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

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

Previous topic - Next topic

Jan2607

Quote from: XeoNovaDan on March 27, 2018, 04:51:48 AM
@Temple_Wing - Beanbag 'rounds' for shotguns are a thing with CE.

This is the only reason, why I enabled the ammo system :D

itzrabiid

Hi all, I am using Hardcore SK mod pack and have realised that the combat tab in the base game isn't functioning. could this be from CE. any ideas appreciated. thanks

coldcell

When it says "12 commits to master since this release", does this mean I should download the master file instead of the CombatExtended.zip file?

NoImageAvailable

Quote from: coldcell on April 01, 2018, 11:36:54 AM
When it says "12 commits to master since this release", does this mean I should download the master file instead of the CombatExtended.zip file?

No
"The power of friendship destroyed the jellyfish."

coldcell

I'm using the release version and I got this error after loading up the mods:

Quote
Loaded mods:
Core: (no assemblies)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
ModSync Ninja: 0Harmony(1.0.9.1), ModSyncNinjaApiBridge(1.0.0.0), RimWorld_ModSyncNinja(1.1.0.2)
EdB Prepare Carefully: 0Harmony(1.0.9.1), EdBPrepareCarefully(0.18.2.0)
[B18] Advanced Animal Frameworks 1.0: AnimalJobs(1.0.0.0), AnimalVehicles(1.0.0.0), AnimalWeaponFramework(1.0.0.0)
RBSE Lite Edition: ScarRemoving(1.0.0.0)
Psychology: $HugsLibChecker(0.3.0.0), Psychology(18.3.18.0)
Colony Manager: 0Reloader(1.0.0.0), Fluffy_ColonyManager(18.3.4.318)
Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
Animals Logic: 0Harmony(1.0.9.1), AnimalsLogic(1.0.6531.34754)
Xeva's Rimhair: (no assemblies)
Medical Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), MedicalInfo(18.1.3.10)
Animal Tab: 0Harmony(1.0.9.1), AnimalTab(18.2.0.16)
Allow Tool: $HugsLibChecker(0.4.0.0), AllowTool(3.3.1.0)
A Dog Said...: (no assemblies)
Mending: Mending(1.0.6531.27502)
Hand Me That Brick: Hand Me That Brick(2.8.18.0)
Blueprints: Blueprints(18.1.0.7)
Efficient Light: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Robots: AIRobot(0.18.0.0)
Misc. MAI: AIPawn(1.9.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Snow Clearance Sanity: 0Harmony(1.0.9.1), SnowClearanceSanity(1.0.6516.38371)
Centralized Climate Control: $HugsLibChecker(0.4.0.0), CentralizedClimateControl(1.5.0.0)
JTReplaceWalls [B18]: JTReplaceWalls(1.0.0.0)
Better Workbench Management: $HugsLibChecker(0.4.0.0), ImprovedWorkbenches(18.13.0.0)
Giddy-up! Core: GiddyUpCore(0.18.7.0)
Giddy-up! Ride and Roll: GiddyUpRideAndRoll(0.18.0.0)
Giddy-up! Caravan: GiddyUpCaravan(0.18.1.0)
Giddy-up! Battle Mounts: Battlemounts(0.18.5.0)
JTExport: JTExport(1.0.0.0)
JTZoneButtons: JTZoneButtons(1.0.0.0)
Mad Skills: 0Harmony(1.0.9.1), MadSkills(0.0.0.0)
Map Reroll: $HugsLibChecker(0.4.0.0), MapReroll(2.2.3.0)
QualityBuilder: QualityBuilder(0.18.3.0)
[KV] RimFridge - B18: 0Harmony(1.0.9.1), RimFridge(1.0.0.0), SaveStorageSettingsUtil(1.0.0.0)
Pick Up And Haul: 0Harmony(1.0.9.1), PickUpAndHaul(0.18.1.8)
Work Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), WorkTab(18.1.5.106)
I Can Fix It!: 0Harmony(1.0.9.1), ICanFixIt(1.0.6532.22682)
ED-ReverseCycleCooler: ED-ReverseCycleCooler(1.0.0.0)
ED-Embrasures: (no assemblies)
ED-EnhancedOptions: 0Harmony(1.0.9.1), ED-EnhancedOptions(1.0.0.0)
ED-Laser Drill: ED-LaserDrill(1.0.0.0)
ED-OmniGel: (no assemblies)
Stack Merger: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), StackMerger(18.1.4.11)
Rimworld Search Agency: 0Harmony(1.0.9.1), RSA.Core(0.1.0.0), RSA(2.1.0.0), _harmonycheck(1.0.0.0)
GeneticRim b18: 0Harmony(1.0.9.1), AnimalRangedVerbsUnlocker(1.0.0.0), DraftingPatcher(1.0.0.0), ExplosionTypes(1.0.0.0), ModCheck(1.6.0.0), NewAnimalSubproducts(1.0.0.0), NewHatcher(1.0.0.0)
AnimalCollabProj: AnimalVariations(1.0.6508.29519), SpiritWolfEvent(1.0.0.0)
AnimalCollabProj ADS Patch: (no assemblies)
Combat Extended: 0Harmony(1.0.9.1), CombatExtended(1.0.0.0)
Combat Extended Guns: (no assemblies)
Simple sidearms[1.2.5]: $HugsLibChecker(0.2.0.0), SimpleSidearms(1.0.0.0)
AnimalCollab CE Patch: (no assemblies)
GeneticRim (CE compatibility patch): (no assemblies)
Miscellaneous Core CE Patch: (no assemblies)
MAI CE Patch: (no assemblies)

