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RimWorld => Mods => Releases => Topic started by: Saebbi on February 19, 2018, 11:19:17 AM

Title: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on February 19, 2018, 11:19:17 AM
As a huge fan of NoImageAvailables Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) mod, i created a few patches, making mods i wanted to play with compatible.
Load order should be Original Mod -> Combat Extended -> Patch
Please keep in mind that these patches may be unbalanced or even buggy, so please let me know if you encounter any problems.
The only mod throwing errors right now is Corruption, but it works fine as i'm using it myself.

(For the mod authors, if you see a patch i made for your mod, you are free to link to my page or directly to the download from your page.)

Most of my Patches are also available on Steam Workshop. You can find them here (https://steamcommunity.com/sharedfiles/filedetails/?id=1358858885).

Patches include (click hyperlink for download):

1.0

Rimsenal Enhanced Vanilla CE Patch by WereCat88:
Github: https://github.com/LazerWereCat/Rimsenal-Enhanced-Vanilla-Pack-CE-Patch/releases

Medieval Times CE Patch by N7Huntsman:
Github: https://github.com/N7Huntsman/MT-CE-Patch
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1581677051

Animal Collab Project (https://github.com/Saebbi/Animal-Collab-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=949283405)

Lord of the Rims (https://github.com/Saebbi/Lord-of-the-Rims-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=39130.0)

Alpha Animals (https://github.com/Saebbi/Alpha-Animals-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=46252.0)

Genetic Rim (https://github.com/Saebbi/Genetic-Rim-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=35158.0)

Cosmic Horrors x Genetic Rim Patch (https://github.com/Saebbi/Cosmic-Horrors-x-Genetic-Rim-CE-Patch) (original) (https://github.com/juanosarg/GeneticRimCosmicHorrorsPatch/releases)

Sparkling Worlds (https://github.com/Saebbi/Sparkling-Worlds-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=35373.0)

The B18 version is available in the B18 branch.

B18
Android tiers (https://github.com/Saebbi/Androids-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=41724.0)
Apini (https://github.com/Saebbi/Apini-CE-Patch) (original) (https://cdn.discordapp.com/attachments/282995683609280512/442760691515129856/Apini_TEST.rar)
Astoriel (https://github.com/Saebbi/Astoriel-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1342510409)
Astra Militarum Core (https://github.com/Saebbi/Astra-Militarum-Core-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=26469.0)
Astra Militarum Factions (https://github.com/Saebbi/Astra-Militarum-Factions-CE-Patch) (original) (https://www.dropbox.com/s/wznpb0tcwyhffud/Imperial%20Guard%20Factions%20Addon%20v1.71.zip?dl=0)
Astra Militarum Turrets (https://github.com/Saebbi/Astra-Militarum-Turrets-CE-Patch) [Thanks to Zippy9871 (https://ludeon.com/forums/index.php?action=profile;u=88211)] (original) (https://www.dropbox.com/s/f6eo88f7ysqj7oz/Imperial%20Guard%20Turrets%20Addon%20v1.3.zip?dl=0)
Arachnophobia (https://github.com/Saebbi/Arachnophobia-CE-Patch) (original) (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness---Arachnophobia)
USCM+Xenomorphs (https://github.com/Saebbi/USCM-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=15117.0)
Racc Race (https://github.com/Saebbi/Racc-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=940371232)
Logann Race (https://github.com/Saebbi/Logann-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1120946454)
Orc Invasion (https://github.com/Saebbi/Filthy-Orcs-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=38346.0)
Crystalloid Race (https://github.com/Saebbi/Crystalloid-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=972897322)
Mantodean Race (https://github.com/Saebbi/Mantodean-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=38978.0)
Polarisbloc - GhostArmy (https://github.com/Saebbi/Ghosts-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1205042013)
Rimworld of the Apes (https://github.com/Saebbi/Apes-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=36793.0)
Dragon mod (https://github.com/Saebbi/Dragon-mod-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1214454061)
Warhammer 40k Corruption (https://github.com/Saebbi/Corruption-x-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=28422.0)
Callistans Race (https://github.com/Saebbi/Callistan-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1180114594)
Gromflomites Race (https://github.com/Saebbi/Gromflomites-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1199356856)
Rim of Madness - Cults (https://github.com/Saebbi/ROM-Cults-CE-Patch) (original) (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cults)
Rim of Madness - Factions (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness-Factions-CE-Patch) (original) (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Factions) now fixed, thanks to jecrell.
Rim of Madness - Cosmic Horrors (https://github.com/Rim-Of-Madness-Team/Rim-of-Madness-Cosmic-Horrors-CE-Patch) (original) (https://github.com/Rim-Of-Madness-Team/Call-of-Cthulhu---Cosmic-Horrors) now fixed, thanks to jecrell.
Lighter than fast (https://github.com/Saebbi/Lighter-than-fast-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=37908.0)
Crystal Race (LTF) (https://github.com/Saebbi/Crystals-LTF-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=1338611415)
Miscellaneous Core (https://github.com/Saebbi/Miscellaneous-Core-CE-Patch) (original) (https://steamcommunity.com/sharedfiles/filedetails/?id=704181221&searchtext=)
Miscellaneous MAI (https://github.com/Saebbi/Miscellaneous-MAI-CE-Patch) (original) (http://www.mediafire.com/file/8420a518v8vvl3b/Miscellaneous_MAI_0181.zip)
Giants Race (https://github.com/Saebbi/Giants-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=40705.0)
Black Widows race (https://github.com/Saebbi/Black-Widows-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=40837.0)

more to come soon.
Title: Re: [B18] CE Compatibility Patch for Corruption
Post by: Heni on March 08, 2018, 11:11:44 AM
Thanks!
Title: Re: [B18] CE Compatibility Patch for Corruption
Post by: Heni on March 11, 2018, 03:11:31 PM
Hi man, your mod works here, but the log show a lot of red letters, i will send to you, if you want to see.

[attachment deleted due to age]
Title: Re: [B18] CE Compatibility Patch for Corruption
Post by: Saebbi on March 12, 2018, 02:04:11 PM
Quote from: Heni on March 11, 2018, 03:11:31 PM
Hi man, your mod works here, but the log show a lot of red letters, i will send to you, if you want to see.

Yeah I know about this, sadly I don't know how to fix or even by what it is caused.
But still thank you for telling me, if you encounter anything gamebreaking please let me know.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 22, 2018, 05:22:40 PM
Edited thread to contain all patches i made in a single spot.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: JamesBlake on March 22, 2018, 09:08:06 PM
I recovered and reset my password on the forum just to log in and thank you profusely for this. Go set up a patreon so people can reward you for this much needed work.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 23, 2018, 01:46:48 AM
Quote from: JamesBlake on March 22, 2018, 09:08:06 PM
I recovered and reset my password on the forum just to log in and thank you profusely for this. Go set up a patreon so people can reward you for this much needed work.
Thank you, glad you like it.
But if you want to support someone, please do so for the people creating awesome original content.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: FalkrimWright on March 23, 2018, 12:39:29 PM
Quote from: Saebbi on February 19, 2018, 11:19:17 AM
As a huge fan of NoImageAvailables Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) mod, i created a few patches, making mods i wanted to play with compatible.
Load order should be Original Mod -> Combat Extended -> Patch
Please keep in mind that these patches may be unbalanced or even buggy, so please let me know if you encounter any problems.
The only mod throwing errors right now is Corruption, but it works fine as i'm using it myself.

(For the mod authors, if you see a patch i made for your mod, you are free to link to my page or directly to the download from your page.)

Patches include (click hyperlink for download):
Arachnophobia (https://github.com/Saebbi/Arachnophobia-CE-Patch)
USCM+Xenomorphs (https://github.com/Saebbi/USCM-CE-Patch)
Racc Race (https://github.com/Saebbi/Racc-CE-Patch)
Logann Race (https://github.com/Saebbi/Logann-CE-Patch)
Orc Invasion (https://github.com/Saebbi/Filthy-Orcs-CE-Patch)
Crystalloid Race (https://github.com/Saebbi/Crystalloid-CE-Patch)
Mantodean Race (https://github.com/Saebbi/Mantodean-CE-Patch)
Polarisbloc - GhostArmy (https://github.com/Saebbi/Ghosts-CE-Patch)
Rimworld of the Apes (https://github.com/Saebbi/Apes-CE-Patch)
Dragon mod (https://github.com/Saebbi/Dragon-mod-CE-Patch) (Use only without Range Animal Framework, for some reason it causes the patch to not work anymore, if someone knows why, please tell me so i can fix it)
Androids (https://github.com/Saebbi/Androids-CE-Patch)
Warhammer 40k Corruption (https://github.com/Saebbi/Corruption-x-CE-Patch)

more to come soon.

How about Callistans CE patch?)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Vane on March 23, 2018, 05:11:28 PM
In so glad to see someone working on this, if you're looking for suggestions I would love nothing more than to see Rimworld medieval patched to be compatible with CE, there used to be a patch on the forums but it's severely outdated :(
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 23, 2018, 05:38:51 PM
Quote from: MrDani on March 23, 2018, 12:39:29 PM
Quote from: Saebbi on February 19, 2018, 11:19:17 AM
As a huge fan of NoImageAvailables Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) mod, i created a few patches, making mods i wanted to play with compatible.
Load order should be Original Mod -> Combat Extended -> Patch
Please keep in mind that these patches may be unbalanced or even buggy, so please let me know if you encounter any problems.
The only mod throwing errors right now is Corruption, but it works fine as i'm using it myself.

(For the mod authors, if you see a patch i made for your mod, you are free to link to my page or directly to the download from your page.)

Patches include (click hyperlink for download):
Arachnophobia (https://github.com/Saebbi/Arachnophobia-CE-Patch)
USCM+Xenomorphs (https://github.com/Saebbi/USCM-CE-Patch)
Racc Race (https://github.com/Saebbi/Racc-CE-Patch)
Logann Race (https://github.com/Saebbi/Logann-CE-Patch)
Orc Invasion (https://github.com/Saebbi/Filthy-Orcs-CE-Patch)
Crystalloid Race (https://github.com/Saebbi/Crystalloid-CE-Patch)
Mantodean Race (https://github.com/Saebbi/Mantodean-CE-Patch)
Polarisbloc - GhostArmy (https://github.com/Saebbi/Ghosts-CE-Patch)
Rimworld of the Apes (https://github.com/Saebbi/Apes-CE-Patch)
Dragon mod (https://github.com/Saebbi/Dragon-mod-CE-Patch) (Use only without Range Animal Framework, for some reason it causes the patch to not work anymore, if someone knows why, please tell me so i can fix it)
Androids (https://github.com/Saebbi/Androids-CE-Patch)
Warhammer 40k Corruption (https://github.com/Saebbi/Corruption-x-CE-Patch)

more to come soon.

How about Callistans CE patch?)

You can find it at the bottom of the list, let me know when you encounter any errors.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Jetpack_Maniac on March 24, 2018, 09:44:51 AM
Why not PR these into NIA's repo?  He accepts user-made patches, I've submitted some and have had them accepted.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 24, 2018, 10:19:27 AM
Quote from: Vane on March 23, 2018, 05:11:28 PM
In so glad to see someone working on this, if you're looking for suggestions I would love nothing more than to see Rimworld medieval patched to be compatible with CE, there used to be a patch on the forums but it's severely outdated :(

I'm looking into updating the old one, but i haven't yet got it to work.
I will add it when i find the time to find out what's wrong.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 24, 2018, 10:20:02 AM
Quote from: Jetpack_Maniac on March 24, 2018, 09:44:51 AM
Why not PR these into NIA's repo?  He accepts user-made patches, I've submitted some and have had them accepted.

I already sent a message to him, but thank you for the suggestion.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 24, 2018, 11:03:13 AM
Added Gromflomites CE Patch
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Chicken Plucker on March 24, 2018, 01:56:57 PM
Hey Saebbi! as somebody who avoids CE patches like the plague, I wanna thank you for your hard work in sitting through all these different mods to patch for CE users, take care!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Jan2607 on March 24, 2018, 02:03:56 PM
Thank you for these patches :)
Can you make a patch for Haplo's Misc. MAI mod? I tried it a while ago, but I failed. If you could patch it, that would be really awesome :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 25, 2018, 05:06:10 PM
Quote from: Jan2607 on March 24, 2018, 02:03:56 PM
Thank you for these patches :)
Can you make a patch for Haplo's Misc. MAI mod? I tried it a while ago, but I failed. If you could patch it, that would be really awesome :)

I'll look into it, but as of now i would have to work out another way to patch it, as it doesn't use Humanoid Alien Framework.
But i'll keep your suggestion in mind.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 25, 2018, 05:06:55 PM
Quote from: Chicken Plucker on March 24, 2018, 01:56:57 PM
Hey Saebbi! as somebody who avoids CE patches like the plague, I wanna thank you for your hard work in sitting through all these different mods to patch for CE users, take care!

Thank you, glad you like it.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 25, 2018, 05:07:36 PM
Added Genetic Rim Patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 25, 2018, 08:33:04 PM
Added Lighter than fast and Crystal race Patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 29, 2018, 10:44:37 AM
Added Sparkling Worlds Patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 29, 2018, 02:23:51 PM
Added Animal Collab Project and Miscellaneous Core.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 29, 2018, 02:32:57 PM
Quote from: Jan2607 on March 24, 2018, 02:03:56 PM
Thank you for these patches :)
Can you make a patch for Haplo's Misc. MAI mod? I tried it a while ago, but I failed. If you could patch it, that would be really awesome :)

https://github.com/Saebbi/Miscellaneous-MAI-CE-Patch
Here you go, but it doesn't show the extra UI added by CE.
(Where you can change firemodes)
But everything else works fine.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 29, 2018, 08:48:24 PM
Added ROM Cosmic Horrors and Cosmic Horrors x Genetic Rim patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: ptx on March 29, 2018, 09:30:05 PM
Finally, Animal Collabs, Thanks!  ;D

Children & Pregnancy, adds just 1 child pawn def and Simple Slavery, adds just 2 similar clothing.

Glitter Tech and Rimatomics, although both are large mod.

