[1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)

Started by NoImageAvailable, June 09, 2017, 04:13:13 PM

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8cb34xknmpek

Quote from: NoImageAvailable on February 20, 2019, 04:01:33 PM
c is for cells and your bullets are throwing errors. Check your log, you probably have some kind of conflict

Ah yes, I forgot there was a log. I'm so used to things that pop up errors.

The error in question is from [XND] Targeting Modes which is known incompatible with CE but since I got it from his github I didn't see that notice. I removed that mod and now it seems to work fine. Thank you!

To be clear, this mod is completely incompatible. Colonists with guns don't have the button and will miss every shot even though it defaults to general.

Exception ticking Bullet_303British_HP724768 (at (77, 0, 261)): System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.VerbProperties>.get_Item (int) <0x00083>
at (wrapper dynamic-method) TargetingModes.TargetingModesUtility.CanUseTargetingModes_Patch2 (Verse.ThingDef,Verse.Thing) <0x001eb>
at TargetingModes.TargetingModesUtility.ResolvePrioritizedPart (Verse.BodyPartRecord,Verse.DamageInfo,Verse.Pawn) <0x00093>
at TargetingModes.HarmonyPatches.Postfix_ChooseHitPart (Verse.BodyPartRecord&,Verse.DamageInfo,Verse.Pawn) <0x00046>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ChooseHitPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn) <0x000c1>
at Verse.DamageWorker_AddInjury.GetExactPartFromDamageInfo (Verse.DamageInfo,Verse.Pawn) <0x00195>
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1 (object,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult) <0x0008a>
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo,Verse.Pawn) <0x0033e>
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo,Verse.Thing) <0x000be>
at (wrapper dynamic-method) Verse.Thing.TakeDamage_Patch2 (object,Verse.DamageInfo) <0x00344>
at CombatExtended.BulletCE.Impact (Verse.Thing) <0x006c0>
at CombatExtended.ProjectileCE.TryCollideWith (Verse.Thing) <0x008c2>
at CombatExtended.ProjectileCE.CheckCellForCollision (Verse.IntVec3) <0x008d6>
at CombatExtended.ProjectileCE.CheckForCollisionBetween () <0x003af>
at CombatExtended.ProjectileCE.Tick () <0x001cd>
at (wrapper dynamic-method) Verse.TickList.Tick_Patch2 (object) <0x00497>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

EnrgyPC

#1006
Hey I have a problem.

In dev mode I get the same error over and over.

It says ShootingAccuracy found no data at degree 2, returning first defined.

I think it might be one of my weapon or content mods not being compatible (Glitter Tech?)