Quote
Red errors
RSA Core loaded...

RSA Main injected ...

Unexpected document element in patch XML; got Defs, expected 'Patch'

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194

Combat Extended :: initialized

XML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <capacities><capacities><li>PlatypusSting</li></capacities></capacities>

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Config error in SpineAnimalSimple: stages are not in order of minSeverity

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename:  Line: 376)

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description

JTReplaceWalls probably sucessfully replaced Designator_Build.CanDesignateCell(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.PlaceBlueprintForBuild(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.BlocksConstruction(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenSpawn.SpawningWipes(). Code stolen from CCL/RawCode.

JTReplaceWalls: detected Embrasure

RimFridge: Adding Harmony Postfix to GameComponentUtility.StartedNewGame

RimFridge: Adding Harmony Postfix to GameComponentUtility.LoadedGame

RimFridge: Adding Harmony Prefix to CompTemperatureRuinable.DoTicks - Will return false if within a RimFridge

PickUpAndHaul v0.18.1.8 welcomes you to RimWorld with pointless logspam.

EnhancedOptions.Patcher.Patcher(): Starting.

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchBuildingTrap

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: CanSetForcedTargetPrefix

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompBreakdownable

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompSchedule(SunLamps)

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchMainTabsRoot - HideSpots

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: LockDevMode

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Plant24HEnabled

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchPowerNetGraphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Speed4WithoutDev

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressCombatSlowdown

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressStrippingCremationCorps

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchRoofCollapseBuffer

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchFireWatcher

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Debug Log

EnhancedOptions.Patcher.Patcher(): Complete.

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.

Reloader: analyzing Fluffy_ColonyManager, Version=18.3.4.318, Culture=neutral, PublicKeyToken=null

CE ammo injector found no recipe named MakeAmmo_RailgunMKI

Combat Extended :: Ammo injected

Combat Extended :: Bounds pre-generated


I try to put CE as far down as possible, then the CE patches below CE. What am I doing wrong?

