L85A2 craft is broken. Maybe it's only my modpack problem... but sometimes room with rifle bench breaking - other workbenches loses all gizmos too.
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#2
Releases / Re: [1.0] Bulk Recipe Generator
May 28, 2019, 04:48:12 PM
What about optional x10 x25 x50 x75 recipies?
#3
Releases / Re: [1.0] Ammo Tweaks for CE
January 21, 2019, 03:06:38 AMQuote from: temple_wing on January 20, 2019, 09:05:17 PM
Why ammo crafting requires chemfuel?
Chemfuel used for gunpowder analogue synthesis, if think logically
#4
Releases / Re: [B18] Combat Extended Compatibility Patches
April 10, 2018, 02:42:42 PM
How about patch RT's Weapons pack?
#5
Releases / Re: [B18] Combat Extended Compatibility Patches
March 23, 2018, 12:39:29 PMQuote from: Saebbi on February 19, 2018, 11:19:17 AM
As a huge fan of NoImageAvailables Combat Extended 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
USCM+Xenomorphs
Racc Race
Logann Race
Orc Invasion
Crystalloid Race
Mantodean Race
Polarisbloc - GhostArmy
Rimworld of the Apes
Dragon mod (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
Warhammer 40k Corruption
more to come soon.
How about Callistans CE patch?)
#6
Outdated / Re: [B18] Lush Meadow 1.1 - Now with Mod Settings
February 04, 2018, 04:08:25 AM
Only I can't find settings from the mod? Downloaded from google documents
#7
Releases / Re: [B18] Orassans 🐱
December 19, 2017, 03:39:42 PM
A bit fixed variations. Total recolor for more canon look
[attachment deleted by admin: too old]
[attachment deleted by admin: too old]
#8
Releases / Re: [B18] Orassans 🐱
December 19, 2017, 06:19:01 AM
Because it's powerblade)
Variation without power field generator need only 15 Plasteel and 75 metal but damage reduced to 17-19
[attachment deleted by admin: too old]
Variation without power field generator need only 15 Plasteel and 75 metal but damage reduced to 17-19
[attachment deleted by admin: too old]
#9
Releases / Re: [B18] Orassans 🐱
December 19, 2017, 05:45:59 AM
"ColdFang" pattern Orassans Surivial ShortBlade:
This blade used by orassans troopers for close combat in spaceship corridors or in pair with pistol or SMG and by rimworld colonists for daily jobs
Force field for better slashing and combat power
Cool and ergonomic handle with place to store a small survival kit
Can be used for cutting metalic fences and barbed wire. With strong attack blade can pierce through power armor.
Serrated blade can be used like small saw
Basic Damage - 29-32
Costs
Plasteel - 15
Metal - 75
Uranium - 3
Jade - 3
Component - 2
Uranium, plasteel and jade using for handle, power field generator and powercell. Also, i don't invented how indicate a material - maybe handle?
[attachment deleted by admin: too old]
This blade used by orassans troopers for close combat in spaceship corridors or in pair with pistol or SMG and by rimworld colonists for daily jobs
Force field for better slashing and combat power
Cool and ergonomic handle with place to store a small survival kit
Can be used for cutting metalic fences and barbed wire. With strong attack blade can pierce through power armor.
Serrated blade can be used like small saw
Basic Damage - 29-32
Costs
Plasteel - 15
Metal - 75
Uranium - 3
Jade - 3
Component - 2
Uranium, plasteel and jade using for handle, power field generator and powercell. Also, i don't invented how indicate a material - maybe handle?
[attachment deleted by admin: too old]
#10
Releases / Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
November 16, 2017, 02:41:42 AMQuote from: braddensbane on November 15, 2017, 09:45:00 PM
Hi! Long time lurker, first time poster. I'm a big fan of Combat Extended, especially the manned turrets, but I've been having a problem. The turrets come out of the machining table with a full magazine of ammunition already loaded, but I can't seem to get my colonists to reload them after I've emptied the mag into a horde of charging tribals. I've found the reload button on the turrets themselves, but it does not seem to do anything, other than change the icon for type of ammunition. Any suggestions?