Dinosauria and Misc Robots++ patches would also be nice.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Azaakx on March 30, 2018, 01:02:21 AM
 :D Hey, thanks so much for the patches, great work!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on March 31, 2018, 03:53:50 PM
Unrelated but is there non-steam AnimalCollabProj available? The one I found on github is outdated.

Thanks for the CE patches!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on March 31, 2018, 09:19:16 PM
Quote from: coldcell on March 31, 2018, 03:53:50 PM
Unrelated but is there non-steam AnimalCollabProj available? The one I found on github is outdated.

Thanks for the CE patches!

This is the only download i found. (site is in russian, but file is in english)
http://lttlword.ru/rimworld-mod-animal-collab-project
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on March 31, 2018, 11:07:40 PM
Quote from: Saebbi on March 31, 2018, 09:19:16 PM
Quote from: coldcell on March 31, 2018, 03:53:50 PM
Unrelated but is there non-steam AnimalCollabProj available? The one I found on github is outdated.

Thanks for the CE patches!

This is the only download i found. (site is in russian, but file is in english)
http://lttlword.ru/rimworld-mod-animal-collab-project

Is your CE patch for this version of the mod? Awesome I'll get both then! Thanks for the work!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on April 01, 2018, 12:55:17 PM
Are the red letters in the log file safe to be ignored? I noticed someone already asked about this. I'm only getting the red letters when I put these CE patches (including the mod itself of course).
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 01, 2018, 02:00:14 PM
Quote from: coldcell on April 01, 2018, 12:55:17 PM
Are the red letters in the log file safe to be ignored? I noticed someone already asked about this. I'm only getting the red letters when I put these CE patches (including the mod itself of course).

Yes, most of them are from missing ammo recipes, which i left out on purpose.
I use them myself and didn't have any problems as of now.
But please report any problems you find so i can try to fix them.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 01, 2018, 07:15:22 PM
Quote from: coldcell on April 01, 2018, 12:55:17 PM
Are the red letters in the log file safe to be ignored? I noticed someone already asked about this. I'm only getting the red letters when I put these CE patches (including the mod itself of course).

The errors you posted in the CE thread should be fixed by now, you just have to redownload the patches for AnimalCollabProject and Genetic Rim
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on April 01, 2018, 07:50:57 PM
Quote from: Saebbi on April 01, 2018, 07:15:22 PM
Quote from: coldcell on April 01, 2018, 12:55:17 PM
Are the red letters in the log file safe to be ignored? I noticed someone already asked about this. I'm only getting the red letters when I put these CE patches (including the mod itself of course).

The errors you posted in the CE thread should be fixed by now, you just have to redownload the patches for AnimalCollabProject and Genetic Rim

Much appreciated!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: RequiemFang on April 02, 2018, 02:16:29 AM
Possiblity of getting a CE patch for Orassans? the https://ludeon.com/forums/index.php?topic=36209.0 older patch is outdated and I don't think the author is active anymore. I could be wrong though.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 02, 2018, 09:05:01 AM
Quote from: RequiemFang on April 02, 2018, 02:16:29 AM
Possiblity of getting a CE patch for Orassans? the https://ludeon.com/forums/index.php?topic=36209.0 older patch is outdated and I don't think the author is active anymore. I could be wrong though.

Try this one: Orassans and Ni'Hal CE Patch (https://ludeon.com/forums/index.php?topic=39053.0)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on April 02, 2018, 11:20:08 AM
It's me again.. Sorry to bother you. This time I got error when I load Misc Core and Misc Core CE patch.



Load order:
Quote
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)
Combat Extended: 0Harmony(1.0.9.1), CombatExtended(1.0.0.0)
Combat Extended Guns: (no assemblies)
Allow Tool: $HugsLibChecker(0.4.0.0), AllowTool(3.3.1.0)
Animals Logic: 0Harmony(1.0.9.1), AnimalsLogic(1.0.6531.34754)
Animal Tab: 0Harmony(1.0.9.1), AnimalTab(18.2.0.16)
Blueprints: Blueprints(18.1.0.7)
Colony Manager: 0Reloader(1.0.0.0), Fluffy_ColonyManager(18.3.4.318)
Medical Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), MedicalInfo(18.1.3.10)
Stack Merger: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), StackMerger(18.1.4.11)
Work Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), WorkTab(18.1.5.106)
Xeva's Rimhair: (no assemblies)
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)
ED-ReverseCycleCooler: ED-ReverseCycleCooler(1.0.0.0)
A Dog Said...: (no assemblies)
Centralized Climate Control: $HugsLibChecker(0.4.0.0), CentralizedClimateControl(1.5.0.0)
Efficient Light: (no assemblies)
Better Workbench Management: $HugsLibChecker(0.4.0.0), ImprovedWorkbenches(18.13.0.0)
JTExport: JTExport(1.0.0.0)
JTZoneButtons: JTZoneButtons(1.0.0.0)
QualityBuilder: QualityBuilder(0.18.3.0)
JTReplaceWalls [B18]: JTReplaceWalls(1.0.0.0)
[KV] RimFridge - B18: 0Harmony(1.0.9.1), RimFridge(1.0.0.0), SaveStorageSettingsUtil(1.0.0.0)
Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
Psychology: $HugsLibChecker(0.3.0.0), Psychology(18.3.18.0)
Hand Me That Brick: Hand Me That Brick(2.8.18.0)
I Can Fix It!: 0Harmony(1.0.9.1), ICanFixIt(1.0.6532.22682)
Map Reroll: $HugsLibChecker(0.4.0.0), MapReroll(2.2.3.0)
Mending: Mending(1.0.6531.27502)
Pick Up And Haul: 0Harmony(1.0.9.1), PickUpAndHaul(0.18.1.8)
RBSE Lite Edition: ScarRemoving(1.0.0.0)
Rimworld Search Agency: 0Harmony(1.0.9.1), RSA.Core(0.1.0.0), RSA(2.1.0.0), _harmonycheck(1.0.0.0)
Simple sidearms[1.2.5]: $HugsLibChecker(0.2.0.0), SimpleSidearms(1.0.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Snow Clearance Sanity: 0Harmony(1.0.9.1), SnowClearanceSanity(1.0.6516.38371)
Giddy-up! Core: GiddyUpCore(0.18.7.0)
Giddy-up! Battle Mounts: Battlemounts(0.18.5.0)
Giddy-up! Caravan: GiddyUpCaravan(0.18.1.0)
Giddy-up! Ride and Roll: GiddyUpRideAndRoll(0.18.0.0)
[B18] Trading Economy Mod 2.6 : WalkingProblemUpdateNote(1.0.0.0)
Mad Skills: 0Harmony(1.0.9.1), MadSkills(0.0.0.0)
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)
GeneticRim (CE compatibility patch): (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Miscellaneous Core CE Patch: (no assemblies)




Red text errors with Misc Core CE patch:
Quote
XML error: <armorPenetration>5.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.

CE ammo injector found no recipe named MakeAmmo_RailgunMKI





Also when activating AnimalCollabProj CE patch, I've these red text errors:
Quote
Unexpected document element in patch XML; got Defs, expected 'Patch'

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 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 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 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 Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw




I'm not sure if you want the full log. I thought I'd just show the red letters to save some space in the thread. Also since you've done CE patch for Misc Core and Misc MAI, does it mean Misc Robots is safe to use without any CE patch?

Thanks!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 02, 2018, 12:24:28 PM
Quote from: coldcell on April 02, 2018, 11:20:08 AM
It's me again.. Sorry to bother you. This time I got error when I load Misc Core and Misc Core CE patch.



Load order:
Quote
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)
Combat Extended: 0Harmony(1.0.9.1), CombatExtended(1.0.0.0)
Combat Extended Guns: (no assemblies)
Allow Tool: $HugsLibChecker(0.4.0.0), AllowTool(3.3.1.0)
Animals Logic: 0Harmony(1.0.9.1), AnimalsLogic(1.0.6531.34754)
Animal Tab: 0Harmony(1.0.9.1), AnimalTab(18.2.0.16)
Blueprints: Blueprints(18.1.0.7)
Colony Manager: 0Reloader(1.0.0.0), Fluffy_ColonyManager(18.3.4.318)
Medical Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), MedicalInfo(18.1.3.10)
Stack Merger: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), StackMerger(18.1.4.11)
Work Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), WorkTab(18.1.5.106)
Xeva's Rimhair: (no assemblies)
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)
ED-ReverseCycleCooler: ED-ReverseCycleCooler(1.0.0.0)
A Dog Said...: (no assemblies)
Centralized Climate Control: $HugsLibChecker(0.4.0.0), CentralizedClimateControl(1.5.0.0)
Efficient Light: (no assemblies)
Better Workbench Management: $HugsLibChecker(0.4.0.0), ImprovedWorkbenches(18.13.0.0)
JTExport: JTExport(1.0.0.0)
JTZoneButtons: JTZoneButtons(1.0.0.0)
QualityBuilder: QualityBuilder(0.18.3.0)
JTReplaceWalls [B18]: JTReplaceWalls(1.0.0.0)
[KV] RimFridge - B18: 0Harmony(1.0.9.1), RimFridge(1.0.0.0), SaveStorageSettingsUtil(1.0.0.0)
Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
Psychology: $HugsLibChecker(0.3.0.0), Psychology(18.3.18.0)
Hand Me That Brick: Hand Me That Brick(2.8.18.0)
I Can Fix It!: 0Harmony(1.0.9.1), ICanFixIt(1.0.6532.22682)
Map Reroll: $HugsLibChecker(0.4.0.0), MapReroll(2.2.3.0)
Mending: Mending(1.0.6531.27502)
Pick Up And Haul: 0Harmony(1.0.9.1), PickUpAndHaul(0.18.1.8)
RBSE Lite Edition: ScarRemoving(1.0.0.0)
Rimworld Search Agency: 0Harmony(1.0.9.1), RSA.Core(0.1.0.0), RSA(2.1.0.0), _harmonycheck(1.0.0.0)
Simple sidearms[1.2.5]: $HugsLibChecker(0.2.0.0), SimpleSidearms(1.0.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Snow Clearance Sanity: 0Harmony(1.0.9.1), SnowClearanceSanity(1.0.6516.38371)
Giddy-up! Core: GiddyUpCore(0.18.7.0)
Giddy-up! Battle Mounts: Battlemounts(0.18.5.0)
Giddy-up! Caravan: GiddyUpCaravan(0.18.1.0)
Giddy-up! Ride and Roll: GiddyUpRideAndRoll(0.18.0.0)
[B18] Trading Economy Mod 2.6 : WalkingProblemUpdateNote(1.0.0.0)
Mad Skills: 0Harmony(1.0.9.1), MadSkills(0.0.0.0)
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)
GeneticRim (CE compatibility patch): (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Miscellaneous Core CE Patch: (no assemblies)




Red text errors with Misc Core CE patch:
Quote
XML error: <armorPenetration>5.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.

CE ammo injector found no recipe named MakeAmmo_RailgunMKI





Also when activating AnimalCollabProj CE patch, I've these red text errors:
Quote
Unexpected document element in patch XML; got Defs, expected 'Patch'

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 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 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 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 Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw




I'm not sure if you want the full log. I thought I'd just show the red letters to save some space in the thread. Also since you've done CE patch for Misc Core and Misc MAI, does it mean Misc Robots is safe to use without any CE patch?

Thanks!

I added a recipe and fixed AnimalCollab, bur maybe i overlooked something.
Misc Robots won't be gamebreaking, but the Robots won't use the CE system.
Currently my left hand is immobilized, but as soon as i can use it again, i'll make a patch for it.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: RequiemFang on April 02, 2018, 01:15:23 PM
Quote from: Saebbi on April 02, 2018, 09:05:01 AM
Quote from: RequiemFang on April 02, 2018, 02:16:29 AM
Possiblity of getting a CE patch for Orassans? the https://ludeon.com/forums/index.php?topic=36209.0 older patch is outdated and I don't think the author is active anymore. I could be wrong though.

Try this one: Orassans and Ni'Hal CE Patch (https://ludeon.com/forums/index.php?topic=39053.0)



douh search failure on my part, thanks though!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Usagi.San on April 02, 2018, 04:09:01 PM
Finded Red's:
1. Misc. Core
XML error: <armorPenetration>3.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
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()


2. ROM Factions
XML error: Duplicate XML node name equippedStatOffsets in this XML block: <ThingDef ParentName="BaseMeleeWeapon_Sharp_Quality"><defName>ROM_Pitchfork</defName><label>pitchfork</label><description>Used by farmers to help manage hay.</description><graphicData><texPath>WeaponMelee/CallOfCthulhu_Pitchfork</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>50</costStuffCount><statBases><WorkToMake>8000</WorkToMake><Mass>1.8</Mass><Weapon_Bulk>1.0</Weapon_Bulk><Bulk>3.5</Bulk></statBases><equippedStatOffsets><PlantWorkSpeed>0.15</PlantWorkSpeed></equippedStatOffsets><equippedAngleOffset>-65</equippedAngleOffset><stuffCategories><li>Metallic_Weapon</li><li>Woody</li></stuffCategories><tools><li Class="CombatExtended.ToolCE"><label>handle</label><capacities><li>Blunt</li></capacities><power>6</power><cooldownTime>2.5</cooldownTime><armorPenetration>0.1</armorPenetration></li><li Class="CombatExtended.ToolCE"><label>teeth</label><capacities><li>Stab</li></capacities><power>13</power><cooldownTime>2.5</cooldownTime><armorPenetration>0.35</armorPenetration></li></tools><weaponTags><li>CallOfCthulhu_Farmer</li><li>CallOfCthulhu_Farmer</li></weaponTags><equippedStatOffsets><MeleeCritChance>0.2</MeleeCritChance><MeleeParryChance>0.15</MeleeParryChance></equippedStatOffsets></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:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <armorPenetration>0.65</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <armorPenetration>0.5</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <armorPenetration>0.4</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
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()


Could not load UnityEngine.Texture2D at Things/Projectile/Pbullet in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


Could not load UnityEngine.Texture2D at Things/Projectile/Pbullet in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


CE ammo injector found no recipe named MakeAmmo_Harpoon
Verse.Log:Error(String)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


CE ammo injector found no recipe named MakeAmmo_Flare
Verse.Log:Error(String)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


CE ammo injector found no recipe named MakeAmmo_TommyGun
Verse.Log:Error(String)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


