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Author Topic: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)  (Read 584808 times)

Mr_Man

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #630 on: February 12, 2018, 11:20:22 PM »

Quote
CE'll surely be updated for B18 any day now!

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NoImageAvailable

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #631 on: February 13, 2018, 06:16:58 AM »

I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?

The rumors concerning CE's death are exaggerated.
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Kori

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #632 on: February 13, 2018, 08:05:56 AM »

I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?

The rumors concerning CE's death are exaggerated.

Thank you!!
Please don't give up, I couldn't imagine playing Rimworld without CE!
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WREN_PL

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #633 on: February 14, 2018, 12:45:23 PM »

I really hope that's not the case, CE is one of the most essential mods for me!
NIA could you give us a short status update, please?
The rumors concerning CE's death are exaggerated.
Thank you!!
Please don't give up, I couldn't imagine playing Rimworld without CE!

I entirely agree with this!
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Kori

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #634 on: February 15, 2018, 07:05:07 AM »

Thank you for including the re-use neolithic projectiles option, it works very good! :)

I noticed that turrets now have a full clip of ammo after construction, is this intended?
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Epishade

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #635 on: February 16, 2018, 04:24:33 AM »

When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.
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NoImageAvailable

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #636 on: February 16, 2018, 04:47:20 AM »

When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?

Thank you for including the re-use neolithic projectiles option, it works very good! :)

I noticed that turrets now have a full clip of ammo after construction, is this intended?

Depends, what map are you constructing them on?
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Epishade

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #637 on: February 16, 2018, 05:37:45 AM »

When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430
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NoImageAvailable

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #638 on: February 16, 2018, 05:51:51 AM »

When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430

What does your output_log.txt say?
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Kori

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #639 on: February 16, 2018, 05:55:57 AM »

Thank you for including the re-use neolithic projectiles option, it works very good! :)

I noticed that turrets now have a full clip of ammo after construction, is this intended?

Depends, what map are you constructing them on?

Do you want to know which biome it is? It's tropical rainforest, and my main colony map.
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Epishade

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Re: [A17] Combat Extended - v1.7 IED & Fire Rebalance (01.11.2017)
« Reply #640 on: February 16, 2018, 06:10:31 AM »

When I try to give my colonists a loadout for a weapon, and choose the "any ammo for x" option, it disappears and I'm unable to select it in the loadout management box.  It also disappears the top-right helper box where it tells you tutorial information.

That's really strange, what weapon has this problem?


Every weapon that you can select that option has that problem for me.  After I click on that little ammo icon and then click on the any ammo option, this pops up
https://imgur.com/a/mo430

What does your output_log.txt say?

Exception filling window for CombatExtended.Dialog_ManageLoadouts: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.Iterate[ThingDef,Single] (IEnumerable`1 source, Single initValue, System.Func`3 selector) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Max[ThingDef] (IEnumerable`1 source, System.Func`2 selector) [0x00000] in <filename unknown>:0
  at CombatExtended.LoadoutGenericDef.updateVars () [0x00000] in <filename unknown>:0
  at CombatExtended.LoadoutGenericDef.get_mass () [0x00000] in <filename unknown>:0
  at CombatExtended.Utility_Loadouts.GetWeightAndBulkTip (CombatExtended.LoadoutGenericDef def, Int32 count) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlot (Rect row, CombatExtended.LoadoutSlot slot, Boolean slotDraggable) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DrawSlotList (Rect canvas) [0x00000] in <filename unknown>:0
  at CombatExtended.Dialog_ManageLoadouts.DoWindowContents (Rect canvas) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I'm guessing this is what you're asking for?  I copied the error thrown from in-game.  If it's not and you need something else, let me know.  Would be nice to help get this fixed :)
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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #641 on: February 21, 2018, 08:06:20 AM »

B18 Update released for CE and CE Guns

Projectiles now visually display their height. This has always been a thing under the hood but now it is actually graphically displayed to the player. Also, walls no longer have infinite height and projectiles can arc over them and land on the roof.

