could go 'guys, we're fucked, let's go!' and decide to pull back.

CE development is pretty much ceased. Even the 1.6 update was mainly there to accompany the AoA announcement. There are some plans for more in-depth morale simulation for AoA but after the CE Melee release later today and a WIP smoke overhaul a contributor is working on (may or may not happen) it's very unlikely any more features will be added to CE.
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: NoImageAvailable on November 21, 2019, 06:48:25 AM
Release

CE Melee is now officially released: like CE Guns, it's a companion mod to CE aimed at providing more functional variety in weapons. Aside from a number of normal melee additions (like the often asked for two-handed blunt weapon) it introduces powered variants that have vastly superior penetration capabilities. Get it on GitHub (https://github.com/NoImageAvailable/CombatExtendedMelee/releases/tag/v1.0.1.0).
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Jaleco8 on November 30, 2019, 06:41:31 PM
I'm also having the "field medic" bug but I don't have the mod. Is there any other mod that causes healing not to work?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: temple_wing on December 01, 2019, 04:52:11 AM
Looks like I found a bug.
My bear do 21 damage and 4.5 blunt AP with its paw. But only did 6 damage to a almost unarmored human.


<li Class="CombatExtended.ToolCE">
<label>left claw</label>
<capacities>
<li>Scratch</li>
</capacities>
<power>21</power>
<cooldownTime>1.41</cooldownTime>
<linkedBodyPartsGroup>FrontLeftPaw</linkedBodyPartsGroup>
<surpriseAttack>
<extraMeleeDamages>
<li>
<def>Stun</def>
<amount>21</amount>
</li>
</extraMeleeDamages>
</surpriseAttack>
<armorPenetrationSharp>0.05</armorPenetrationSharp>
<armorPenetrationBlunt>4.5</armorPenetrationBlunt>
</li>

Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Kori on December 05, 2019, 10:11:26 AM
Since 1.6 and its changes to apparel layers, the mod Show Hair with Hats is only partially working. Sometimes you see the hair and sometimes you don't. Is there a fix for this?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Kiame on December 05, 2019, 09:33:51 PM
Quote from: Kori on December 05, 2019, 10:11:26 AM
Since 1.6 and its changes to apparel layers, the mod Show Hair with Hats is only partially working. Sometimes you see the hair and sometimes you don't. Is there a fix for this?

Just updated Show Hair mod with the help of LockdownX7. If things still seem off I'll try to make some time to get it working fully in the near future.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: AllenWL on December 27, 2019, 01:23:55 PM
Assuming that the melee shields are from this mod and I'm not confusing my mods:
There seems to be a really weird bug with shields and non-human pawns. Namely, it appears that for some reason, having a shield equipped doesn't stop them from equipping another shield.
Because of this, any non-human pawn from race mods or robot mods that have shields as allowed apparel will constantly equip any and all shields they can find. I had to manually manage shield equipping because I kept on getting non-human pawns equipping 4~5 shields at once.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: reoneru05 on December 30, 2019, 06:20:59 PM
other guns dissapear like kpv machine gun if i equip or pick it..
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: SansMasterBudaa :3 on January 02, 2020, 09:10:29 PM
Hello everyone
Happy new year to everyone!
Well, im here because the backpacks, tactical vest, and most of helmets are not visible to my colonist, the stats are aplied, but the texture are not visible to my colonists, also theres no log.
Im using the version of the mod 1.0.1.7 and i have rimworld 1.0.2048
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: NoImageAvailable on January 03, 2020, 08:09:40 PM
Quote from: SansMasterBudaa :3 on January 02, 2020, 09:10:29 PM
Im using the version of the mod 1.0.1.7 and i have rimworld 1.0.2048

Outdated versions are not supported
Title: Re: [1.0] Combat Extended - 1.6 Kill It With Fire (01.11.2019)
Post by: SansMasterBudaa :3 on January 08, 2020, 08:57:16 PM
Quote from: NoImageAvailable on January 03, 2020, 08:09:40 PM
Quote from: SansMasterBudaa :3 on January 02, 2020, 09:10:29 PM
Im using the version of the mod 1.0.1.7 and i have rimworld 1.0.2048