ModList (Without two red ones, no errors)
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1722</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.5</li>
    <li>RuntimeGC</li>
    <li>MuteCombatLog</li>
    <li>IdleFix</li>
    <li>RotTickFix</li>
    <li>TGC_Patches</li>
    <li>ICanFixIt</li>
    <li>QOLTweaksPack</li>
    <li>Grenade Fix Rearmed</li>
    <li>Mod-Medicine-Patch</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>HelpTab</li>
    <li>AnimalTab</li>
    <li>MedicalTab</li>
    <li>RelationsTab</li>
    <li>WildlifeTab</li>
    <li>WorkTab</li>
    <li>BirdsAndBees</li>
    <li>DeathRattle</li>
    <li>Psychology</li>
    <li>ExpandedIncidents</li>
    <li>Hand Me That Brick</li>
    <li>WhileYoureUp</li>
    <li>PickUpAndHaul-0.18.1.8</li>
    <li>AnimalsLogic</li>
    <li>Cooks Can Refuel</li>
    <li>Blueprints</li>
    <li>MorePlanning</li>
    <li>AreaUnlocker</li>
    <li>ColonyManager</li>
    <li>StackMerger</li>
    <li>ImprovedWorkbenches</li>
    <li>TechAdvancing</li>
    <li>Colony Leadership</li>
    <li>TradingSpot</li>
    <li>RF - More Trait Slots</li>
    <li>CleaningArea</li>
    <li>TraderDismissal-0.18.0.2</li>
    <li>TableDiner_Configurable</li>
    <li>Plasteel-Components-0.18.0.1</li>
    <li>SeasonalWeather-master</li>
    <li>Realistic_Darkness</li>
    <li>EdBPrepareCarefully</li>
    <li>Infused</li>
    <li>CombatExtended</li>
    <li>CombatExtendedGuns</li>
    <li>GeneticRim-b18-2.405</li>
    <li>CentralizedClimateControl</li>
    <li>Rimfire 2.4</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>AlienRaces</li>
    <li>HP-Lovecraft-Storyteller</li>
    <li>Rim-of-Madness---Vampires-1.18.1.11</li>
    <li>Rim-of-Madness---Werewolves</li>
    <li>Rim-of-Madness---Arachnophobia</li>
    <li>Arachnophobia-CE-Patch-master</li>
    <li>Rim-of-Madness---Bones</li>
    <li>Call-of-Cthulhu---Elder-Things</li>
    <li>Call-of-Cthulhu---Factions</li>
    <li>Call-of-Cthulhu---Cosmic Horrors</li>
    <li>Cosmic-Horrors-x-Genetic-Rim-CE-Patch-master</li>
    <li>Call-of-Cthulhu---Cults</li>
    <li>Call-of-Cthulhu---Industrial-Age</li>
    <li>Call-of-Cthulhu---Straitjackets</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>More Vanilla Turrets B18</li>
    <li>Extended-Turrets</li>
    <li>Rimworld-Shields-master</li>
    <li>Rimworld-Shields-CentralizedClimateControl</li>
    <li>Rimworld-Shields-CE</li>
    <li>zombieland-master</li>
    <li>Hospitality</li>
    <li>BetterMiniMap</li>
    <li>AllowDeadMansApparel</li>
    <li>AllowTool</li>
    <li>Notifications Archiver</li>
    <li>DamageIndicators</li>
    <li>DefensivePositions</li>
    <li>DarkestNight_SK</li>
    <li>MapReroll</li>
    <li>RF - Smooth Stone Walls</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>ZhentarsSunLampDesignator</li>
    <li>Vegetable Garden</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Resources</li>
    <li>VGP_Tools</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Gourmet</li>
    <li>ExpandedWoodworking</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>StuffedFloors</li>
    <li>TilledSoil-0.18.1755</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>Dubs Bad Hygiene</li>
    <li>GlitterTech-0.18.1755</li>
    <li>A_Dog_Said-B18.2</li>
    <li>Dubs Rimkit</li>
    <li>FishIndustry</li>
    <li>sd_bridges-b18-1.1.1</li>
    <li>sd_chickennest-b18-1.0.1</li>
    <li>sd_prepareforfishing-b18-1.1.0</li>
    <li>ExpandedRoofing-0.18.0.3-dev</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt_CampingStuff-b18</li>
    <li>Rimatomics</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous-MAI-CE-Patch-master</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>ProjectRimFactory</li>
    <li>Quarry-18.23</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>PowerSwitch</li>
    <li>RT_Fuse-B18-1.1.1</li>
    <li>RT_PowerSwitch-B18-1.0.8</li>
    <li>RT_SolarFlareShield-B18-1.2.2</li>
    <li>SS Bigger Batteries A18</li>
    <li>SS Bigger Fuses A18</li>
    <li>MassStorage-master</li>
    <li>Orbital-Trade-Transponder-0.18.0.3</li>
    <li>LEDTechnology_0_14</li>
    <li>Survivalists-Additions-18.09</li>
    <li>MassGraves</li>
    <li>Clutter Charged Weapons</li>
    <li>Clutter Furniture</li>
    <li>Clutter Hands</li>
    <li>Clutter Structure</li>
    <li>Clutter Structure_doorStuff</li>
    <li>Clutter Structure_Windows</li>
    <li>ED-Embrasures</li>
    <li>Additional-Joy-Objects-18.03</li>
    <li>Zen-Garden-18.05</li>
    <li>Fences And Floors</li>
    <li>Trap Defence B18</li>
    <li>Holy Washer</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. DrillTurret</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>MiningCo. Spaceship</li>
    <li>Toxic Fallout Protection Suit</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RW_ColonistBarKF-0.18</li>
  </activeMods>
</ModsConfigData>
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 02, 2018, 04:56:53 PM
Quote from: Usagi.San on April 02, 2018, 04:09:01 PM
Finded Red's:
1. Misc. Core
XML error: <armorPenetration>3.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
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()


2. ROM Factions
XML error: Duplicate XML node name equippedStatOffsets in this XML block: <ThingDef ParentName="BaseMeleeWeapon_Sharp_Quality"><defName>ROM_Pitchfork</defName><label>pitchfork</label><description>Used by farmers to help manage hay.</description><graphicData><texPath>WeaponMelee/CallOfCthulhu_Pitchfork</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><costStuffCount>50</costStuffCount><statBases><WorkToMake>8000</WorkToMake><Mass>1.8</Mass><Weapon_Bulk>1.0</Weapon_Bulk><Bulk>3.5</Bulk></statBases><equippedStatOffsets><PlantWorkSpeed>0.15</PlantWorkSpeed></equippedStatOffsets><equippedAngleOffset>-65</equippedAngleOffset><stuffCategories><li>Metallic_Weapon</li><li>Woody</li></stuffCategories><tools><li Class="CombatExtended.ToolCE"><label>handle</label><capacities><li>Blunt</li></capacities><power>6</power><cooldownTime>2.5</cooldownTime><armorPenetration>0.1</armorPenetration></li><li Class="CombatExtended.ToolCE"><label>teeth</label><capacities><li>Stab</li></capacities><power>13</power><cooldownTime>2.5</cooldownTime><armorPenetration>0.35</armorPenetration></li></tools><weaponTags><li>CallOfCthulhu_Farmer</li><li>CallOfCthulhu_Farmer</li></weaponTags><equippedStatOffsets><MeleeCritChance>0.2</MeleeCritChance><MeleeParryChance>0.15</MeleeParryChance></equippedStatOffsets></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:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <armorPenetration>0.65</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <armorPenetration>0.5</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


XML error: <armorPenetration>0.4</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
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()


Could not load UnityEngine.Texture2D at Things/Projectile/Pbullet in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


Could not load UnityEngine.Texture2D at Things/Projectile/Pbullet in any active mod or in base resources.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


MatFrom with null sourceTex.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(Type, String, Shader, Vector2, Color, Color, GraphicData)
Verse.GraphicData:Init()
Verse.GraphicData:get_Graphic()
Verse.ThingDef:<PostLoad>m__3()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


CE ammo injector found no recipe named MakeAmmo_Harpoon
Verse.Log:Error(String)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


CE ammo injector found no recipe named MakeAmmo_Flare
Verse.Log:Error(String)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


CE ammo injector found no recipe named MakeAmmo_TommyGun
Verse.Log:Error(String)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


ModList (Without two red ones, no errors)
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>1722</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.5</li>
    <li>RuntimeGC</li>
    <li>MuteCombatLog</li>
    <li>IdleFix</li>
    <li>RotTickFix</li>
    <li>TGC_Patches</li>
    <li>ICanFixIt</li>
    <li>QOLTweaksPack</li>
    <li>Grenade Fix Rearmed</li>
    <li>Mod-Medicine-Patch</li>
    <li>ResearchPal</li>
    <li>ArchitectSense</li>
    <li>HelpTab</li>
    <li>AnimalTab</li>
    <li>MedicalTab</li>
    <li>RelationsTab</li>
    <li>WildlifeTab</li>
    <li>WorkTab</li>
    <li>BirdsAndBees</li>
    <li>DeathRattle</li>
    <li>Psychology</li>
    <li>ExpandedIncidents</li>
    <li>Hand Me That Brick</li>
    <li>WhileYoureUp</li>
    <li>PickUpAndHaul-0.18.1.8</li>
    <li>AnimalsLogic</li>
    <li>Cooks Can Refuel</li>
    <li>Blueprints</li>
    <li>MorePlanning</li>
    <li>AreaUnlocker</li>
    <li>ColonyManager</li>
    <li>StackMerger</li>
    <li>ImprovedWorkbenches</li>
    <li>TechAdvancing</li>
    <li>Colony Leadership</li>
    <li>TradingSpot</li>
    <li>RF - More Trait Slots</li>
    <li>CleaningArea</li>
    <li>TraderDismissal-0.18.0.2</li>
    <li>TableDiner_Configurable</li>
    <li>Plasteel-Components-0.18.0.1</li>
    <li>SeasonalWeather-master</li>
    <li>Realistic_Darkness</li>
    <li>EdBPrepareCarefully</li>
    <li>Infused</li>
    <li>CombatExtended</li>
    <li>CombatExtendedGuns</li>
    <li>GeneticRim-b18-2.405</li>
    <li>CentralizedClimateControl</li>
    <li>Rimfire 2.4</li>
    <li>Rimsenal</li>
    <li>Rimsenal_Federation</li>
    <li>Rimsenal_Feral</li>
    <li>Rimsenal_Hair</li>
    <li>Rimsenal_Security</li>
    <li>Rimsenal_Storyteller</li>
    <li>Rimsenal_Vanilla</li>
    <li>AlienRaces</li>
    <li>HP-Lovecraft-Storyteller</li>
    <li>Rim-of-Madness---Vampires-1.18.1.11</li>
    <li>Rim-of-Madness---Werewolves</li>
    <li>Rim-of-Madness---Arachnophobia</li>
    <li>Arachnophobia-CE-Patch-master</li>
    <li>Rim-of-Madness---Bones</li>
    <li>Call-of-Cthulhu---Elder-Things</li>
    <li>Call-of-Cthulhu---Factions</li>
    <li>Call-of-Cthulhu---Cosmic Horrors</li>
    <li>Cosmic-Horrors-x-Genetic-Rim-CE-Patch-master</li>
    <li>Call-of-Cthulhu---Cults</li>
    <li>Call-of-Cthulhu---Industrial-Age</li>
    <li>Call-of-Cthulhu---Straitjackets</li>
    <li>Right-Tool-for-the-Job-Rebalanced</li>
    <li>More Vanilla Turrets B18</li>
    <li>Extended-Turrets</li>
    <li>Rimworld-Shields-master</li>
    <li>Rimworld-Shields-CentralizedClimateControl</li>
    <li>Rimworld-Shields-CE</li>
    <li>zombieland-master</li>
    <li>Hospitality</li>
    <li>BetterMiniMap</li>
    <li>AllowDeadMansApparel</li>
    <li>AllowTool</li>
    <li>Notifications Archiver</li>
    <li>DamageIndicators</li>
    <li>DefensivePositions</li>
    <li>DarkestNight_SK</li>
    <li>MapReroll</li>
    <li>RF - Smooth Stone Walls</li>
    <li>QualityBuilder</li>
    <li>QualitySurgeon</li>
    <li>ZhentarsSunLampDesignator</li>
    <li>Vegetable Garden</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Resources</li>
    <li>VGP_Tools</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Garden_Gourmet</li>
    <li>ExpandedWoodworking</li>
    <li>ExpandedWoodworkingVGP</li>
    <li>StuffedFloors</li>
    <li>TilledSoil-0.18.1755</li>
    <li>T-MiscStuff</li>
    <li>T-MoreFloors</li>
    <li>Dubs Bad Hygiene</li>
    <li>GlitterTech-0.18.1755</li>
    <li>A_Dog_Said-B18.2</li>
    <li>Dubs Rimkit</li>
    <li>FishIndustry</li>
    <li>sd_bridges-b18-1.1.1</li>
    <li>sd_chickennest-b18-1.0.1</li>
    <li>sd_prepareforfishing-b18-1.1.0</li>
    <li>ExpandedRoofing-0.18.0.3-dev</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt_CampingStuff-b18</li>
    <li>Rimatomics</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_BeeAndHoney</li>
    <li>Miscellaneous_MAI</li>
    <li>Miscellaneous-MAI-CE-Patch-master</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>Miscellaneous_WeaponRepair</li>
    <li>Miscellaneous_Objects</li>
    <li>Miscellaneous_TrainingFacility</li>
    <li>ProjectRimFactory</li>
    <li>Quarry-18.23</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>PowerSwitch</li>
    <li>RT_Fuse-B18-1.1.1</li>
    <li>RT_PowerSwitch-B18-1.0.8</li>
    <li>RT_SolarFlareShield-B18-1.2.2</li>
    <li>SS Bigger Batteries A18</li>
    <li>SS Bigger Fuses A18</li>
    <li>MassStorage-master</li>
    <li>Orbital-Trade-Transponder-0.18.0.3</li>
    <li>LEDTechnology_0_14</li>
    <li>Survivalists-Additions-18.09</li>
    <li>MassGraves</li>
    <li>Clutter Charged Weapons</li>
    <li>Clutter Furniture</li>
    <li>Clutter Hands</li>
    <li>Clutter Structure</li>
    <li>Clutter Structure_doorStuff</li>
    <li>Clutter Structure_Windows</li>
    <li>ED-Embrasures</li>
    <li>Additional-Joy-Objects-18.03</li>
    <li>Zen-Garden-18.05</li>
    <li>Fences And Floors</li>
    <li>Trap Defence B18</li>
    <li>Holy Washer</li>
    <li>MiningCo. AlertSpeaker</li>
    <li>MiningCo. DrillTurret</li>
    <li>MiningCo. ForceField</li>
    <li>MiningCo. LaserFence</li>
    <li>MiningCo. MiningHelmet</li>
    <li>MiningCo. MMS</li>
    <li>MiningCo. PowerFist</li>
    <li>MiningCo. SpotlightTurret</li>
    <li>MiningCo. Spaceship</li>
    <li>Toxic Fallout Protection Suit</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RW_ColonistBarKF-0.18</li>
  </activeMods>
</ModsConfigData>


It looks like your load order is wrong.
I suggest you put it like this: Misc Core -> Combat Extended -> Misc Core CE Patch
Do so with all mods you want patched and it should work.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Usagi.San on April 02, 2018, 05:49:51 PM
Well, that helps, Thanks.
Is there special load order with ROM Factions ?
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 02, 2018, 08:40:26 PM
Quote from: Usagi.San on April 02, 2018, 05:49:51 PM
Well, that helps, Thanks.
Is there special load order with ROM Factions ?