You can build small covered stockpile with ammunition near MGs for faster reloading. Colonist will automaticly reload the gun after he shoot all ammo.
#11
Outdated / Re: [A16] Combat Realism v.1.6.9.4 (11.01.17) - Delicious update
January 15, 2017, 01:09:30 AM
Some Ideas: ^_^
Ammo belt: using a personal shield slot (or custom slot for module), increase reload speed, like tactical vest, but more.
NVG: Mask slot, affect on pawn - in night fight they can fight more better.
Targeting visor: like NVG, but also for daytime. Glitter-tech thing.
Portative Medkit: heal wounds and scars, but not the destroyed head or arms! If pawn is down, his mate with Doctoring can pick him up, deliver on safe place and treat.
Adrenaline shot: Probally, increase manupulation, speed, and consciousness for short time.
Ammo Box\Crate\Long Crate\Container: Container for holding ammo and grenades, works like pawn inventory, but bo[ can hold only one type of ammo, cannot hold mortar mines, and shells, crate 4-5, can hold a mortar mines, Long Crate 8-10, can hold artillery shells, Container 16-20. Ammo box can be linked to M240B\KPV\AGS-30, and stationary weapon using ammo from box.
If pawn have grenades\Molotov, he can automaticly use it for blow enemy out of building, or just throw it to a group of tribemans.
Modules, 2-3 slots:
Double mags: increased reload speed, but every 2nd reload bit slower. only be used for Assault rifles or SMG.
4x\x8\x12 Scope: better accuracy for aimed shots. For AR, Sniper Rifles, carabines, and revolvers(?)
M203\GP-30: Underbarrel grenade launcher, nuff said. For AR.
Grip: better accuracy for sharpshooting.
Targeting computer: Better scope variant, but more costly.
Also weapons.
M2HB and M1918 Browing (aka 50.cal and 30.cal): stationary MG. 100 and 250 ammo.
Las-weapons. Using a power cells (probally nuclear?) for shoot, have awesome armor piecing, but damage decreased in fog. Has chance to set enemy on fire.
Default power cells: Good damage and AP. Nuff said.
Overcharged\Overcloacked power cells: more damage, range and AP, but has 30% chance to be double used: 2 shoots for one.
Megascopic cells: Has a 50% chance to not be used, but decreased damage, AP and range.
EMP cells: weapon have chance to stun mechanoid and better damage versus shields.
Autocannon and Double-barelled Autocannon: buildable midgame weapon. Usinig a 20mm or 37mm shells. DB variant shoots more faster. Ammo: 30-50
More special types of ammo:
AP-U - armor-piercing uranium. Devastating thing vs power armor troopers
APFSDS - has more armor piercing than AP shells, but lower than AP-U. For cannons only.
HE-F - HE shells with fragmentation, creating spread of fragmentation. Ideal versus tribes. For Cannons.
Cassette: shell or mortar mine, that have more AOE damage. 6-10 small explosion over zone. Has a grenade variant
Smoke: creating a smoke zone, can affect to slight.
Synthesizer: better Refinery variant, can synthesize Chemfuel, promethium, C4 and FSX, using chemfuel\boomtatos\raw chemicals(for FSX) and Hydrogen (promethium).
Raw Chemicals: High-explosive, sticky mass for making explosive.
Hydrogen Collector\Farm: Collecting a Hydrogen in open space.
Boommato: Geneticly modified tomato plant, that giving a "bio-grenades". Can be refined to FSX, or used like a weapon by tribemans. Can be feeded to boomrats or boomalopas, a bit increasing chem making. Not for food.
Oilberry: berries from plant can be used for making chemfuel, or just crushed on Crafting Spot to Juiceoil.
Catapult: a simple machine for throwing things. Ammunition.
Stone ball: Just a stone ball, he is crushing anything.
Stone Chunks: More chunks - more fun! And more died enemies!
Flaming Barrel: BURN, BURN, BURN! Filled with juiceoil.
Chopped Heads: dismorales some enemies. Yup, throwing prisoner heads is sooo funny!