Outdated versions are not supported
The problem its persisting when i updated, also just bring me even more bugs errors than other versions
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Canute on January 09, 2020, 04:26:34 AM
SansMasterBudaa :3,
maybe you should try out to deactivate all other mods beside CE and needed libaries if that error still happen.
Maybe the problem comes from another mod that don't works well with CE.
Don't forget you need to be sure that other armor mods have an integrated CE patch (for the current CE version) or an extra mod to patch that armor mod.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Terror4000rus on January 18, 2020, 01:07:16 AM
Many errors after creating and starting a colony.
Version - 1.8.2
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: ruPal on January 18, 2020, 05:47:57 AM
There is only rwo mods on your screenshot. Strange enough, but the first screenshot is from third mod - Mod Manager by Fluffy. How do you use it when it is not active?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Terror4000rus on January 18, 2020, 06:20:59 AM
Quote from: ruPal on January 18, 2020, 05:47:57 AM
There is only rwo mods on your screenshot. Strange enough, but the first screenshot is from third mod - Mod Manager by Fluffy. How do you use it when it is not active?
I removed the all of my mods but this one and CE, then tried to start - got the same result and stopped at CE and core file. Now, I reinstalled the game (with removing the game's folder in LocalLow folder) and have this again. Idk how it works.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Canute on January 18, 2020, 06:35:09 AM
ruPal,
or maybe you clean your glass, thats the standard vanilla mod UI.
Fluffy's Modmanger looks more blackish at the background.

Terror4000rus,
did you overwrite the old mod files or did you delete the old mod folder first and then unzip/moved the new one ?
I have no such error, when i just activate Core + CE  1.8.2
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Terror4000rus on January 18, 2020, 08:13:02 AM
Quote from: Canute on January 18, 2020, 06:35:09 AM
did you overwrite the old mod files or did you delete the old mod folder first and then unzip/moved the new one ?
Moved the folder with saves (in AppData), preferences and mods settings in new directory and then launched the game like nothing happend - so, I had standart settings.
Or what you mean under "old mod files? .-.

I deleted the old folder (with 1.7 version or so) and moved the new one.
QuoteI have no such error, when i just activate Core + CE  1.8.2
Looks like it is the problem with my version of game and I need at least try to download from other sources
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: ruPal on January 18, 2020, 09:07:11 AM
@Canute, it is true, my fault. Sorry, Terror4000rus. Since you are using local mods, but not Steam Workshop. There may be two problems - bad game files and bad mod files. Try to check game integrity in Steam and download latest version from here https://github.com/CombatExtendedRWMod/CombatExtended/releases or subscribe on SteamWorkshop. Also you should press Ctrl+F12 and publish your log file link here.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: bladerunner170 on January 29, 2020, 08:35:01 PM
@NoImageAvailable

I noticed you mentioned "the AoA announcement"? . I've been out from rimworld for a while and was reading over the changes to the mod. What exactly does this mean? What's AoA?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: NoImageAvailable on January 29, 2020, 09:23:54 PM
Quote from: bladerunner170 on January 29, 2020, 08:35:01 PM
@NoImageAvailable

I noticed you mentioned "the AoA announcement"? . I've been out from rimworld for a while and was reading over the changes to the mod. What exactly does this mean? What's AoA?

It's the game I'm working on
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: vaelophis on February 14, 2020, 04:30:17 AM
Using Prep. Carefully, I have somehow managed to give two of my pawns an ammo type that they cannot use, nor drop. 7.92x57mm Mauser. It takes up bulk and carrying space but is invalid for their guns.

Is there an easy way to force them to drop it?


EDIT:

In addition to this, I've been running into a bug that causes pawns to load up with dozens of melee shields, putting them hundreds of Kg over their max bulk & mass
I cannot figure out how to stop that
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Matteroflight on February 23, 2020, 11:29:30 AM
Sorry I dont wanna be that guy but I guess I am :(

How long does it normally take for combat extended to go the latest (well I guess beta now) patch?
Having a hard time playing without this mod, it's just not as fun.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: blongo on February 23, 2020, 06:54:43 PM
Quote from: Matteroflight on February 23, 2020, 11:29:30 AM
Sorry I dont wanna be that guy but I guess I am :(

How long does it normally take for combat extended to go the latest (well I guess beta now) patch?
Having a hard time playing without this mod, it's just not as fun.

Yeah... I don't want to critize the game, but Ive hated every update so far because its just me waiting for this mod. The game is just not fun without the mod.