No, load order should be like i said for all of my patches.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Usagi.San on April 03, 2018, 02:37:08 AM
Quote from: Saebbi on April 02, 2018, 08:40:26 PM
Quote from: Usagi.San on April 02, 2018, 05:49:51 PM
Well, that helps, Thanks.
Is there special load order with ROM Factions ?

No, load order should be like i said for all of my patches.
Same errors
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on April 03, 2018, 02:45:09 AM
Quote from: Saebbi on April 02, 2018, 12:24:28 PM
I added a recipe and fixed AnimalCollab, bur maybe i overlooked something.
Misc Robots won't be gamebreaking, but the Robots won't use the CE system.
Currently my left hand is immobilized, but as soon as i can use it again, i'll make a patch for it.

Sorry to hear about your hand. Please take your time. Thanks for the hard work!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: alex009374 on April 04, 2018, 03:19:39 AM
Quote from: Saebbi on April 02, 2018, 08:40:26 PM
Quote from: Usagi.San on April 02, 2018, 05:49:51 PM
Well, that helps, Thanks.
Is there special load order with ROM Factions ?

No, load order should be like i said for all of my patches.

I can confirm that ROM Factions is not working.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 04, 2018, 09:54:33 AM
Quote from: alex009374 on April 04, 2018, 03:19:39 AM
Quote from: Saebbi on April 02, 2018, 08:40:26 PM
Quote from: Usagi.San on April 02, 2018, 05:49:51 PM
Well, that helps, Thanks.
Is there special load order with ROM Factions ?

No, load order should be like i said for all of my patches.

I can confirm that ROM Factions is not working.

Should all be fixed now, let me know about any future problems you encounter.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on April 04, 2018, 10:36:29 AM
For Misc Core patch, I'm still having this red letters error:

XML error: <armorPenetration>5.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 04, 2018, 11:05:13 AM
Quote from: coldcell on April 04, 2018, 10:36:29 AM
For Misc Core patch, I'm still having this red letters error:

XML error: <armorPenetration>5.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.

Try redownloading, as the newest version works fine.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: coldcell on April 04, 2018, 11:17:31 AM
Quote from: Saebbi on April 04, 2018, 11:05:13 AM
Quote from: coldcell on April 04, 2018, 10:36:29 AM
For Misc Core patch, I'm still having this red letters error:

XML error: <armorPenetration>5.0</armorPenetration> doesn't correspond to any field in type ProjectileProperties.

Try redownloading, as the newest version works fine.

I'm using the latest of both (Misc Core and your CE patch). I don't think it's a big deal since it doesn't break any game, just thought you may want to know. When I remove both Misc Core and the CE patch, the error is gone.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: crevel108 on April 06, 2018, 05:33:15 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=1342510409

Space Elves??
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: jecrell on April 06, 2018, 12:24:40 PM
Saebbi, thank you again so much for your hard work.
I've just uploaded the first of several of your patches to Steam (with your permission).
Link here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1354018839.

I added a few textures and made some fixes for the Factions mod, as the coastal flare gun and harpoon gun refused to fire until I gave their XML the thingClass of CombatExtended.BulletCE.
Here is my fork of your github.
https://github.com/Rim-Of-Madness-Team/Rim-of-Madness-Factions-CE-Patch
Bless you my good man,
-Jec
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: alex009374 on April 06, 2018, 06:22:58 PM
Quote from: jecrell on April 06, 2018, 12:24:40 PM
Saebbi, thank you again so much for your hard work.
I've just uploaded the first of several of your patches to Steam (with your permission).
Link here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1354018839.

I added a few textures and made some fixes for the Factions mod, as the coastal flare gun and harpoon gun refused to fire until I gave their XML the thingClass of CombatExtended.BulletCE.
Here is my fork of your github.
https://github.com/Rim-Of-Madness-Team/Rim-of-Madness-Factions-CE-Patch
Bless you my good man,
-Jec
Quote from: Saebbi on April 04, 2018, 09:54:33 AM
Quote from: alex009374 on April 04, 2018, 03:19:39 AM
Quote from: Saebbi on April 02, 2018, 08:40:26 PM
Quote from: Usagi.San on April 02, 2018, 05:49:51 PM
Well, that helps, Thanks.
Is there special load order with ROM Factions ?

No, load order should be like i said for all of my patches.

I can confirm that ROM Factions is not working.

Should all be fixed now, let me know about any future problems you encounter.



Just Login and wanna say thanks to both of you
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 08, 2018, 04:47:27 PM
Updated post to include fixed versions of Patches for jecrells ROM mods.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 09, 2018, 03:59:41 PM
Added Black Widows.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: FalkrimWright on April 10, 2018, 02:42:42 PM
How about patch RT's Weapons pack?
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: alex009374 on April 10, 2018, 07:57:55 PM
Isn't Giant Spiders a bit weak? I mean, they are GIANT spiders, no point they are hunted by wolves. Even in vanilla games they were able to dominate an area, causing troubles to wild animals, colonists, pets and livestock.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Jan2607 on April 11, 2018, 07:18:56 AM
Quote from: Saebbi on March 29, 2018, 02:32:57 PM
Quote from: Jan2607 on March 24, 2018, 02:03:56 PM
Thank you for these patches :)
Can you make a patch for Haplo's Misc. MAI mod? I tried it a while ago, but I failed. If you could patch it, that would be really awesome :)

https://github.com/Saebbi/Miscellaneous-MAI-CE-Patch
Here you go, but it doesn't show the extra UI added by CE.
(Where you can change firemodes)
But everything else works fine.

Wow, you really did it  :o Thanks, I will try it :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 11, 2018, 08:17:06 AM
Quote from: alex009374 on April 10, 2018, 07:57:55 PM
Isn't Giant Spiders a bit weak? I mean, they are GIANT spiders, no point they are hunted by wolves. Even in vanilla games they were able to dominate an area, causing troubles to wild animals, colonists, pets and livestock.

You're right, i increased the values. Please let me know if this creates new balance issues.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 11, 2018, 06:20:58 PM
Added Steam Workshop link.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Jan2607 on April 14, 2018, 05:25:38 PM
Because of your Misc. MAI patch: There still seem to be some issues.
If I give MAI a loadout, he will not equip the assigned weapons and ammo. And because MAIs usually don't wear clothing, he won't equip a backpack. Also MAIs don't reload automatically after undrafting them after fight. This means you have to micromanage them a lot.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Heresy on April 15, 2018, 09:15:28 AM
Could you please add links to the original mods you have made patches for? I can't find the warhammer mod neither here nor on the workshop for example.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Jan2607 on April 15, 2018, 11:12:00 AM
Quote from: Jan2607 on April 14, 2018, 05:25:38 PM
Because of your Misc. MAI patch: There still seem to be some issues.
If I give MAI a loadout, he will not equip the assigned weapons and ammo. And because MAIs usually don't wear clothing, he won't equip a backpack. Also MAIs don't reload automatically after undrafting them after fight. This means you have to micromanage them a lot.

I also noticed that only the enhanced MAI doesn't have the reload and fire mode UI. The standard one has it. But both are unable to reload automatically after fight or to pick up their assigned loadout and gear. I would be really thankful if you could find a way to make that also working :)

Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 15, 2018, 04:42:06 PM
Quote from: Heresy on April 15, 2018, 09:15:28 AM
Could you please add links to the original mods you have made patches for? I can't find the warhammer mod neither here nor on the workshop for example.

I did, click the (original) links for the main mods.
The Warhammer mod is in the Unfinished section btw.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Heresy on April 16, 2018, 10:08:05 AM
Quote from: Saebbi on April 15, 2018, 04:42:06 PM
Quote from: Heresy on April 15, 2018, 09:15:28 AM
Could you please add links to the original mods you have made patches for? I can't find the warhammer mod neither here nor on the workshop for example.

I did, click the (original) links for the main mods.
The Warhammer mod is in the Unfinished section btw.

Thank you for your reply, i did not see there were 2 links. my bad.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 16, 2018, 11:37:09 AM
Quote from: Heresy on April 16, 2018, 10:08:05 AM
Quote from: Saebbi on April 15, 2018, 04:42:06 PM
Quote from: Heresy on April 15, 2018, 09:15:28 AM
Could you please add links to the original mods you have made patches for? I can't find the warhammer mod neither here nor on the workshop for example.

I did, click the (original) links for the main mods.
The Warhammer mod is in the Unfinished section btw.

Thank you for your reply, i did not see there were 2 links. my bad.

It was impossible to see, i added the links after you commented.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 19, 2018, 02:55:46 PM
Thank you for the patches:). Can you please make a patch for the Astra Militarum mods? Namely the core mod, but if turrets need patches then one for the turret addon would be nice too.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 19, 2018, 03:16:43 PM
Quote from: Zippy9871 on April 19, 2018, 02:55:46 PM
Thank you for the patches:). Can you please make a patch for the Astartes Militarum mods? Namely the core mod, but if turrets need patches then one for the turret addon would be nice too.

Yes i would like to play with this one as well, but the sheer amount of weapons and corresponding ammo makes me shiver  ;D
If you want WH40k, try Cpt. Ohus Corruption (https://ludeon.com/forums/index.php?topic=28422.0) mod, which i already made a patch (https://github.com/Saebbi/Corruption-x-CE-Patch) for. (It also adds cool Dropships!)
But maybe i'll find the time for it.
But if you have time, you're welcome to help me with this, as it is pretty simple if you understand it once.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 20, 2018, 08:48:40 PM
Here are all of the ranged weapons from the core mod and their corresponding projectiles, though I don't know if they are balanced correctly. The last gun needs an edit for the tools. For some reason, i can never get the xpath patch operations to work so i can't edit that one or any of the melee weapons, though there are only four. The augmetic arm can also attack so i think that needs to be edited, and i'm not sure if any of the other bionics would have conflicts(one affects aim delay but i don't know if CE uses that). There are also some added parts for implants and i don't know how CE reacts to that. Krak grenades need a patch too since grenades seem to be a bit different than guns. If armor needs a patch, then that needs to be done as well, and there is nothing on the CE wiki about armor.

[attachment deleted due to age]
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 21, 2018, 11:20:01 AM
Added Astra Militarium Core patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 21, 2018, 12:22:57 PM
Typo in webber proj, parent name is BaseWebber should be BaseBullet.
gives XML error: Could not find parent node named "BaseWebber" for node "ThingDef". Full node: <ThingDef ParentName="BaseWebber"><defName>Bullet_Webber</defName><label>Webber net</label><projectile><damageAmountBase>10</damageAmountBase><explosionRadius>0.01</explosionRadius><flyOverhead>true</flyOverhead><soundExplode>IGElectricShock</soundExplode><armorPenetration>0.45</armorPenetration></projectile></ThingDef>

also get: [Astra Militarium Core CE Patch] Patch operation Verse.PatchOperationRemove(*/ThingDef[defName="Grenade_Krak"]/smeltProducts) failed
no clue why, it happens to me whenever i try to use those operations.

Edit: removing the <thingClass>CombatExtended.ProjectileCE_Explosive</thingClass> from projectiles may cause them to not explode. This is affecting bolters and plasma rifles from what i've seen.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 21, 2018, 03:16:14 PM
Here are the turrets. The balance of statbases and the weapon tags are probably wrong like before, and most of the turrets give errors about decreasing ammo count without a wielder if i have them use ammo.

[attachment deleted due to age]
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 21, 2018, 05:38:14 PM
Quote from: Zippy9871 on April 21, 2018, 03:16:14 PM
Here are the turrets. The balance of statbases and the weapon tags are probably wrong like before, and most of the turrets give errors about decreasing ammo count without a wielder if i have them use ammo.

Oh that's great, thank you for your work.
If you are okay with this, i will put it on my Github as well. (with credit to you, of course)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 21, 2018, 05:52:31 PM
Quote from: Saebbi on April 21, 2018, 05:38:14 PM
Quote from: Zippy9871 on April 21, 2018, 03:16:14 PM
Here are the turrets. The balance of statbases and the weapon tags are probably wrong like before, and most of the turrets give errors about decreasing ammo count without a wielder if i have them use ammo.

Oh that's great, thank you for your work.
If you are okay with this, i will put it on my Github as well. (with credit to you, of course)
I'm fine with it, that was kind of the whole point of posting it. ;)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 21, 2018, 05:58:52 PM
Quote from: Zippy9871 on April 21, 2018, 05:52:31 PM
Quote from: Saebbi on April 21, 2018, 05:38:14 PM
Quote from: Zippy9871 on April 21, 2018, 03:16:14 PM
Here are the turrets. The balance of statbases and the weapon tags are probably wrong like before, and most of the turrets give errors about decreasing ammo count without a wielder if i have them use ammo.