Mod List:   <activeMods>
    <li>Core</li>
    <li>BetterLoading</li>
    <li>HugsLib</li>
    <li>JecsTools-1.1.0.15</li>
    <li>AlienRaces-1.0_v1</li>
    <li>EdB Prepare Carefully</li>
    <li>Mod Manager</li>
    <li>MoreTraitSlots</li>
    <li>ConsolidatedTraits</li>
    <li>Realistic Darkness (Lighter Version)</li>
    <li>RimHUD</li>
    <li>Frame Rate Control</li>
    <li>RayD - Colorful Traits</li>
    <li>Animal Tab</li>
    <li>Medical Tab</li>
    <li>Work Tab</li>
    <li>Blueprints</li>
    <li>OgreStack</li>
    <li>Miscellaneous_Core</li>
    <li>Miscellaneous_Robots</li>
    <li>Robots_PlusPlus_Misc_Robots_Xtension</li>
    <li>NoInfestations</li>
    <li>Combat Extended</li>
    <li>Combat Extended Guns</li>
    <li>Rimfire 2.5</li>
    <li>SimpleSlavery-1.0_Unstable</li>
    <li>Quarry-1.01</li>
    <li>SkilledStonecutting</li>
    <li>Inspiration</li>
    <li>T-MoreBedsVanilla</li>
    <li>Temperature Gauge</li>
    <li>StorageTweaks</li>
    <li>IdlePowerConsumption</li>
    <li>[KV] Configurable Maps - 1.0</li>
    <li>StuffedFloors</li>
    <li>RealRuins</li>
    <li>MinifyEverything</li>
    <li>More Linkables</li>
    <li>SYR_SetUpCamp</li>
    <li>FishIndustry</li>
    <li>MoreHarvestDesignators-1.0</li>
    <li>Cyber Fauna 1.0</li>
    <li>DeadMansClothing</li>
    <li>[FSF] Rain Washes Away Filth</li>
    <li>Share The Load - Release</li>
    <li>RimWorld_WhileYoureUp-master</li>
    <li>RunAndGun-1.1.3</li>
    <li>Glitter Tech</li>
    <li>SparklingWorlds Full Mod</li>
    <li>Sparkling-Worlds-CE-Patch-master</li>
    <li>AnimalCollabProj</li>
    <li>Animal-Collab-CE-Patch-master</li>
    <li>TD Enhancement Pack - Release</li>
    <li>Let's Have a Cat!</li>
    <li>Colonist Bar KF 1.0</li>
    <li>FactionControl</li>
    <li>More Faction Interaction</li>
    <li>FoodRestrictions</li>
    <li>Achtung!</li>
    <li>RT Fuse</li>
    <li>Nackblad Inc Rimhair</li>
    <li>Rimworld Search Agency</li>
    <li>Fluffy Breakdowns</li>
    <li>Faction Discovery</li>
    <li>Hospitality</li>
    <li>Allow Tool</li>
    <li>CarryCapacityFix</li>
    <li>SafelyHiddenAway - Release</li>
    <li>Dubs Bad Hygiene</li>
    <li>GeneticRim-4.101</li>
    <li>Genetic-Rim-CE-Patch-master</li>
    <li>Expanded Prosthetics and Organ Engineering</li>
    <li>Harvest Everything!</li>
    <li>DIYNeutroamine_1</li>
    <li>Plant Growing Wall Light</li>
    <li>Damage Indicators</li>
    <li>Better Workbench Management</li>
    <li>MT - Everyone Hauls</li>
    <li>MT - Silent Doors</li>
    <li>Camera+</li>
    <li>ExtendedTradeBeacon</li>
    <li>More Furniture</li>
    <li>SF Materials Rebalanced</li>
    <li>Psychology</li>
    <li>[1.0] Death Rattle</li>
    <li>Heat Map</li>
    <li>ResearchPal</li>
    <li>Predator Hunt Alert</li>
    <li>RuntimeGC</li>
    <li>RimWorld-MendAndRecycle-master</li>
    <li>No more sleeping Zs</li>
    <li>Smart Speed</li>
    <li>Pawn Rules - Food policies and more</li>
    <li>Wall Light</li>
    <li>Numbers</li>
    <li>[KV] Change Dresser - 1.0</li>
    <li>Bad People</li>
    <li>Pharmacist</li>
    <li>Smart Medicine</li>
    <li>Pick Up And Haul</li>
    <li>[KV] Show Hair With Hats or Hide All Hats - 1.0</li>
    <li>[KV] RimFridge - 1.0</li>
    <li>[FSF] Complex Jobs</li>
    <li>[RF] Pawns are Capable! [1.0]</li>
    <li>Dubs Paint Shop</li>
    <li>Dubs Mint Menus</li>
    <li>SaveStorageSettings</li>
    <li>Bubbles</li>
    <li>Desynchronized_v1.4.3</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Dubs Rimkit</li>
    <li>Roppoi hair 1.0</li>
    <li>Snap Out!</li>
    <li>Replace Stuff</li>
    <li>Door Mat R1.0</li>
    <li>SimpleSidearms</li>
    <li>Where is my weapon_</li>
    <li>Rimatomics</li>
    <li>Rimefeller</li>
    <li>Apparello</li>
    <li>WhatTheHack-1.1.7</li>
    <li>P-Music</li>
    <li>Realistic Rooms</li>
    <li>Incident Person Stat</li>
    <li>Vegetable Garden</li>
    <li>VGP_Trees_Flowers</li>
    <li>VGP CoffeeTeaDrugs</li>
    <li>VGP_Soylent Production</li>
    <li>VGP_More Veggies</li>
    <li>VGP_Tools</li>
    <li>VGP_Resources</li>
    <li>VGP_Medicine</li>
    <li>VGP_Garden_Gourmet</li>
    <li>VGP_Fabric</li>
    <li>VGP_Garden_Drinks</li>
    <li>VGP_Canning</li>
    <li>GloomyFurniture</li>
    <li>AtlasV1Tiers</li>
    <li>Xenohumans</li>

Beyondfubar

@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible? 

NoImageAvailable

Quote from: Beyondfubar on February 26, 2019, 09:25:12 AM
@Noimageavailable

Just looking over your guide to make modded weapons work with CE, what differences would turrets have that would need to be addressed to make them compatible?