Saebbi

Quote from: coldcell on April 01, 2018, 12:14:56 PM
I'm using the release version and I got this error after loading up the mods:

Quote
Loaded mods:
Core: (no assemblies)
HugsLib[4.1.1]: 0Harmony(1.0.9.1), HugsLib(0.18.0.0)
JecsTools: 0Harmony(1.0.9.1), 0JecsTools(1.0.8.0), AbilityUser(1.18.0.0), AbilityUserAI(1.18.0.0), CompActivatableEffect(1.18.0.0), CompAnimated(1.18.0.0), CompDeflector(1.18.0.0), CompDelayedSpawner(1.18.0.0), CompExtraSounds(1.18.0.0), CompInstalledPart(1.18.0.0), CompLumbering(1.18.0.0), CompOverlays(1.18.0.0), CompOversizedWeapon(1.18.0.0), CompSlotLoadable(1.18.0.0), CompToggleDef(1.18.0.0), CompVehicle(1.17.0.1), PawnShields(1.0.0.0)
ModSwitch: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), ModSwitch(1.4.0.125)
ModSync Ninja: 0Harmony(1.0.9.1), ModSyncNinjaApiBridge(1.0.0.0), RimWorld_ModSyncNinja(1.1.0.2)
EdB Prepare Carefully: 0Harmony(1.0.9.1), EdBPrepareCarefully(0.18.2.0)
[B18] Advanced Animal Frameworks 1.0: AnimalJobs(1.0.0.0), AnimalVehicles(1.0.0.0), AnimalWeaponFramework(1.0.0.0)
RBSE Lite Edition: ScarRemoving(1.0.0.0)
Psychology: $HugsLibChecker(0.3.0.0), Psychology(18.3.18.0)
Colony Manager: 0Reloader(1.0.0.0), Fluffy_ColonyManager(18.3.4.318)
Hospitality[0.18.7]: $HugsLibChecker(0.4.0.0), Hospitality(0.18.7.0)
Animals Logic: 0Harmony(1.0.9.1), AnimalsLogic(1.0.6531.34754)
Xeva's Rimhair: (no assemblies)
Medical Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), MedicalInfo(18.1.3.10)
Animal Tab: 0Harmony(1.0.9.1), AnimalTab(18.2.0.16)
Allow Tool: $HugsLibChecker(0.4.0.0), AllowTool(3.3.1.0)
A Dog Said...: (no assemblies)
Mending: Mending(1.0.6531.27502)
Hand Me That Brick: Hand Me That Brick(2.8.18.0)
Blueprints: Blueprints(18.1.0.7)
Efficient Light: (no assemblies)
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Robots: AIRobot(0.18.0.0)
Misc. MAI: AIPawn(1.9.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Snow Clearance Sanity: 0Harmony(1.0.9.1), SnowClearanceSanity(1.0.6516.38371)
Centralized Climate Control: $HugsLibChecker(0.4.0.0), CentralizedClimateControl(1.5.0.0)
JTReplaceWalls [B18]: JTReplaceWalls(1.0.0.0)
Better Workbench Management: $HugsLibChecker(0.4.0.0), ImprovedWorkbenches(18.13.0.0)
Giddy-up! Core: GiddyUpCore(0.18.7.0)
Giddy-up! Ride and Roll: GiddyUpRideAndRoll(0.18.0.0)
Giddy-up! Caravan: GiddyUpCaravan(0.18.1.0)
Giddy-up! Battle Mounts: Battlemounts(0.18.5.0)
JTExport: JTExport(1.0.0.0)
JTZoneButtons: JTZoneButtons(1.0.0.0)
Mad Skills: 0Harmony(1.0.9.1), MadSkills(0.0.0.0)
Map Reroll: $HugsLibChecker(0.4.0.0), MapReroll(2.2.3.0)
QualityBuilder: QualityBuilder(0.18.3.0)
[KV] RimFridge - B18: 0Harmony(1.0.9.1), RimFridge(1.0.0.0), SaveStorageSettingsUtil(1.0.0.0)
Pick Up And Haul: 0Harmony(1.0.9.1), PickUpAndHaul(0.18.1.8)
Work Tab: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), WorkTab(18.1.5.106)
I Can Fix It!: 0Harmony(1.0.9.1), ICanFixIt(1.0.6532.22682)
ED-ReverseCycleCooler: ED-ReverseCycleCooler(1.0.0.0)
ED-Embrasures: (no assemblies)
ED-EnhancedOptions: 0Harmony(1.0.9.1), ED-EnhancedOptions(1.0.0.0)
ED-Laser Drill: ED-LaserDrill(1.0.0.0)
ED-OmniGel: (no assemblies)
Stack Merger: 0Harmony(1.0.9.1), _harmonycheck(1.0.0.0), StackMerger(18.1.4.11)
Rimworld Search Agency: 0Harmony(1.0.9.1), RSA.Core(0.1.0.0), RSA(2.1.0.0), _harmonycheck(1.0.0.0)
GeneticRim b18: 0Harmony(1.0.9.1), AnimalRangedVerbsUnlocker(1.0.0.0), DraftingPatcher(1.0.0.0), ExplosionTypes(1.0.0.0), ModCheck(1.6.0.0), NewAnimalSubproducts(1.0.0.0), NewHatcher(1.0.0.0)
AnimalCollabProj: AnimalVariations(1.0.6508.29519), SpiritWolfEvent(1.0.0.0)
AnimalCollabProj ADS Patch: (no assemblies)
Combat Extended: 0Harmony(1.0.9.1), CombatExtended(1.0.0.0)
Combat Extended Guns: (no assemblies)
Simple sidearms[1.2.5]: $HugsLibChecker(0.2.0.0), SimpleSidearms(1.0.0.0)
AnimalCollab CE Patch: (no assemblies)
GeneticRim (CE compatibility patch): (no assemblies)
Miscellaneous Core CE Patch: (no assemblies)
MAI CE Patch: (no assemblies)