Oh that's great, thank you for your work.
If you are okay with this, i will put it on my Github as well. (with credit to you, of course)
I'm fine with it, that was kind of the whole point of posting it. ;)

Great, just wanted to be sure :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Waterhead on April 22, 2018, 01:08:22 PM
Can you add Medieval times compatibility patch?
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 22, 2018, 01:18:00 PM
Quote from: Waterhead on April 22, 2018, 01:08:22 PM
Can you add Medieval times compatibility patch?

Try this (https://steamcommunity.com/sharedfiles/filedetails/?id=1367529671) one, it was uploaded just yesterday.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: CommissarZoey on April 22, 2018, 11:58:27 PM
Could you make a patch for the Astoriel? Someone asked earlier but I think they got lost.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 23, 2018, 07:19:46 AM
Quote from: CommissarZoey on April 22, 2018, 11:58:27 PM
Could you make a patch for the Astoriel? Someone asked earlier but I think they got lost.

Oh yes i forgot about that. I made one, you can find it at the top of the list.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: IHateRegistering on April 23, 2018, 12:15:38 PM
Is it possible to get a patch for Rimworld: Medieval Edition (https://steamcommunity.com/sharedfiles/filedetails/?id=754010247)? Would go nicely with the CE patch for Medieval Times, I think.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: zuaresoft on April 23, 2018, 12:49:59 PM
Could you make compatibility patchs for high caliber & rimfire (because rimfire weapons dosn't work).
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: PhantomFav on April 24, 2018, 05:21:58 AM
Could you make a patch for anesthetic gun and sawed off shotgun mods?
https://ludeon.com/forums/index.php?topic=38115.msg390477#msg390477
https://ludeon.com/forums/index.php?topic=38118.msg390481#msg390481
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Pope on April 24, 2018, 05:38:48 AM
You deserve a Medal for creating those CE patches.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: N7Huntsman on April 24, 2018, 01:55:20 PM
Hello Saebbi! Just wanted to drop you a message and thank you for putting in the work to make the compatibility mods--I know from experience they can be from a ton of work.

Additionally, regarding the Medieval Times patch; I'm happy to report that over on the CE Discord I've team up with Darth Balls (the author of the original patch) and Arty (another, quite brilliant modder and scripter) to give the original patch (found here) (http://steamcommunity.com/sharedfiles/filedetails/?id=975316762&searchtext=medieval+times) a comprehensive update to B18. We're optimistic that we'll make a release by the end of week!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 24, 2018, 02:09:31 PM
Quote from: N7Huntsman on April 24, 2018, 01:55:20 PM
Hello Saebbi! Just wanted to drop you a message and thank you for putting in the work to make the compatibility mods--I know from experience they can be from a ton of work.

Additionally, regarding the Medieval Times patch; I'm happy to report that over on the CE Discord I've team up with Darth Balls (the author of the original patch) and Arty (another, quite brilliant modder and scripter) to give the original patch (found here) (http://steamcommunity.com/sharedfiles/filedetails/?id=975316762&searchtext=medieval+times) a comprehensive update to B18. We're optimistic that we'll make a release by the end of week!

Thank you, glad you like it.
I saw that one, i even linked to it a few posts ago.
Glad you took the work, as i started with this before, but i was just too lazy ;D
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 24, 2018, 02:10:29 PM
Quote from: Pope on April 24, 2018, 05:38:48 AM
You deserve a Medal for creating those CE patches.

I'm glad they're appreciated :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 24, 2018, 02:12:11 PM
Quote from: PhantomFav on April 24, 2018, 05:21:58 AM
Could you make a patch for anesthetic gun and sawed off shotgun mods?
https://ludeon.com/forums/index.php?topic=38115.msg390477#msg390477
https://ludeon.com/forums/index.php?topic=38118.msg390481#msg390481

I tried making one for the anesthetic gun, but the anesthetic effect got lost.
Try Sparkling Worlds, it includes one.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: N7Huntsman on April 24, 2018, 02:21:38 PM
Quote from: Saebbi on April 24, 2018, 02:10:29 PM
Quote from: Pope on April 24, 2018, 05:38:48 AM

Just a heads up that you linked to my version of the patch which, while roughly functional, is going to get pulled from the workshop here soon-ish. The one I linked was Tamias's patch, the original--which is what's going to be seeing updates here pretty soon.

Additionally, as I said, you're doing God's work with these patches. Obviously our little team is preoccupied getting the Medieval Times patch up to snuff at the moment, but beyond that, it'll eventually just be maintenance. I've kicked around the idea of updating/making CE patches for other mods that're out there, and if the other guys are onboard with the idea, I may reach out to you via the discord and we can see about combining our efforts.

Until then, keep on keepin' on!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 24, 2018, 02:29:46 PM
Quote from: N7Huntsman on April 24, 2018, 02:21:38 PM
Quote from: Saebbi on April 24, 2018, 02:10:29 PM
Quote from: Pope on April 24, 2018, 05:38:48 AM

Just a heads up that you linked to my version of the patch which, while roughly functional, is going to get pulled from the workshop here soon-ish. The one I linked was Tamias's patch, the original--which is what's going to be seeing updates here pretty soon.

Additionally, as I said, you're doing God's work with these patches. Obviously our little team is preoccupied getting the Medieval Times patch up to snuff at the moment, but beyond that, it'll eventually just be maintenance. I've kicked around the idea of updating/making CE patches for other mods that're out there, and if the other guys are onboard with the idea, I may reach out to you via the discord and we can see about combining our efforts.

Until then, keep on keepin' on!

Sure, good idea.
Just send me a message with an invite, i'd be glad to help.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: zuaresoft on April 24, 2018, 04:26:14 PM
Quote from: zuaresoft on April 23, 2018, 12:49:59 PM
Could you make compatibility patchs for high caliber & rimfire (because rimfire weapons dosn't work).

Hey read my post xD jajaja forever ignored :o
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 24, 2018, 04:53:38 PM
Quote from: zuaresoft on April 24, 2018, 04:26:14 PM
Quote from: zuaresoft on April 23, 2018, 12:49:59 PM
Could you make compatibility patchs for high caliber & rimfire (because rimfire weapons dosn't work).

Hey read my post xD jajaja forever ignored :o

Oh sorry about that, i replied to the others in a hurry and totally forgot about you, i didn't mean it.
This is strange, as CE contains a Rimfire patch naturally, try loading it before CE if that is the problem. (Though i don't use Rimfire, so i don't really know).
But i can make a High Caliber patch when i find the time, as it conveniently uses standard CE ammos it'd be quite quick to make.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Heresy on April 25, 2018, 08:32:50 AM
Rimfire needs to be loaded after Combat extended, and it works wonderfully for me (rimfire version 2.4)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Leanne200 on April 25, 2018, 02:41:56 PM
thank you for the patches. i know you already have too much in your hands but can please consider making a RT's weapon mods patch as well. thanks again.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 28, 2018, 10:42:33 AM
i found a few errors with Factions:XML error: Duplicate XML node name statBases in this XML block.
i get this on launch and looking at it it seems like for the dreadnought patch the carryweight replace at the bottom is not working right and is adding <statBases><CarryWeight>5000</CarryWeight></statBases> instead of adding the carryweight to the existing statbases.

CE :: IG_Melee_ChaosPowerAxe has multiple ToolCE without linkedBodyPartsGroup, and they can not be fully distinguished because of it. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Enmus, angle=270.0)]
I got that when a chaos marine hit a colonist with a chaos power axe. Happens with chaos chainswords too.

The traitor guard armor does not appear to cover their necks so they get hit in the neck for a lot. Also, the chaos astartes armor disappears when the wearer is stripped, though that might be from the original mod, and the chaos astartes armor used by sergeants is a lot weaker than the one used by normal soldiers.
In addition, all of the astartes power armors, both in factions and in core, are all very weak compared to what they are. Even vanilla power armor is better.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 28, 2018, 01:25:49 PM
Quote from: Zippy9871 on April 28, 2018, 10:42:33 AM
i found a few errors with Factions:XML error: Duplicate XML node name statBases in this XML block.
i get this on launch and looking at it it seems like for the dreadnought patch the carryweight replace at the bottom is not working right and is adding <statBases><CarryWeight>5000</CarryWeight></statBases> instead of adding the carryweight to the existing statbases.

CE :: IG_Melee_ChaosPowerAxe has multiple ToolCE without linkedBodyPartsGroup, and they can not be fully distinguished because of it. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Enmus, angle=270.0)]
I got that when a chaos marine hit a colonist with a power axe.

The traitor guard armor does not appear to cover their necks so they get hit in the neck for a lot. Also, the chaos astartes armor disappears when the wearer is stripped, though that might be from the original mod, and the chaos astartes armor used by sergeants is a lot weaker than the one used by normal soldiers.
In addition, all of the power armors, both in factions and in core, are all very weak compared to what they are. Even vanilla power armor is better.

The errors should be fixed, but i didn't modify the armor, so it is definetily caused by the main mod, though it may not be properly balanced with CE.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 28, 2018, 01:28:19 PM
Quote from: Leanne200 on April 25, 2018, 02:41:56 PM
thank you for the patches. i know you already have too much in your hands but can please consider making a RT's weapon mods patch as well. thanks again.

Thank you! Glad you like it.
The mod was already requested and i'm sorry, but it may take some time, as i am currently busy with school. But if i find the time i'll do a patch for it.
Alternatively, i can give you a guide on how to it, as the procedure is pretty simple once you understand the basics. In that case, just send me a message and i'll be glad to help you.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 28, 2018, 02:40:05 PM
Quote from: Saebbi on April 28, 2018, 01:25:49 PM
Quote from: Zippy9871 on April 28, 2018, 10:42:33 AM
i found a few errors with Factions:XML error: Duplicate XML node name statBases in this XML block.
i get this on launch and looking at it it seems like for the dreadnought patch the carryweight replace at the bottom is not working right and is adding <statBases><CarryWeight>5000</CarryWeight></statBases> instead of adding the carryweight to the existing statbases.

CE :: IG_Melee_ChaosPowerAxe has multiple ToolCE without linkedBodyPartsGroup, and they can not be fully distinguished because of it. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Enmus, angle=270.0)]
I got that when a chaos marine hit a colonist with a power axe.

The traitor guard armor does not appear to cover their necks so they get hit in the neck for a lot. Also, the chaos astartes armor disappears when the wearer is stripped, though that might be from the original mod, and the chaos astartes armor used by sergeants is a lot weaker than the one used by normal soldiers.
In addition, all of the power armors, both in factions and in core, are all very weak compared to what they are. Even vanilla power armor is better.

The errors should be fixed, but i didn't modify the armor, so it is definetily caused by the main mod, though it may not be properly balanced with CE.
I get this nowXML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <comps><li><compClass>CompAttachBase</compClass></li><li Class="CombatExtended.CompProperties_Inventory" /><li><compClass>CombatExtended.CompPawnGizmo</compClass></li><li Class="CombatExtended.CompProperties_Suppressable" /><statBases><CarryWeight>5000</CarryWeight></statBases></comps>

The neck issue can be fixed by adding Neck to the bodypartgroups of the armor. In vanilla the neck is part of torso so this shouldn't do anything but it does for some reason so why not.

Also, the chaos marines' armor does not seem to have any effect. It might be because they are a different race.
the ig_cm_leader spawned with a headdress, war veil, mask, and shirt in addition to the chaos marine set, which seems weird.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on April 28, 2018, 03:47:33 PM
Quote from: Zippy9871 on April 28, 2018, 02:40:05 PM
Quote from: Saebbi on April 28, 2018, 01:25:49 PM
Quote from: Zippy9871 on April 28, 2018, 10:42:33 AM
i found a few errors with Factions:XML error: Duplicate XML node name statBases in this XML block.
i get this on launch and looking at it it seems like for the dreadnought patch the carryweight replace at the bottom is not working right and is adding <statBases><CarryWeight>5000</CarryWeight></statBases> instead of adding the carryweight to the existing statbases.

CE :: IG_Melee_ChaosPowerAxe has multiple ToolCE without linkedBodyPartsGroup, and they can not be fully distinguished because of it. [While evaluating DamageInfo (def=Blunt, amount= 18, instigator=Enmus, angle=270.0)]
I got that when a chaos marine hit a colonist with a power axe.

The traitor guard armor does not appear to cover their necks so they get hit in the neck for a lot. Also, the chaos astartes armor disappears when the wearer is stripped, though that might be from the original mod, and the chaos astartes armor used by sergeants is a lot weaker than the one used by normal soldiers.
In addition, all of the power armors, both in factions and in core, are all very weak compared to what they are. Even vanilla power armor is better.

The errors should be fixed, but i didn't modify the armor, so it is definetily caused by the main mod, though it may not be properly balanced with CE.
I get this nowXML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <comps><li><compClass>CompAttachBase</compClass></li><li Class="CombatExtended.CompProperties_Inventory" /><li><compClass>CombatExtended.CompPawnGizmo</compClass></li><li Class="CombatExtended.CompProperties_Suppressable" /><statBases><CarryWeight>5000</CarryWeight></statBases></comps>

The neck issue can be fixed by adding Neck to the bodypartgroups of the armor. In vanilla the neck is part of torso so this shouldn't do anything but it does for some reason so why not.

Also, the chaos marines' armor does not seem to have any effect. It might be because they are a different race.
the ig_cm_leader spawned with a headdress, war veil, mask, and shirt in addition to the chaos marine set, which seems weird.

The dreadnought should be fixed, the path was wrong.
I added a buff to the armor and the helmet and made the armor cover neck and waist too.

This shouldn't happen, but the patch doesn't modify the Pawnkinds more than adding ammo, so it is probably a bug from the main mod.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Zippy9871 on April 30, 2018, 04:17:45 PM
Quote from: Saebbi on April 28, 2018, 03:47:33 PM


The dreadnought should be fixed, the path was wrong.
I added a buff to the armor and the helmet and made the armor cover neck and waist too.