None. Process for the weapon is the same, turret itself needs to be set to Building_TurretGunCE
"The power of friendship destroyed the jellyfish."

Beyondfubar

I think one of my eyes just rolled back into my head.  That doesn't sound so hard, of course the coding is a bit foreign.. but hell after this data structures exam I'l be ready for anything (I hope) thanks! Out of sheer curiosity, what would a compatibility patch between CE and Doors expanded look like? Is that a rewrite of that mod or JecsTools, or something relatively simple? I read where you said that Doors Expanded doesn't like the explosions throwing many projectiles, but any clue why a door mod would be involved in that?

Not a stranger to code that seems to get in the way of unrelated things, just curious and a fan of something other than a 1x1 door, but if it doesn't work with CE I don't run it.  Water and bullets shouldn't magically appear in a game with the depth of Rim World.  Infinite blood when bandages are around also for that matter but maybe later...

NoImageAvailable

IIRC it was due to a prefix Doors Expanded implements. It drastically increases the CPU load on spawning things which is the major bottleneck with CE fragment performance.
"The power of friendship destroyed the jellyfish."

Jan2607

Talking about the impact of the impact of that many projectiles to the CPU: Is there any chance this will be optimized? At the moment playing with grenade launchers or mortars/cannons is not very funny, especially with larger raids (had some raids with 150 - 200 tribesmen). I think a screenshot of the game would have more moving images than my frame rate in this raids :D
While I really love CE, the frame rate issue on explosions is the reason why I consider to start a new colony without CE :/

cielthephantom2

anyway to ignore or fix the " Added injury to Head... " error ? its anoying

zozilin

I posted this on GitHub, but I figured it won't hurt to do it here too.

Freeze and crashes when hunting "boom" animals with beanbag rounds.

Pawns will usually try to kill "boom" animals from distance, but with nonlethal beanbags they can't seem to do it and stand in place instead after they down such an animal. Game stops responding for a few seconds in short intervals and eventually crashes if rounds are not swapped or hunt job is cancelled.


[attachment deleted due to age]

Morbo513

Finally got around to playing with CE. Generally, I like what it does - suppression, ammo management and all that. Though it bothers me how easily a pawn's pathing is disrupted by a bullet whizzing past them, mainly because it tends to stop them dead in their tracks after they've moved to what they think is cover. This means if you're moving colonists around behind the ones actually taking fire they can be interrupted in that, and after a fight you realise "oh, that guy was just sat there the whole time".
I also found the mass/bulk system way too restrictive to have anything close to reasonable loadouts. A weapon, armour and a handful of mags is about all you can get away with. I increased both restrictions by ~50% and it feels a lot better.

My biggest gripe though is how impossibly powerful Mechanoid Centipedes are. They invariably one-shot anyone not wearing Marine armour & helmets (though I've not had anyone with both to fight them, I don't imagine it'd make a right lot of difference either). The game throws several situations at you in which you're forced to fight Centipedes and it's a death-sentence for at least some of your colonists, even if you do "everything right". To me this goes against the "several degrees of failure" the vanilla game usually has. This latest fight I had with them was a Psychic ship that spat out 4 centipedes in addition to a bunch of lancers and scythers. I had ~5 R-15s (Conc.), 2 M60s and 4 M16s (AP), 2 RPG-7s (HEAT) and a handful of EMP grenades; Even with the EMP, there's simply no way to do enough damage to a centipede to kill it before it can get a shot off and one-shot one or more of your colonists.

Another major issue I had was that often the game would slow to a crawl because of a pawn just standing next to something they were meant to be hauling. Sometimes having them drop their main weapon, or having them unload/reload it would fix it, other times getting another colonist to haul their target would work. I think this might be a conflict with the "While you're up" mod.

NoImageAvailable

Quote from: Morbo513 on March 01, 2019, 04:23:36 PM
I also found the mass/bulk system way too restrictive to have anything close to reasonable loadouts. A weapon, armour and a handful of mags is about all you can get away with. I increased both restrictions by ~50% and it feels a lot better.

You can easily fit an assault rifle, 150 rounds, a knife and several grenades into a loadout and still have room to spare even with armor. Obviously you're not gonna be able to have someone wear the heaviest armor and several heavy weapons and loads and loads of ammo for said heavy weapons all at once, else there'd be no point.

QuoteI had ~5 R-15s (Conc.), 2 M60s and 4 M16s (AP), 2 RPG-7s (HEAT) and a handful of EMP grenades; Even with the EMP, there's simply no way to do enough damage to a centipede to kill it before it can get a shot off and one-shot one or more of your colonists.