Quote
Red errors
RSA Core loaded...

RSA Main injected ...

Unexpected document element in patch XML; got Defs, expected 'Patch'

CombatExtended :: Harmony_GenRadial_RadialPatternCount :: Info: Post GenRadial patch maximum radius: 119.4194

Combat Extended :: initialized

XML format error: List item found with name that is not <li>, and which does not have a custom XML loader method, in <capacities><capacities><li>PlatypusSting</li></capacities></capacities>

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Config error in SpineAnimalSimple: stages are not in order of minSeverity

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontLeftPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_AlphaIguana: has tool with linkedBodyPartsGroup FrontRightPaw but body QuadrupedAnimalWithClawsTailAndJowl has no parts with that group.

Config error in GR_Chickenlizard: has tool with linkedBodyPartsGroup FrontRightPaw but body Bird has no parts with that group.

Config error in ACPBlackRhinoceros: duplicate thingdef tool id horn

Config error in ACPWalrus: duplicate thingdef tool id head

Cannot call ItemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named Serpentoid found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No CombatExtended.BodyShapeDef named BirdLike found to give to CombatExtended.RacePropertiesExtensionCE CombatExtended.RacePropertiesExtensionCE

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftClaws found to give to CombatExtended.ToolCE right claw

Could not resolve cross-reference: No Verse.BodyPartGroupDef named RightLeftPaw found to give to CombatExtended.ToolCE right claw

OnLevelWasLoaded was found on ModInitializerComponent
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed
(Filename:  Line: 376)

Def-linked translation error: Found no Verse.ThingDef named AirVent_Blueprint to match AirVent_Blueprint.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.label

Def-linked translation error: Found no Verse.ThingDef named AirVent_Frame to match AirVent_Frame.description

JTReplaceWalls probably sucessfully replaced Designator_Build.CanDesignateCell(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.PlaceBlueprintForBuild(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenConstruct.BlocksConstruction(). Code stolen from CCL/RawCode.

JTReplaceWalls probably sucessfully replaced GenSpawn.SpawningWipes(). Code stolen from CCL/RawCode.

JTReplaceWalls: detected Embrasure

RimFridge: Adding Harmony Postfix to GameComponentUtility.StartedNewGame

RimFridge: Adding Harmony Postfix to GameComponentUtility.LoadedGame

RimFridge: Adding Harmony Prefix to CompTemperatureRuinable.DoTicks - Will return false if within a RimFridge

PickUpAndHaul v0.18.1.8 welcomes you to RimWorld with pointless logspam.

EnhancedOptions.Patcher.Patcher(): Starting.