This shouldn't happen, but the patch doesn't modify the Pawnkinds more than adding ammo, so it is probably a bug from the main mod.
I fixed the armor by adding <li>IG_CM_Torso</li> <li>IG_CM_Legs</li> <li>IG_CM_Arms</li> <li>IG_CM_FullHead</li> <li>IG_CM_Neck</li> <li>IG_CM_Shoulders</li> <li>IG_CM_Feet</li> <li>IG_CM_Waist</li> <li>IG_CM_Hands</li>
to the bodypartgroups patch(for some reason the original ones are still needed in addition to this). the helmet uses <li>IG_CM_FullHead</li>. I think that CE is doing something with how armor or races work. It would be nice if the documentation covered this.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: bladerunner170 on May 06, 2018, 01:29:35 AM
Could you please make a patch for Jecrell's Werewolf mod?
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Nyx01 on May 12, 2018, 01:46:53 AM
Getting some errors using the Animal Collab CE Patch when I start up the game.

Unexpected document element in patch XML; got Defs, expected 'Patch'
Verse.Log:Error(String)
Verse.ModContentPack:LoadPatches()
Verse.ModContentPack:get_Patches()
ModCheck.Memory:init()
ModCheck.HarmonyStarter:.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__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


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>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ValidateListNode(XmlNode, XmlNode, Type)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
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()


The error goes away when I disable your patch. For testing purposes, I've disabled (almost)every other mod but the basic requirements for Animal Collab, CE and then your patch on top of it, so I'm pretty sure it's not any other mod causing issues. I have A Dog Said, with A Dog Said Animal Project ADS patch running as well, but again, the error goes away if I remove the CE patch only. So... yeah, just figured I'd let you know.

Edit: Missed one.


Config error in ACPWalrus: duplicate thingdef tool id head
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on May 12, 2018, 09:43:49 AM
Quote from: Nyx01 on May 12, 2018, 01:46:53 AM
Getting some errors using the Animal Collab CE Patch when I start up the game.

Unexpected document element in patch XML; got Defs, expected 'Patch'
Verse.Log:Error(String)
Verse.ModContentPack:LoadPatches()
Verse.ModContentPack:get_Patches()
ModCheck.Memory:init()
ModCheck.HarmonyStarter:.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__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


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>
Verse.Log:Error(String)
Verse.DirectXmlToObject:ValidateListNode(XmlNode, XmlNode, Type)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
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()


The error goes away when I disable your patch. For testing purposes, I've disabled (almost)every other mod but the basic requirements for Animal Collab, CE and then your patch on top of it, so I'm pretty sure it's not any other mod causing issues. I have A Dog Said, with A Dog Said Animal Project ADS patch running as well, but again, the error goes away if I remove the CE patch only. So... yeah, just figured I'd let you know.

Edit: Missed one.


Config error in ACPWalrus: duplicate thingdef tool id head
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Thanks for the info, the errors should now all be removed.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: ptx on May 12, 2018, 08:47:56 PM
Animal Collabs, you've set armor penetration way too high. CE core patch for Grizzly Bear paw 0.251, while your tiger patch paw 0.4, and so on. Snow Leopard bite at 0.7, CE bears bite at 0.253
The result, my handler/doctor got mauled, with the tiger first hit literally obliterate most of his clothing. One hit, and he's naked in front of an angry tiger.
Thank you again for your great dedication, it's must be time consuming making all of these patches.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on May 13, 2018, 05:20:54 AM
Quote from: ptx on May 12, 2018, 08:47:56 PM
Animal Collabs, you've set armor penetration way too high. CE core patch for Grizzly Bear paw 0.251, while your tiger patch paw 0.4, and so on. Snow Leopard bite at 0.7, CE bears bite at 0.253
The result, my handler/doctor got mauled, with the tiger first hit literally obliterate most of his clothing. One hit, and he's naked in front of an angry tiger.
Thank you again for your great dedication, it's must be time consuming making all of these patches.

Oh i never looked at the Core Patches for reference.
Thank you for telling me, i'll adjust it.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Dunqan on May 20, 2018, 08:23:42 PM
Wow!  I just wanted to say Thank You!  for all the great patches!!!

Combat Extended adds a lot of depth to the game and by creating all these patches you have added an incredible amount of depth as well by providing the ability to use multiple other mods in addition to Combat Extended. 

Thanks again!!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Kori on May 21, 2018, 04:18:14 AM
Thank you for these patches, they make playing with CE even more enjoyable!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Sig on May 22, 2018, 05:59:33 PM
Hello Saebbi, I paste here this comment that I got in the Mantodean mod workshop, in case it is useful:

QuoteCE patch has a borked XML line in it, causing it to not work. Error given is 'XML error: Duplicate XML node name statBases in this XML block', the offending line is:

<Operation Class="PatchOperationReplace">
<success>Always</success>
<xpath>*/AlienRace.ThingDef_AlienRace[defName="Alien_Mantodean"]/comps</xpath>
<value>
<statBases>
<CarryWeight>200</CarryWeight>
<PainShockThreshold>1.20</PainShockThreshold>
</statBases>
</value>
</Operation>

I don't know how to actually fix it, but plinking the line out entirely does at least let the patch work again.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on May 22, 2018, 06:57:35 PM
Quote from: Sig on May 22, 2018, 05:59:33 PM
Hello Saebbi, I paste here this comment that I got in the Mantodean mod workshop, in case it is useful:

QuoteCE patch has a borked XML line in it, causing it to not work. Error given is 'XML error: Duplicate XML node name statBases in this XML block', the offending line is:

<Operation Class="PatchOperationReplace">
<success>Always</success>
<xpath>*/AlienRace.ThingDef_AlienRace[defName="Alien_Mantodean"]/comps</xpath>
<value>
<statBases>
<CarryWeight>200</CarryWeight>
<PainShockThreshold>1.20</PainShockThreshold>
</statBases>
</value>
</Operation>

I don't know how to actually fix it, but plinking the line out entirely does at least let the patch work again.

Oh i'm sorry, i forgot to delete this. (It was originally intended to make them stronger and more durable, but i found out that increasing the PainShockTreshold over 100 just makes them fight to death. (It also modifies the wrong adress, thus crushing the patch.))
I deleted it, so it should work now again.
Thank you for pointing it out.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Kori on May 23, 2018, 02:56:41 AM
Saebbi, have you considered the mods Biomes! or Advanced Biomes yet? :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on June 01, 2018, 06:20:33 AM
Added Lord of the Rims patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Nightinggale on June 03, 2018, 10:44:53 PM
I looked at the Animal Collab Project patch mod and started playing around inside it. Specifically I looked into the trigger conditions and started to profile different solutions.
<li Class="CombatExtended.PatchOperationFindMod">
<modName>AnimalCollabProj</modName>
</li>

This is your version. It takes 10.5 ms to patch.
<li Class="ModCheck.FindFile">
<modName>AnimalCollabProj</modName>
<file>Races_Animal_Angora.xml</file>
</li>
<li Class="ModCheck.IsModLoaded">
<modName>Combat Extended</modName>
</li>

I replaced it with this and it patches in around 0.4 ms.

The difference is that CombatExtended.PatchOperationFindMod will search through the list of loaded mods each time it's called and it's always true (providing the mod is loaded). This will make the game try to patch all files, though it will only find one.

The ModCheck approach will check against the mod and file currently being patched. This is information, which is available without searching and is virtually instant. It is only true when the right file is hit, meaning the game will only try to patch one file.

ModCheck will use nearly the same time regardless of how many mods are loaded while CombatExtended.PatchOperationFindMod will take twice as long when the number of xml files doubles. In other words my example with just a few mods will not show the difference people get from loading 100+ mods.

Remember this is for just one patch. You need to multiply this with the number of patches you add. It quickly adds up. The worst I have seen in released patches was 2 seconds for each patch while I loaded 300 mods to stress test. Considering the number of patches in all those mods, RimWorld took ages to start.

ModCheck.IsModLoaded is an extra check I added. It will make sure the patch will only be applied if CE is actually loaded. This makes it safe to add this patch file to Animal Collab Project. Because IsModLoaded makes use of caching as well, in this specific case it's instant. It's so fast that it takes less time than the randomness in the digits while speed testing.

As for xpath searching read A warning to modders: xpath performance (https://ludeon.com/forums/index.php?topic=32874.msg382089#msg382089). According to my test results back then, you add 6.4% to the time spend searching the xml files for where to patch.

<Operation Class="ModCheck.Sequence">
<success>Always</success>
<patchName>ACPAngoraRabbit</patchName>

ModCheck.Sequence is a ModCheck 1.7 addition. It works just like PatchOperationSequence, except for adding patchName (and other options we don't need here). Whatever you write here will show up in the log when profiling, meaning if you have 30 patches in a mod and one is slow, you can easily tell which one it is. The time spend on each patch will be printed to the end of the log if verbose logging is on and ModCheck is loaded, either as mod or added as DLL in a mod.


I'm writing this because I assume you aren't aware of this issue, which is not surprising since it's an often overlooked problem. Other than this, you seem to know what you are doing and is doing a great job.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on June 04, 2018, 01:02:03 AM
Quote from: Nightinggale on June 03, 2018, 10:44:53 PM
I looked at the Animal Collab Project patch mod and started playing around inside it. Specifically I looked into the trigger conditions and started to profile different solutions.
<li Class="CombatExtended.PatchOperationFindMod">
<modName>AnimalCollabProj</modName>
</li>

This is your version. It takes 10.5 ms to patch.
<li Class="ModCheck.FindFile">
<modName>AnimalCollabProj</modName>
<file>Races_Animal_Angora.xml</file>
</li>
<li Class="ModCheck.IsModLoaded">
<modName>Combat Extended</modName>
</li>

I replaced it with this and it patches in around 0.4 ms.

The difference is that CombatExtended.PatchOperationFindMod will search through the list of loaded mods each time it's called and it's always true (providing the mod is loaded). This will make the game try to patch all files, though it will only find one.

The ModCheck approach will check against the mod and file currently being patched. This is information, which is available without searching and is virtually instant. It is only true when the right file is hit, meaning the game will only try to patch one file.

ModCheck will use nearly the same time regardless of how many mods are loaded while CombatExtended.PatchOperationFindMod will take twice as long when the number of xml files doubles. In other words my example with just a few mods will not show the difference people get from loading 100+ mods.

Remember this is for just one patch. You need to multiply this with the number of patches you add. It quickly adds up. The worst I have seen in released patches was 2 seconds for each patch while I loaded 300 mods to stress test. Considering the number of patches in all those mods, RimWorld took ages to start.

ModCheck.IsModLoaded is an extra check I added. It will make sure the patch will only be applied if CE is actually loaded. This makes it safe to add this patch file to Animal Collab Project. Because IsModLoaded makes use of caching as well, in this specific case it's instant. It's so fast that it takes less time than the randomness in the digits while speed testing.

As for xpath searching read A warning to modders: xpath performance (https://ludeon.com/forums/index.php?topic=32874.msg382089#msg382089). According to my test results back then, you add 6.4% to the time spend searching the xml files for where to patch.

<Operation Class="ModCheck.Sequence">
<success>Always</success>
<patchName>ACPAngoraRabbit</patchName>

ModCheck.Sequence is a ModCheck 1.7 addition. It works just like PatchOperationSequence, except for adding patchName (and other options we don't need here). Whatever you write here will show up in the log when profiling, meaning if you have 30 patches in a mod and one is slow, you can easily tell which one it is. The time spend on each patch will be printed to the end of the log if verbose logging is on and ModCheck is loaded, either as mod or added as DLL in a mod.


I'm writing this because I assume you aren't aware of this issue, which is not surprising since it's an often overlooked problem. Other than this, you seem to know what you are doing and is doing a great job.

Thanks a lot, i'm definitely going to incorporate this.
I've used ModCheck before, but i didn't know the difference was that huge.
Btw. you did a great job with this and i really appreciate your help. :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Vanlou on June 04, 2018, 03:27:37 PM
Hi, first of all, thanks for your work !
But do you think that you can patch Rimmu nation? The only one patch on steam is now outdated :'(
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Nightinggale on June 04, 2018, 07:51:48 PM
Quote from: Saebbi on June 04, 2018, 01:02:03 AMI've used ModCheck before, but i didn't know the difference was that huge.
The core of the speed boost in this specific case comes from ModCheck.FindFile, which was added in 1.6. ModCheck was further optimized in 1.7, which I released yesterday. Regardless of what you once did, just the fact that I used 1.7 and you didn't would give me a better result.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: BattleSausage on June 07, 2018, 01:26:03 PM
Is there a recommended load order? I'm running the patches for medieval times, misc core and the astra militarium mod. (+ a shitload of random other mods that dont need CE patches) and my load order is
CE
Hugslib
jetsec tools
random mods
mod that needs CE patch
CE patch for that mod
random mods.

Including the various astra militarum mods (core, core patch, factions, factions patch, turrets, turret patch) and the astra militarum guns dont work (no projectiles leave the guns when fired, tested by spawning a bunch of lasguns and some ammo).

Should it be all the Astra militarum mods together before any of their patches?

Thank you for these patches by the way. Letting other great mods play together isnt brings far more joy then another great mod that wont play together with the others.

Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on June 07, 2018, 01:30:08 PM
Quote from: BattleSausage on June 07, 2018, 01:26:03 PM
Is there a recommended load order? I'm running the patches for medieval times, misc core and the astra militarium mod. (+ a shitload of random other mods that dont need CE patches) and my load order is
CE
Hugslib
jetsec tools
random mods
mod that needs CE patch
CE patch for that mod
random mods.

Including the various astra militarum mods (core, core patch, factions, factions patch, turrets, turret patch) and the astra militarum guns dont work (no projectiles leave the guns when fired, tested by spawning a bunch of lasguns and some ammo).

Should it be all the Astra militarum mods together before any of their patches?

Thank you for these patches by the way. Letting other great mods play together isnt brings far more joy then another great mod that wont play together with the others.

Most importantly load HugsLib and JecsTools before everything else.
For the rest it doesn't really matter, but best is main mod -> CE -> CE Patch
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: BattleSausage on June 07, 2018, 01:50:34 PM
That worked, thanks (havent had time to test it but the startup dialog went from a million errors talking about armour penetartion to one talking about the m72 LAW reminding me that I forgot to drag CE guns to below CE.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Nightinggale on June 07, 2018, 02:04:31 PM
Quote from: Saebbi on June 07, 2018, 01:30:08 PMFor the rest it doesn't really matter, but best is main mod -> CE -> CE Patch
The game loops the mods several times at startup and each time it reads one part of them. The patches are actually loaded before the xml files. The list of patches is then applied to each xml file right after it has been loaded, but before they are merged into one big database.