I'd like to know how you deployed those guys. An RPG with HEAT has a small chance to hit a Centipede in the first body ring, any other part they'll incapacitate or kill it in one hit. If you stun them with EMP from any source you should have more than enough time to hit them.

The charge rifles and M60s have just about enough AP to do minor plinking damage, the M16s won't do jack to the armor. Unless the Centipedes came with auxiliaries there's no reason to even deploy them, just exposing them to enemy fire for little to no gain. Instead try using some grenade launchers or a shotgun with EMP. A well placed AGS-30 will rip through mech raids (and your component supply). A KPV also does wonders for DPS.

QuoteAnother major issue I had was that often the game would slow to a crawl because of a pawn just standing next to something they were meant to be hauling. Sometimes having them drop their main weapon, or having them unload/reload it would fix it, other times getting another colonist to haul their target would work. I think this might be a conflict with the "While you're up" mod.

I've done plenty of testing with While you're up and never had this issue. Only known conflict that does this is with Smarter Food Selection.
"The power of friendship destroyed the jellyfish."

Morbo513

#1016
I don't have Smarter Food Selection, but I do have Smarter Medicine, could that be it? Only others I'd guess at are Pick Up and Haul, and Psychology which already has issues interacting with CE when a pawn on the "Nature Retreat" mental break need to reload.

Quote from: NoImageAvailable on March 01, 2019, 06:22:47 PM
Quote from: Morbo513 on March 01, 2019, 04:23:36 PM
I also found the mass/bulk system way too restrictive to have anything close to reasonable loadouts. A weapon, armour and a handful of mags is about all you can get away with. I increased both restrictions by ~50% and it feels a lot better.

You can easily fit an assault rifle, 150 rounds, a knife and several grenades into a loadout and still have room to spare even with armor. Obviously you're not gonna be able to have someone wear the heaviest armor and several heavy weapons and loads and loads of ammo for said heavy weapons all at once, else there'd be no point.
Most of my dudes are equipped with the Composite Helmet, Armour/Composite vest and Flak Jackets, with backpacks and loadbearing vests. The loadouts I've given them have been a Rifle with 300rds (500 for MG), 1-2 grenades and a Gladius. That put nearly everyone at or over their mass capacity, bulk was around 70% for most. I just think it's too constraining to have any variety in loadouts without making them extremely specialised and/or prone to running out of ammo in protracted fights, which might be the aim. But it's a simple edit so no biggie.

Quote
QuoteI had ~5 R-15s (Conc.), 2 M60s and 4 M16s (AP), 2 RPG-7s (HEAT) and a handful of EMP grenades; Even with the EMP, there's simply no way to do enough damage to a centipede to kill it before it can get a shot off and one-shot one or more of your colonists.

I'd like to know how you deployed those guys. An RPG with HEAT has a small chance to hit a Centipede in the first body ring, any other part they'll incapacitate or kill it in one hit. If you stun them with EMP from any source you should have more than enough time to hit them.

The charge rifles and M60s have just about enough AP to do minor plinking damage, the M16s won't do jack to the armor. Unless the Centipedes came with auxiliaries there's no reason to even deploy them, just exposing them to enemy fire for little to no gain. Instead try using some grenade launchers or a shotgun with EMP. A well placed AGS-30 will rip through mech raids (and your component supply). A KPV also does wonders for DPS.
Maybe part of the issue is the gunners just missing completely. But I'd like to reiterate my complaint here being how instantly lethal the centipedes are, rather than the amount of damage they can stand up to. I actually like how tanky they are, but not combined with their ability to one-shot anything short of the most heavily armoured colonists. Especially the ones with the thermobaric launchers, they can wipe an entire bunker's garrison with a single hit if it's (un)fortunate enough to be on-target. It's just not fun to go up against.

NoImageAvailable

Update

CE 1.3 released

Main points:
  • Accuracy now affects tree collision chance (meaning sniper rifles have much lower chance to hit a tree)
  • Flak gun has been rebalanced, higher accuracy with high-skill operators, slightly lower rate of fire
  • Line of sight system has been overhauled, fixing a lot of bugs
  • Load-bearing gear now has quality. This does not affect how much you can carry, it is only there so quality filters in stockpiles/outfits no longer auto-reject them
"The power of friendship destroyed the jellyfish."

CombinedAutism


docssy