Special thanks goes to XeoNovaDan and the other contributors to this update, they helped to speed up this update by a great deal.
« Last Edit: February 21, 2018, 08:10:48 AM by NoImageAvailable »
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uberkaz

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #642 on: February 21, 2018, 08:25:24 AM »

I cant download from github, i can download the source code alright but not the release keeps giving me an error
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Harry_Dicks

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #643 on: February 21, 2018, 10:38:06 AM »

B18 Update released for CE and CE Guns

Projectiles now visually display their height. This has always been a thing under the hood but now it is actually graphically displayed to the player. Also, walls no longer have infinite height and projectiles can arc over them and land on the roof.

Special thanks goes to XeoNovaDan and the other contributors to this update, they helped to speed up this update by a great deal.

Nice!

I am curious, and I hope you don't mind me asking, but do you have any sort of milestones that you are hoping to achieve with this mod in the future/near future? It seems like you are always working on it a lot. Is this mostly compatibility/bug fixing work, or adding in new things, or both?

Also, do you have any long term goals, or are you waiting to see how 1.0 looks before you decide something like that?

Thanks for all of your hard work! :)
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Mr_Man

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Re: [B18] Combat Extended - B18 Update (21.02.2018)
« Reply #644 on: February 21, 2018, 12:30:24 PM »

Not sure if these errors are CE-related, but here they are:

Code: [Select]
Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.BoundsInjector+<>c.<Inject>b__6_0 (Verse.PawnKindDef x) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[Verse.PawnKindDef].MoveNext () [0x00000] in <filename unknown>:0
  at CombatExtended.BoundsInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Code: [Select]
XML error: Duplicate XML node name resourceReadoutPriority in this XML block: <ThingDef ParentName="ChunkRockBase"><defName>ChunkSandstone</defName><label>sandstone chunk</label><graphicData><color>(126,104,94)</color></graphicData><statBases><Mass>20</Mass></statBases><soundDrop>ChunkRock_Drop</soundDrop><butcherProducts><BlocksSandstone>20</BlocksSandstone></butcherProducts><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Code: [Select]
XML error: Duplicate XML node name stuffProps in this XML block: <ThingDef ParentName="ChunkRockBase"><defName>ChunkSandstone</defName><label>sandstone chunk</label><graphicData><color>(126,104,94)</color></graphicData><statBases><Mass>20</Mass></statBases><soundDrop>ChunkRock_Drop</soundDrop><butcherProducts><BlocksSandstone>20</BlocksSandstone></butcherProducts><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(126,104,94)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>sandstone</stuffAdjective><statFactors><Beauty>1.1</Beauty><MarketValue>0.4</MarketValue><MaxHitPoints>1.4</MaxHitPoints><WorkToBuild>5.0</WorkToBuild><WorkToMake>1.1</WorkToMake></statFactors></stuffProps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Code: [Select]
XML error: Duplicate XML node name stuffProps in this XML block: <ThingDef ParentName="ChunkRockBase"><defName>ChunkGranite</defName><label>granite chunk</label><graphicData><color>(105,95,97)</color></graphicData><statBases><Mass>25</Mass></statBases><soundDrop>ChunkRock_Drop</soundDrop><butcherProducts><BlocksGranite>20</BlocksGranite></butcherProducts><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(105,95,97)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>granite</stuffAdjective><statFactors><MarketValue>0.5</MarketValue><MaxHitPoints>1.7</MaxHitPoints></statFactors></stuffProps><resourceReadoutPriority>Middle</resourceReadoutPriority><stuffProps><categories><li>Chunky</li></categories><statOffsets><WorkToBuild>140</WorkToBuild></statOffsets><color>(105,95,97)</color><soundImpactStuff>BulletImpactGround</soundImpactStuff><soundMeleeHitSharp>MeleeHit_Stone</soundMeleeHitSharp><soundMeleeHitBlunt>MeleeHit_Stone</soundMeleeHitBlunt><stuffAdjective>granite</stuffAdjective><statFactors><MarketValue>0.5</MarketValue><MaxHitPoints>1.7</MaxHitPoints></statFactors></stuffProps></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:CheckForDuplicateNodes(XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively(XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

... and a lot more. Let me know if you need them.
« Last Edit: February 21, 2018, 12:51:39 PM by Mr_Man »
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