Rotting Corpse: Like heads, but more AOE - because more bloody. Any type of corpse, and a special offfer - FLYING COWS!
Corpse parts: simulate to blood, but... more creepy.
Ammo belt: using a personal shield slot (or custom slot for module), increase reload speed, like tactical vest, but more.
NVG: Mask slot, affect on pawn - in night fight they can fight more better.
Targeting visor: like NVG, but also for daytime. Glitter-tech thing.
Portative Medkit: heal wounds and scars, but not the destroyed head or arms! If pawn is down, his mate with Doctoring can pick him up, deliver on safe place and treat.
Adrenaline shot: Probally, increase manupulation, speed, and consciousness for short time.
Ammo Box\Crate\Long Crate\Container: Container for holding ammo and grenades, works like pawn inventory, but bo[ can hold only one type of ammo, cannot hold mortar mines, and shells, crate 4-5, can hold a mortar mines, Long Crate 8-10, can hold artillery shells, Container 16-20. Ammo box can be linked to M240B\KPV\AGS-30, and stationary weapon using ammo from box.
If pawn have grenades\Molotov, he can automaticly use it for blow enemy out of building, or just throw it to a group of tribemans.
Modules, 2-3 slots:
Double mags: increased reload speed, but every 2nd reload bit slower. only be used for Assault rifles or SMG.
4x\x8\x12 Scope: better accuracy for aimed shots. For AR, Sniper Rifles, carabines, and revolvers(?)
M203\GP-30: Underbarrel grenade launcher, nuff said. For AR.
Grip: better accuracy for sharpshooting.
Targeting computer: Better scope variant, but more costly.
Also weapons.
M2HB and M1918 Browing (aka 50.cal and 30.cal): stationary MG. 100 and 250 ammo.
Las-weapons. Using a power cells (probally nuclear?) for shoot, have awesome armor piecing, but damage decreased in fog. Has chance to set enemy on fire.
Default power cells: Good damage and AP. Nuff said.
Overcharged\Overcloacked power cells: more damage, range and AP, but has 30% chance to be double used: 2 shoots for one.
Megascopic cells: Has a 50% chance to not be used, but decreased damage, AP and range.
EMP cells: weapon have chance to stun mechanoid and better damage versus shields.
Autocannon and Double-barelled Autocannon: buildable midgame weapon. Usinig a 20mm or 37mm shells. DB variant shoots more faster. Ammo: 30-50
More special types of ammo:
AP-U - armor-piercing uranium. Devastating thing vs power armor troopers
APFSDS - has more armor piercing than AP shells, but lower than AP-U. For cannons only.
HE-F - HE shells with fragmentation, creating spread of fragmentation. Ideal versus tribes. For Cannons.
Cassette: shell or mortar mine, that have more AOE damage. 6-10 small explosion over zone. Has a grenade variant
Smoke: creating a smoke zone, can affect to slight.
Synthesizer: better Refinery variant, can synthesize Chemfuel, promethium, C4 and FSX, using chemfuel\boomtatos\raw chemicals(for FSX) and Hydrogen (promethium).
Raw Chemicals: High-explosive, sticky mass for making explosive.
Hydrogen Collector\Farm: Collecting a Hydrogen in open space.
Boommato: Geneticly modified tomato plant, that giving a "bio-grenades". Can be refined to FSX, or used like a weapon by tribemans. Can be feeded to boomrats or boomalopas, a bit increasing chem making. Not for food.
Oilberry: berries from plant can be used for making chemfuel, or just crushed on Crafting Spot to Juiceoil.
Catapult: a simple machine for throwing things. Ammunition.
Stone ball: Just a stone ball, he is crushing anything.
Stone Chunks: More chunks - more fun! And more died enemies!
Flaming Barrel: BURN, BURN, BURN! Filled with juiceoil.
Chopped Heads: dismorales some enemies. Yup, throwing prisoner heads is sooo funny!
Rotting Corpse: Like heads, but more AOE - because more bloody. Any type of corpse, and a special offfer - FLYING COWS!
Corpse parts: simulate to blood, but... more creepy.
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