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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
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

Does this mod only work with vanilla clothing due to the new deflection system?

Any apparel should be fine out of the box.

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
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
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


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
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
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
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)

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
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
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.


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 grâce 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
2) 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.

I 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
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
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
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.

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:

Code: [Select]
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
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
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
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
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
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.

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
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
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
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
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

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
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.

Quote
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?

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.

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.

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

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
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
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:
Code: [Select]
<?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:
Code: [Select]
[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
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
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.

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

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
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.

Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
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
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
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
Just because it doesn't throw an error doesn't mean its compatible.
touche.
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
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)

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
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:
Quote
CE 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)

Code: [Select]
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
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
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
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
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
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
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
Quote
Critical 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
Critical 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
Critical 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
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
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
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
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.
Code: [Select]
    <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:
Code: [Select]
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 Téh 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
There seems to be an error with the apparello tribal shield:
Code: [Select]
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 Téh 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

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
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
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
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
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.

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
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
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
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
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
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
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
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
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
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
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
...

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
...

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.

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
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
Code: [Select]
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()

Code: [Select]
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
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
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...
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
...

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

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.

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
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
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
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
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
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
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
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
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
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
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
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.

Quote
XML 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
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
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
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: CyanSam 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
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
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
Quote
These 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
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
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
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
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
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
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
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
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.

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
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
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
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
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.

Code: [Select]
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;
    }
}

Code: [Select]
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
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
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
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
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
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
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
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
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
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: CyanSam on August 16, 2017, 05:54:30 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
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
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
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
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
You 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
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
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
You 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
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
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
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
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
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
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
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
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
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
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

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
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
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
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
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
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
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
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
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
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
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
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.

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:

Code: [Select]
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()

Code: [Select]
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
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.

Code: [Select]
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.

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
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:

Code: [Select]
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
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
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
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
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
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
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
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.

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
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
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
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
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
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.

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
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
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
I've noticed that brain and eye injuries can be sutured and healed now. Is this a bug or a feature?

A bug.

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
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.

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
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!

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:

Code: [Select]
<!-- 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
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
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
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.

Quote
The 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
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.

Quote
The 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
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.

Quote
The 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
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.

Code: [Select]
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
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
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
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
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

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

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

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
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
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
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
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
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
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
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
Do you know who made the patch?

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

Quote
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

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!

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
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
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
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
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.

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
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
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
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
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
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
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
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.

Code: [Select]
<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

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

Should be

Code: [Select]
<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
Your patch is wrong in several places

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

Should be

Code: [Select]
<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
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
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
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
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
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
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
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
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
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
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.

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
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
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
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
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
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
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
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
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
[...]

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
[...]

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
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
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
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
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
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
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?

Code: [Select]
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
Is this message maybe saying why there's a problem with the ammo in my game and how I can fix it?

Code: [Select]
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.


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
Code: [Select]
<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
Is this message maybe saying why there's a problem with the ammo in my game and how I can fix it?

Code: [Select]
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
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
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
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
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
Code: [Select]
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
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
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
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
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
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
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
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
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
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
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
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
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


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
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
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

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
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
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
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:
Code: [Select]
<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
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:
Code: [Select]
<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
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
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
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
Quote
CE'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
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
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
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
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?

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
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
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
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
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
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:

Code: [Select]
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()

Code: [Select]
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()

Code: [Select]
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()

Code: [Select]
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
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>

Code: [Select]
<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

Code: [Select]
<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?

Code: [Select]
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?

Code: [Select]
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
Here's a more verbose log: https://gist.github.com/HugsLibRecordKeeper/670d5f4e989a846e125b1f316fe0b977

None of those look CE related.

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
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
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
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
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
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:

Code: [Select]
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
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.

Code: [Select]
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
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 ^_^
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
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
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
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
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
@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
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
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
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)

Code: [Select]
     <!-- ==================== 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.
Code: [Select]
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
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
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:

Code: [Select]
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
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:
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on May 01, 2018, 05:50:33 AM
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.

Quote
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

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
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
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
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
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
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
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:

Code: [Select]
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

Code: [Select]
<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
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
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
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
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.
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?
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: Alistaire on May 30, 2018, 10:50:12 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
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)

Code: [Select]
     <!-- ==================== 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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? :(
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

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
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
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.
Title: Re: [B18] Combat Extended - B18 Update (21.02.2018)
Post by: NoImageAvailable on August 24, 2018, 06:58:38 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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

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
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
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
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
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
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.

one 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
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.

one 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
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.

one 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
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
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
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
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
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
@ 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.

Quote
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).

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
@ 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.

Quote
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.

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.



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.

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
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
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
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
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 th