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: Blight Graphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchBuildingTrap

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: CanSetForcedTargetPrefix

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompBreakdownable

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchCompSchedule(SunLamps)

EnhancedOptions.Patch.ApplyPatchIfRequired: Applying Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Applied Patch: PatchLetterStack

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchMainTabsRoot - HideSpots

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: LockDevMode

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Plant24HEnabled

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchPowerNetGraphics

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Speed4WithoutDev

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressCombatSlowdown

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: SuppressStrippingCremationCorps

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchRoofCollapseBuffer

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchFireWatcher

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: PatchSkillRecord

EnhancedOptions.Patch.ApplyPatchIfRequired: Skipping Applying Patch: Debug Log

EnhancedOptions.Patcher.Patcher(): Complete.

Type ModInitializer probably needs a StaticConstructorOnStartup attribute, because it has a field obj of type GameObject. All assets must be loaded in the main thread.

Reloader: analyzing Fluffy_ColonyManager, Version=18.3.4.318, Culture=neutral, PublicKeyToken=null

CE ammo injector found no recipe named MakeAmmo_RailgunMKI

Combat Extended :: Ammo injected

Combat Extended :: Bounds pre-generated


I try to put CE as far down as possible, then the CE patches below CE. What am I doing wrong?

I already replied to you on my thread, but now i see whats wrong.
It's just a few spelling errors like "Serpentoid" instead of "Serpentine" etc.
I'll fix these when i get home, thank you for telling me, i wouldn't have noticed.
I'm super duper cereal!

coldcell

Quote from: Saebbi on April 01, 2018, 02:04:23 PM
I already replied to you on my thread, but now i see whats wrong.
It's just a few spelling errors like "Serpentoid" instead of "Serpentine" etc.
I'll fix these when i get home, thank you for telling me, i wouldn't have noticed.

My bad.. I should have edited my post here. I posted here originally not knowing the red letters are caused by your mod. After posting, I deactivated all mods and turned them on 1 by 1 to see where the problems were. After isolating it to your CE patches, and finding out they are harmless, I went ahead and posted in your thread then have been playing the game since =)

Thanks for your continuous work!

Epishade

I've been getting the ten-ticks bug lately when I get attacked by sappers.  The sapper will stand near the wall with grenades ready to throw... forever until they leave.  It's quite disappointing.  Happens with all types of grenades, and happens maybe half the time I get attacked.  The other half works fine.  I haven't figured out what specifically causes it to happen and what doesn't.  Any idea?

If I remember correctly, enemy mortars also bug out and stop shooting.  But that might be a separate issue.  I've attached a screenshot below in any case.

https://imgur.com/a/aIdYN

Thanks for the help!

Epishade

Ok, after screwing around for a bit, I was able to replicate it.  It looks like the problem happens when they're unable to throw the grenade even though it's within range.  This can happen when the pawn doesn't have a direct path to throw the grenade at the wall/door but keeps attempting it anyways.  I'll post two examples where I drafted my own pawn and attempted to throw the grenades and never throwing (one position is replicating what an enemy pawn was doing when it got stuck).

https://imgur.com/a/JX4zA
This one replicating an enemy who got stuck with the ten ticks bug

https://imgur.com/a/0X7GD
This one shows that the pawn can't throw the grenade at the wall, as the wall below it is blocking the grenade's path.

Seems a workaround is going into dev mod, giving the pawn that gets stuck some minor damage (electrical burn etc), and then hopefully he walks around and does something else instead of attempting to blast the same place from the same spot.

coldcell

#699
I understand mods that add new weapons aren't compatible due to the ammo system.

How about melee weapons? Specifically the Lightsaber mod. Is it safe to use since it's melee, and thus has no ammo?

Edit: Nvm it's not compatible.

Naru

#700
I've made a few weapons (Beretta 92FS, Rheinmetall MG3, HK G36, FN P90, Kar 98k) for the mod that I'm using in my own games.

I simply added them to the CE Guns submod. Really easy to do. Just create a new entry (copy from existing gun then modify) in the Weapons_CE_Guns file then create the textures and throw them in the texture folder. To create the texture just find an image of the gun you want, scale it down then create a black 1 pixel border around it (in photoshop this is done with a black glow under layer blending).