Related to load order, the result is this:
The patch file will trigger on ACP, meaning the patch is applied in step 1, not 3. In other words the patch is "loaded" before CE despite being after CE in the mod list. In other words the order of the patch mod doesn't matter at all. The only exception is if you want to control the order of which two patch mods applies changes to the same file, but I can't really think of a case where this would make a difference without the mods downright overwriting each other (like two mods changing the power usage of the same building), in which case the last one will be used.

The question is if the CE patch requires CE to be loaded. If it does then CE needs to be first. The patch seems to rely on the CE DLL and the DLL files are loaded at the very first thing, meaning this should not cause a load order issue either. If it relies on something in the CE xml files, the error log will tell you something went wrong.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on June 07, 2018, 02:18:30 PM
Quote from: Nightinggale on June 07, 2018, 02:04:31 PM
Quote from: Saebbi on June 07, 2018, 01:30:08 PMFor the rest it doesn't really matter, but best is main mod -> CE -> CE Patch
The game loops the mods several times at startup and each time it reads one part of them. The patches are actually loaded before the xml files. The list of patches is then applied to each xml file right after it has been loaded, but before they are merged into one big database.

Related to load order, the result is this:

  • Animal Collab Project
  • CE
  • Animal Collab Project CE patch
The patch file will trigger on ACP, meaning the patch is applied in step 1, not 3. In other words the patch is "loaded" before CE despite being after CE in the mod list. In other words the order of the patch mod doesn't matter at all. The only exception is if you want to control the order of which two patch mods applies changes to the same file, but I can't really think of a case where this would make a difference without the mods downright overwriting each other (like two mods changing the power usage of the same building), in which case the last one will be used.

The question is if the CE patch requires CE to be loaded. If it does then CE needs to be first. The patch seems to rely on the CE DLL and the DLL files are loaded at the very first thing, meaning this should not cause a load order issue either. If it relies on something in the CE xml files, the error log will tell you something went wrong.

Oh, i didn't know about this.
It was just the way i used it without throwing any errors, so i just stuck to it.
But thanks for telling me.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: WereCat88 on June 11, 2018, 03:44:46 PM
Could you please put the android tiers patch on here?
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on June 11, 2018, 04:52:21 PM
Quote from: WereCat88 on June 11, 2018, 03:44:46 PM
Could you please put the android tiers patch on here?

Added it, it's at the top of the list :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Lancefighter on June 11, 2018, 06:10:10 PM
Hey, I was wondering if you had any tips or resources available to help someone write their own ce patches for things? It looks somewhat straightforward, just what I was looking at doing is a lot of things (specifically, rimsenal), so some ways to make it easier on myself and not have to make everything up/write it all by hand would be nice. Im somewhat looking at writing a simple spreadsheet to make writing up definitions easier, and dont doubt that it will be quite a project either way.

For the most part, it looks like I am having to write up some sights/sway/stuff, a little bit of editing definitions for ce stuff, and ammo definitions (which is looking to be the hardest part, due to writing recipes and balancing penetration/damage).

I also have somewhat no clue what I am looking at for armor changes, but I guess I will figure that out as I go along.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on June 11, 2018, 06:31:37 PM
Quote from: Lancefighter on June 11, 2018, 06:10:10 PM
Hey, I was wondering if you had any tips or resources available to help someone write their own ce patches for things? It looks somewhat straightforward, just what I was looking at doing is a lot of things (specifically, rimsenal), so some ways to make it easier on myself and not have to make everything up/write it all by hand would be nice. Im somewhat looking at writing a simple spreadsheet to make writing up definitions easier, and dont doubt that it will be quite a project either way.

For the most part, it looks like I am having to write up some sights/sway/stuff, a little bit of editing definitions for ce stuff, and ammo definitions (which is looking to be the hardest part, due to writing recipes and balancing penetration/damage).

I also have somewhat no clue what I am looking at for armor changes, but I guess I will figure that out as I go along.

You don't really have to write anything most of the time.
Let's say you want to make a patch for Rimsenal, you just copy one already existing (Astra Militarum for example) and look at what is patched there.
A weapon needs certain statbases (Sights, Cooldown, warmup etc.), you adjust these by using the PatchOperationMakeGunCECompatible, which includes all of that.
But first you have to set up an AmmoDef, which you can copy too.
In this Def you now put the same values which you see in the vanilla BulletDef, but, as you will see, the main difference is the line "armorpenetration", which is the main difference from Vanilla projectiles.
After you've set all the values, you copy the AmmoSet defname and the Bullet defname into the AmmoUser and defaultprojectile respectively.
Now you just have to copy the defname of the Gun you're patching into the defname of the PatchOperationMakeGunCECompatible and adjust the rest of values to your liking. (The Wiki (https://github.com/NoImageAvailable/CombatExtended/wiki) can be quite helpful.)

For Races, it's even easier. You just copy one of my pre-existing patches and replace the BasePawn (if defined, when the ParentName of the Alienrace def says "BasePawn" you can delete the first two operations) with the equivalent of the race you're patching.
Then you put the defname into the rest of the Patches and adjust the melee capacities to your liking.
(Same counts for animals, but they only need the bodytype and the melee capacities.)

At last, you have to add Ammo to the PawnKinds. In order to do this i suggest you use a pre-existing one again and just change the defnames to the ones from the PawnKinds you're patching, set the values for the number of magazines and you're good to go!

Oh and armor doesn't need to be patched, as long as it doesn't add bulk capacity.

I hope i could help you, if you have any questions, feel free to send me a PM or add me on Discord (same Username as here).
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Jacoo on June 12, 2018, 11:08:17 AM
I get an error running Rim of madness - cults ce patch
Could not resolve cross-reference to Verse.ToolCapacityDef named Cults_Psionic

Mod load order is
1. JecsTools
2. Cults
3. Combat extended
4. Cults CE patch

Hope someone can help :)
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: WereCat88 on July 05, 2018, 10:32:13 AM
USCM mods patch aint working, i'd apreciate it if you'd take a look at it
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: freaky89 on August 13, 2018, 11:28:37 AM
@ Saebbi: Hey thank you for the lists/mods :)
But I have a question. Something is wrong with the Androids patch (not "android tiers"!). It's look like that the Androids CE patch is for android tiers. I get a lot of errors.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on August 13, 2018, 11:59:16 AM
Quote from: freaky89 on August 13, 2018, 11:28:37 AM
@ Saebbi: Hey thank you for the lists/mods :)
But I have a question. Something is wrong with the Androids patch (not "android tiers"!). It's look like that the Androids CE patch is for android tiers. I get a lot of errors.

Yeah it seems i accidentially overwrote the Androids one when updating the Android tiers patch.
I'm sorry about this, but you can use this (https://steamcommunity.com/sharedfiles/filedetails/?id=1165553198) Patch.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: FueledByOCHD on August 13, 2018, 12:12:50 PM
I was wondering if you have any plans on creating a patch for Basic Sidearms, if not that is cool.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Saebbi on August 14, 2018, 04:35:00 PM
Quote from: FueledByOCHD on August 13, 2018, 12:12:50 PM
I was wondering if you have any plans on creating a patch for Basic Sidearms, if not that is cool.

Do you mean Simple Sidearms? Because that mod is already compatible with CE and a Google search didn't yield anything else.
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: FueledByOCHD on August 19, 2018, 08:51:19 PM
Quote from: Saebbi on August 14, 2018, 04:35:00 PM
Quote from: FueledByOCHD on August 13, 2018, 12:12:50 PM
I was wondering if you have any plans on creating a patch for Basic Sidearms, if not that is cool.

Do you mean Simple Sidearms? Because that mod is already compatible with CE and a Google search didn't yield anything else.

Yea, sorry I don't have the best memory when it comes to names.
But with Simple Sidearms doesn't it disable itself due to having CE active?
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: ferofax on August 20, 2018, 02:29:14 AM
Hey, do you have CE patches for RoM Werewolves and Vampires? I don't see any, and I really love CE, but running it with Werewolves and Vampires seem to result with wonky combat. Thanks!
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: lperkins2 on September 01, 2018, 01:06:36 AM
I just finished writing a compatibility patch for CE and Misc. Item's turret base.  It let's you mount any standard CE weapon in the base, and man/reload the turret like any other CE turret. 

You're welcome to link to the download here, or totally appropriate the work if you want to host it on your github.  Or I can start a mod thread for it, but that seems like more hassle than it's worth.  I'll probably list it on steam too.

Anyway, it's available here:  https://lp-programming.com/miscturrets_ce.zip
Title: Re: [B18] Combat Extended Compatibility Patches
Post by: Ikazuchi00 on September 06, 2018, 01:02:01 PM
hi, are you working on a CE patch for B18 glitter tech and Titanium+?
Title: Re: [B18/1.0] Combat Extended Compatibility Patches
Post by: Saebbi on November 21, 2018, 02:04:24 PM
Quote from: Saebbi on February 19, 2018, 11:19:17 AM
As a huge fan of NoImageAvailables Combat Extended (https://ludeon.com/forums/index.php?topic=33461.0) mod, i created a few patches, making mods i wanted to play with compatible.
Load order should be Original Mod -> Combat Extended -> Patch
Please keep in mind that these patches may be unbalanced or even buggy, so please let me know if you encounter any problems.
The only mod throwing errors right now is Corruption, but it works fine as i'm using it myself.

(For the mod authors, if you see a patch i made for your mod, you are free to link to my page or directly to the download from your page.)

Most of my Patches are also available on Steam Workshop. You find them here (https://steamcommunity.com/sharedfiles/filedetails/?id=1358858885).

Patches include (click hyperlink for download):

1.0

Lord of the Rims (https://github.com/Saebbi/Lord-of-the-Rims-CE-Patch) (original) (https://ludeon.com/forums/index.php?topic=39130.0)

The B18 version is available in the B18 branch.

Usethis (https://steamcommunity.com/workshop/filedetails/?id=1566879080) CE Fork by InsertKey.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: N7Huntsman on December 03, 2018, 07:25:36 PM
Since I've seen people asking and this sort of seems like a hub for CE patches, I'll leave a link to my patch here, I suppose. With the Combat Extended dev branch looking almost like a finished product, I've updated the CE-Medieval Times patch. I've uploaded a new version on the Workshop because I'm having trouble getting ahold of Tamias to update his version.

Github: https://github.com/N7Huntsman/MT-CE-Patch
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1581677051
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 04, 2018, 03:31:43 PM
Quote from: N7Huntsman on December 03, 2018, 07:25:36 PM
Since I've seen people asking and this sort of seems like a hub for CE patches, I'll leave a link to my patch here, I suppose. With the Combat Extended dev branch looking almost like a finished product, I've updated the CE-Medieval Times patch. I've uploaded a new version on the Workshop because I'm having trouble getting ahold of Tamias to update his version.

Github: https://github.com/N7Huntsman/MT-CE-Patch
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1581677051

Added it to the main post, if you don't mind :)
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 18, 2018, 04:01:05 PM
Added Alpha Animals patch.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: ulyanaleyana on December 19, 2018, 08:08:04 PM
Hi. I'm still play with my B18 colony. Tried to find patch for Right Tool For The Job: Rebalanced (v 0.18.1.3) (https://ludeon.com/forums/index.php?topic=33092.0), because got alot of red errors. Can you pls make it? This would be nice.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: jager666 on December 20, 2018, 05:47:58 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits?
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 20, 2018, 06:35:57 AM
Quote from: ulyanaleyana on December 19, 2018, 08:08:04 PM
Hi. I'm still play with my B18 colony. Tried to find patch for Right Tool For The Job: Rebalanced (v 0.18.1.3) (https://ludeon.com/forums/index.php?topic=33092.0), because got alot of red errors. Can you pls make it? This would be nice.

Here you go: https://github.com/Saebbi/Right-Tool-for-the-Job-CE-Patch
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 20, 2018, 06:37:41 AM
Quote from: jager666 on December 20, 2018, 05:47:58 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits?

Sadly no. It's impossible by design due to both replacing the same inventory tab.

I have to correct myself, as it is possible but disables the CE loadout function.
I sent the author of RPG Inventory a PM and it should work as soon as he adds the patch i made.
Until then, just Drag&Drop the two folders included here (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into the RPG Inventory mod (replace when prompted) and make sure to load it after CE.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: jager666 on December 20, 2018, 06:37:30 PM
Quote from: Saebbi on December 20, 2018, 06:37:41 AM
Quote from: jager666 on December 20, 2018, 05:47:58 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits?

Sadly no. It's impossible by design due to both replacing the same inventory tab.

I have to correct myself, as it is possible but disables the CE loadout function.
I sent the author of RPG Inventory a PM and it should work as soon as he adds the patch i made.
Until then, just Drag&Drop the two folders included here (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into the RPG Inventory mod (replace when prompted) and make sure to load it after CE.

Great, thanks a lot! Will this work with dev version of CE for 1.0?
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 20, 2018, 07:57:17 PM
Quote from: jager666 on December 20, 2018, 06:37:30 PM
Quote from: Saebbi on December 20, 2018, 06:37:41 AM
Quote from: jager666 on December 20, 2018, 05:47:58 AM
Hi! Is there any chance to get the compatibility patch for RPG Style Inventory when the 1.0 version of CE hits?

Sadly no. It's impossible by design due to both replacing the same inventory tab.

I have to correct myself, as it is possible but disables the CE loadout function.
I sent the author of RPG Inventory a PM and it should work as soon as he adds the patch i made.
Until then, just Drag&Drop the two folders included here (https://www.dropbox.com/sh/mxk1gzdiyp157mg/AAAjnen989cLQHvKubNotLvca?dl=0) into the RPG Inventory mod (replace when prompted) and make sure to load it after CE.

Great, thanks a lot! Will this work with dev version of CE for 1.0?

Yes, of course.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Kramoliun on December 20, 2018, 08:05:15 PM
What patches are there for race mods? i have the orassans, Zabraks, Twi-leks, androids and elder things, i just started on the forum 3 days ago, can you guys help me?
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 20, 2018, 08:31:16 PM
Quote from: Kramoliun on December 20, 2018, 08:05:15 PM
What patches are there for race mods? i have the orassans, Zabraks, Twi-leks, androids and elder things, i just started on the forum 3 days ago, can you guys help me?