Ammo logistics adds a whole new dimension to the game. Not to mention how it adds value to reusable melee weapons, and using different tactics.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: 1FSTCAT on February 26, 2020, 06:42:09 PM
I too will wait patiently for this mod to be updated. I agree that unlimited ammo makes vanilla feel too simple.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: phuhque on March 01, 2020, 02:08:17 PM
When he does update, I hope he includes ammo for the Gauss Rifle.  The mod breaks the weapon because there isn't a way to create the ammo, at least not that I could find.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Canaris on March 23, 2020, 05:41:18 PM
Did the CE Guns mod got integreated into CE proper? Last update of it was soo long ago..
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: gjer on March 24, 2020, 04:21:07 AM
Is the new version going to be compatible with 32-bit?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Canute on March 24, 2020, 06:46:21 AM
There is no difference between 32 and 64 bit, only 32 bit Rimworld got a memory limit of 3.2Gb so you can't use that many mods together with large map/world.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: gjer on March 24, 2020, 07:12:27 AM
Quote from: Canute on March 24, 2020, 06:46:21 AM
There is no difference between 32 and 64 bit, only 32 bit Rimworld got a memory limit of 3.2Gb so you can't use that many mods together with large map/world.

There was a missing HUD screen problem when i first tried CE for 1.0 version (with CE Guns and CE Melee) so i googled it i found out this: https://www.reddit.com/r/RimWorld/comments/e2hsex/combat_extended_missing_hud/ (https://www.reddit.com/r/RimWorld/comments/e2hsex/combat_extended_missing_hud/) then i downloaded an older version of CE that worked just fine. I also remember trying CE for 1.0 as the only active mod but again missing HUD. So, is CE for 1.0 uses more than 3.2 gb memory or is it not compatible with 32-bit anymore?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Canute on March 24, 2020, 07:56:03 AM
I don't think CE alone will use so many memory, but the out of memory would result in a crash and not a missing HUD.
You have should report it, and the best would be to ask at the discord.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: gjer on March 24, 2020, 09:20:38 AM
Quote from: Canute on March 24, 2020, 07:56:03 AM
I don't think CE alone will use so many memory, but the out of memory would result in a crash and not a missing HUD.
You have should report it, and the best would be to ask at the discord.

Thanks.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Alistaire on April 09, 2020, 05:50:38 AM
CE is incompatible with the 32-bit version of RimWorld. No idea why but it's been reported many times and is a known issue. Probably cannot be fixed on our side.
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Ozymandias on April 17, 2020, 10:17:52 PM
Based on the many complaints I'm reading at the Steam comments section and my current struggle to even activate this mod without any error messages, I'm assuming there are still quiet a few problems that need to be ironed out here?

Edit: Seems to have been conflicting with the Better Loading Mod. Strange

In case this is something anyone wanted to look into, I've attached an image of the error log and my mod list. Removed Better Loading and it started without any issue.

Edit 2: So, although the game starts without any error, apparently turrets generate an exception. (This is with only CE, and Harmony)
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: 112233 on April 25, 2020, 01:44:39 PM
Turrets don't want to target raiders, but do target mad animals. Has anyone else experienced this?
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: General][Custer on April 27, 2020, 06:33:20 AM
Hi there,

I got this weird bug, where FSX is created by milking, but then lying on the ground without the item being interactable. You can't right click it or select it or let it be hauled anywhere. The item just lies there and the text in the lower left corner of the screen says FSX but that's it. Any ideas why that happens and how to fix it?

Cheers!
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: zenn on April 27, 2020, 04:57:42 PM
[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/HediffDef[defName="SimpleProstheticArm"]/comps/li[@Class="HediffCompProperties_VerbGiver"]/tools) failed
file: D:\Game\Steam\steamapps\workshop\content\294100\1631756268\Patches\Core\HediffDefs\Hediffs_Local_AddedParts.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[@Name="BasePawn"]/inspectorTabs/li[.="ITab_Pawn_Gear"]) failed
file: D:\Game\Steam\steamapps\workshop\content\294100\1631756268\Patches\Core\ThingDefs_Races\Races_Animal_Base.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Morbo513 on August 31, 2020, 12:13:53 PM
Edit: For anyone still watching this thread I don't think NoImageAvailable is working on it (Correct me if I'm wrong), but it's being continued here:
https://github.com/CombatExtended-Continued/CombatExtended/releases
A new version for it dropped today, and the following error was from the previous workshop version

Get an interesting bug when using a jump-pack. The pawn just sits slightly off the ground, frozen. It happened while he was getting shot at
Hugslib log https://gist.github.com/HugsLibRecordKeeper/7afaf161047ae9b085aa20b4f8ada6e9
Title: Re: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)
Post by: Canute on September 01, 2020, 02:48:55 AM
Try to report CE things at the CE discord.
The forum topic got abandon i would say.