Currently Zabraks, Asari and Orks are included, but you can add other races easily.
Just copy the "CE" and "Sandy_RPG_Gear" (the latter one only for vanilla) files in the Patches folder and open these with Notepad++.
Then open the About file in the mod you want to patch and change the name of the mod you see mentioned in the patch (for example: "RimEffect - Asari of the Rims" to your mod name found in the About file).
Now open the Race file (for example: Orassans_Race found in ThingDefs_Races) in the mod you want to patch.
You now have to look for a ThingDef with a Name="Base*RaceName*Pawn" written on the top.
Now just copy the "BaseXPawn" into the patch where you see a "BasePawn".

Put the file you created into the "Patches" folder and you're good to go!
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Kori on December 21, 2018, 10:21:41 AM
Your patches are the best! :)
If you are indecisive which one to update next, may I propose Animal Collab Project?  ;)
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on December 21, 2018, 04:17:10 PM
Quote from: Kori on December 21, 2018, 10:21:41 AM
Your patches are the best! :)
If you are indecisive which one to update next, may I propose Animal Collab Project?  ;)

That one may actually work, the only thing that'd need an upate is the recommended game version, which won't cause any errors except for the mod showing up red.
Generally only mods adding weapons need an update. Animals and aliens should work fine.
I haven't tried though, so please let me know if you run into any errors.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Krolon on December 21, 2018, 06:37:14 PM
"[1.0/B18] Combat Extended"... that name... it's clickbaity
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: SteveDream on January 07, 2019, 09:11:17 AM
Please, Can you Patch this https://ludeon.com/forums/index.php?topic=37875.0 (https://ludeon.com/forums/index.php?topic=37875.0) I'm sorry because it has a lot of stuff.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: jager666 on January 07, 2019, 04:27:30 PM
Is What the Hack compatible with CE or it also needs the comp patch? My hacked centipede got shot down by two series from a charge LMG, yet when the same centipedes attack my base they are almost invincible.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Deer87 on January 24, 2019, 07:09:52 AM
Can anyone give a quick run down in how to patch appearal to fit CE?
Or how to write it from scratch so it works?
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on January 24, 2019, 04:02:02 PM
Quote from: Deer87 on January 24, 2019, 07:09:52 AM
Can anyone give a quick run down in how to patch appearal to fit CE?
Or how to write it from scratch so it works?

Apparel doesn't require a patch to work with CE.
Only thing which would need to be added is a <bulk> stat, which makes it more balanced but won't break the apparel when not present.
To do so just take a look at how CE patches apparel in CE/Patches/Core/ThingDefs_Misc/Apparel_Various, copy these and change the values to the desired ones.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on January 24, 2019, 04:04:33 PM
Quote from: SteveDream on January 07, 2019, 09:11:17 AM
Please, Can you Patch this https://ludeon.com/forums/index.php?topic=37875.0 (https://ludeon.com/forums/index.php?topic=37875.0) I'm sorry because it has a lot of stuff.

Sorry but i don't have time nor nerve for that, as large mods are very time consuming to patch and i'm in my last months of school.
You can however do this yourself by taking a look at my patches targeting similar mods and just change the defNames and values.
It's not that hard once you figure it out, but very tedious and repetitive.
Please feel free to ask me any question you have.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on January 24, 2019, 04:06:28 PM
Quote from: jager666 on January 07, 2019, 04:27:30 PM
Is What the Hack compatible with CE or it also needs the comp patch? My hacked centipede got shot down by two series from a charge LMG, yet when the same centipedes attack my base they are almost invincible.

After taking a quick look at the files, it doesn't seem like there should be a problem.
Could just be bad luck :D
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Jan2607 on January 24, 2019, 07:25:00 PM
I guess, you also won't patch a big mod like Rimworld of Magic? ;)
How about Misc. MAI? You patched it in the past, however there where some issues with equipping apparel and reloading.

Anyway, thank you for your work. I never got my own patches to work.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Deer87 on January 25, 2019, 07:07:58 AM
Quote from: Saebbi on January 24, 2019, 04:02:02 PM
Quote from: Deer87 on January 24, 2019, 07:09:52 AM
Can anyone give a quick run down in how to patch appearal to fit CE?
Or how to write it from scratch so it works?

Apparel doesn't require a patch to work with CE.
Only thing which would need to be added is a <bulk> stat, which makes it more balanced but won't break the apparel when not present.
To do so just take a look at how CE patches apparel in CE/Patches/Core/ThingDefs_Misc/Apparel_Various, copy these and change the values to the desired ones.

Okay, Thanks :)
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Karllawrenz on January 25, 2019, 08:12:49 PM
Can you make a CE Patch for Orassans and Ni'Hal
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Deer87 on February 01, 2019, 05:40:58 AM
Quote from: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.

Awesome, does anyone know how it plays with CE - Guns? As we have a few dopplegangers?
Otherwise i just have to start pulling out the parts I dislike.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on February 01, 2019, 08:53:26 AM
Quote from: Deer87 on February 01, 2019, 05:40:58 AM
Quote from: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.

Awesome, does anyone know how it plays with CE - Guns? As we have a few dopplegangers?
Otherwise i just have to start pulling out the parts I dislike.

If they use the exact same defNames, there'll be a problem.
If they don't, it should work absolutely fine from a technical perspective (except for duplicate weapons with different stats).
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Deer87 on February 01, 2019, 02:36:50 PM
Quote from: Saebbi on February 01, 2019, 08:53:26 AM
Quote from: Deer87 on February 01, 2019, 05:40:58 AM
Quote from: Saebbi on January 29, 2019, 12:38:47 PM
Added Rimsenal Enhanced Vanilla CE Patch by WereCat88.

Awesome, does anyone know how it plays with CE - Guns? As we have a few dopplegangers?
Otherwise i just have to start pulling out the parts I dislike.

If they use the exact same defNames, there'll be a problem.
If they don't, it should work absolutely fine from a technical perspective (except for duplicate weapons with different stats).

OK, I can see that the blowgun has already been deactivated. So im just gonna do some copy pasting to remove what i don't need.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: FilthySanchez on February 02, 2019, 04:28:48 AM
I don't know if this correct, but it seems the Genetic Rim patch was not working until I renamed <modName>GeneticRim b18</modName> into <modName>Genetic Rim</modName>.

2 errors after doing that.

Inside Races_Animal_Rodenthybrids.xml, GR_Bearmole was named GR_Bearalope for the statBases and Tools which lead to an error, renaming to GR_Bearmole fixed it.

Another one with Races_Animal_Alpha.xml, GR_AlphaRhinoceros was causing errors with <id>hornBlunt</id> and <id>hornScratch</id>. The log error was this [XML error: <id>hornBlunt</id> corresponds to a field in type ToolCE which has an Unsaved attribute.]. I just removed them and that seems to no longer give me errors.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Saebbi on February 02, 2019, 08:52:03 AM
Quote from: FilthySanchez on February 02, 2019, 04:28:48 AM
I don't know if this correct, but it seems the Genetic Rim patch was not working until I renamed <modName>GeneticRim b18</modName> into <modName>Genetic Rim</modName>.

2 errors after doing that.

Inside Races_Animal_Rodenthybrids.xml, GR_Bearmole was named GR_Bearalope for the statBases and Tools which lead to an error, renaming to GR_Bearmole fixed it.

Another one with Races_Animal_Alpha.xml, GR_AlphaRhinoceros was causing errors with <id>hornBlunt</id> and <id>hornScratch</id>. The log error was this [XML error: <id>hornBlunt</id> corresponds to a field in type ToolCE which has an Unsaved attribute.]. I just removed them and that seems to no longer give me errors.

Oh thanks for the info, totally forgot about that.
Should all be fixed now.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Redrian on February 03, 2019, 07:28:27 PM
could you make a CE Patch for Anesthetic Gun Mod[1.0] ?  ( https://steamcommunity.com/sharedfiles/filedetails/?id=1220397176 )
thanks
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: kenny Mao on February 03, 2019, 08:59:50 PM
Can you make CE patch for Rimmu-Nation?
https://steamcommunity.com/sharedfiles/filedetails/?id=1608498683 (https://steamcommunity.com/sharedfiles/filedetails/?id=1608498683)
https://steamcommunity.com/sharedfiles/filedetails/?id=1541536041 (https://steamcommunity.com/sharedfiles/filedetails/?id=1541536041)
Thnaks
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Faryzal2020 on February 04, 2019, 11:03:15 AM
i'm having trouble in making a CE patch for my mod. can anyone show me an example on how to make a mortar turret with CE? the examples are all turrets that uses BaseGun which makes the turret top texture cant be resized with <turretTopDrawSize>. or is it not possible to resize the top texture of the turret if used with CE?
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: temple_wing on February 28, 2019, 02:50:57 AM
Would you please have a look at Megafauna-CE-patch?
https://github.com/Twzork/MegafaunaCE
It does not modified animal dropping item ( when butchered )
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: E-102 on March 13, 2019, 10:35:00 PM
Thanks so much for the work you've put in. I was wondering if it would be too much of a bother for you to make a patch for the Mechanoid Extraordinaire mod (https://ludeon.com/forums/index.php?topic=35058.0) if possible. I get a wall of red errors to do with mecha tail and tail blade body parts not being cool with combat extended.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: temple_wing on April 02, 2019, 01:16:16 AM
Animal-Collab CE support bug


Trying to get stat MeleePenetration from ACPDomesticGoose which has no support for Combat Extended.
Verse.Log:Error(String, Boolean)
CombatExtended.StatWorker_MeleeArmorPenetration:GetMeleePenetration(StatRequest)
CombatExtended.StatWorker_MeleeArmorPenetration:GetValueUnfinalized(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(Thing, Boolean)
RimWorld.StatExtension:GetStatValue_Patch1(Thing, StatDef, Boolean)
RimWorld.<StatsToDraw>c__Iterator1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:AddRange(IEnumerable`1)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Thing)
Verse.Dialog_InfoCard:FillCard(Rect)
Verse.Dialog_InfoCard:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Kori on April 03, 2019, 10:59:01 AM
May I suggest this new and very popular mod as an addition to your great selection of compatibility patches?

Vanilla Animals Expanded — Livestock
https://steamcommunity.com/sharedfiles/filedetails/?id=1700683323
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: temple_wing on April 05, 2019, 12:36:44 AM
OcularJelly of AlphaAnimal need meleePenetration

Trying to get stat MeleePenetration from AA_OcularJelly which has no support for Combat Extended.
Verse.Log:Error(String, Boolean)
CombatExtended.StatWorker_MeleeArmorPenetration:GetMeleePenetration(StatRequest)
CombatExtended.StatWorker_MeleeArmorPenetration:GetValueUnfinalized(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(StatRequest, Boolean)
RimWorld.StatWorker:GetValue(Thing, Boolean)
RimWorld.StatExtension:GetStatValue_Patch1(Thing, StatDef, Boolean)
RimWorld.<StatsToDraw>c__Iterator1:MoveNext()
System.Linq.<CreateWhereIterator>c__Iterator1D`1:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:AddRange(IEnumerable`1)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Thing)
Verse.Dialog_InfoCard:FillCard(Rect)
Verse.Dialog_InfoCard:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


--------------------------------------------------------------------------------
And the same problem for AlphaAnimal FissionMouse.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Rosco on April 05, 2019, 05:12:42 PM
A patch for Star Wars - Fully Functional Lightsabers : https://steamcommunity.com/sharedfiles/filedetails/?id=918200645&searchtext=lightsaber would be amazing.. But making the reflection mechanic works may be one hell of a challenge, given how CE handles ballistics..
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: forumgod on April 06, 2019, 01:08:12 PM
Can you make a patch for vanilla that adds back the things that they removed like the Uranium slug turrets, the miniguns and the argueably better looking vanilla heavy turret?
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Morbo513 on July 15, 2019, 10:21:02 AM
Any chance of a patch for Psychology?
I feel like I'm the only one to have had this problem, but when on a "Nature Retreat" Mental Break (They go hunting), colonists are unable to complete the reload "job"(?) if they empty their gun doing so, and spam it endlessly slowing the game to a crawl.
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Haecriver on August 17, 2019, 01:51:16 PM
Hi there ! I did a compatibility patch for Baby and children (https://steamcommunity.com/sharedfiles/filedetails/?id=1641239442). It can be found there : https://github.com/Haecriver/BabyAndChildren-CE-Patch .

I will eventually upload it on steam. But first, can you test it and tell me if there is no issues what so ever ? I already know for these errors:

[HugsLib][ERR] Failed to apply Harmony patches for HugsLib.BabyAndChildren. Exception was: System.Exception: Exception from HarmonyInstance "HugsLib.BabyAndChildren" ---> System.Exception: Wrong null argument: br NULL
Could not load reference to Verse.ResearchProjectDef named Beds


These errors do not seem to impact the game, so .. I will probably leave it. Except if someone wants to fork this project and makes a pull request or tell me how to correct this error ! I'm looking after you, Rimworld community :)

And I think it would be great if my patch appeared in the list of this thread too :D
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: ShiroiOkami11 on November 12, 2019, 06:47:04 PM
Hi! Can you make a functional patch for Star wars and also for H.P Lovercraft series for 1.0 please? Thank you for the good work, this is such a great mod :)
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: vincert on November 15, 2019, 05:23:46 AM
Most of those patches are not working anymore :/ Please, update it so we could be happy again!
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: Tymier on December 02, 2019, 01:18:06 AM
I agree with comment above, Alpha Animals is giving me classic red log errors for Combat extended
(https://i.imgur.com/6xkFxeu.png)

Looking into the folder for the AA CE patch, I can't find the .xml entry for the Dusk Rat. Dusk Rat, as an example, is one of a couple of animals not yet patched. AA core does have a feature to disable the animals so that's okay for now :(. I appreciate all your hard work and hope you get tasty coffees!
Title: Re: [1.0/B18] Combat Extended Compatibility Patches
Post by: sawert42 on March 09, 2020, 11:48:23 PM
I have a stupid question about Sparkling Worlds, why does amunition from Gauss rifle and Bulletstorm are literally oneshoting your armor, like for really, bulletstorm shot my person with Power armor, with was above 90% condition, and poof power armor gone, is this intended ?, because if yes, how can i change it