Here's the textures that I've made

Beretta 92FS


G36


P90


K98k


MG3 uses the MG60 texture.

And the code I use (make sure to name the textures properly corresponding to the code if you're going to use this)

     <!-- ==================== G36 ==================== -->
 
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_GThirtySix</defName>
    <label>G36</label>
    <description>Ancient military assault rifle.</description>
    <graphicData>
      <texPath>Things/Weapons/G36</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>28000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.07</ShotSpread>
      <SwayFactor>1.28</SwayFactor>
      <Bulk>7.00</Bulk>
      <Mass>3.50</Mass>
      <RangedWeapon_Cooldown>0.37</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>50</Steel>
      <Component>5</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.27</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_556x45mmNATO_FMJ</defaultProjectile>
        <burstShotCount>6</burstShotCount>
        <ticksBetweenBurstShots>5</ticksBetweenBurstShots>
        <warmupTime>1.1</warmupTime>
        <range>50</range>
        <soundCast>ShotAssaultRifle</soundCast>
        <soundCastTail>GunTail_Medium</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>30</magazineSize>
        <reloadTime>3.5</reloadTime>
        <ammoSet>AmmoSet_556x45mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>TRUE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== MG3 machine gun ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_MGThree</defName>
    <label>MG3</label>
    <description>A belt-fed general-purpose machine gun. Lots of firepower but heavy and cumbersome to carry around. Commonly nicknamed "The Pig".</description>
    <graphicData>
      <texPath>Things/Weapons/M60</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>40500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.08</ShotSpread>
      <SwayFactor>1.51</SwayFactor>
      <Bulk>11.05</Bulk>
      <Mass>10.50</Mass>
      <RangedWeapon_Cooldown>0.56</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>85</Steel>
      <Component>6</Component>
      <Chemfuel>15</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>1.3</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_762x51mmNATO_FMJ</defaultProjectile>
        <warmupTime>1.0</warmupTime>
        <range>75</range>
        <ticksBetweenBurstShots>3</ticksBetweenBurstShots>
        <burstShotCount>15</burstShotCount>
        <soundCast>ShotMinigun</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
        <targetParams>
          <canTargetLocations>true</canTargetLocations>
        </targetParams>
        <recoilPattern>Mounted</recoilPattern>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>150</magazineSize>
        <reloadTime>9.0</reloadTime>
        <ammoSet>AmmoSet_762x51mmNATO</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>SuppressFire</aiAimMode>
        <aimedBurstShotCount>5</aimedBurstShotCount>
      </li>
    </comps>
    <weaponTags>
      <li>CE_MachineGun</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 
 
 
   <!-- ==================== 92 ==================== -->
  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Gun_B92FS</defName>
    <label>Beretta 92FS</label>
    <description>Ancient pistol design. Used to be popular with police forces due to its compact size.</description>
    <graphicData>
      <texPath>Things/Weapons/FS92</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractAutopistol</soundInteract>
    <statBases>
      <WorkToMake>7000</WorkToMake>
      <SightsEfficiency>0.7</SightsEfficiency>
      <ShotSpread>0.15</ShotSpread>
      <SwayFactor>0.87</SwayFactor>
      <Bulk>1.9</Bulk>
      <Mass>1.1</Mass>
      <RangedWeapon_Cooldown>0.38</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>25</Steel>
      <Component>3</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_9x19mmPara_FMJ</defaultProjectile>
        <warmupTime>0.6</warmupTime>
        <range>15</range>
        <soundCast>ShotAutopistol</soundCast>
        <soundCastTail>GunTail_Light</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>17</magazineSize>
        <reloadTime>3</reloadTime>
        <ammoSet>AmmoSet_9x19mmPara</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes" />
    </comps>
    <recipeMaker>
      <researchPrerequisite>BlowbackOperation</researchPrerequisite>
    </recipeMaker>
    <weaponTags>
      <li>CE_Sidearm</li>
      <li>CE_OneHandedWeapon</li>
    </weaponTags>
    <tools>
      <li Class="CombatExtended.ToolCE">
        <label>grip</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <commonality>1.5</commonality>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Grip</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
        <label>barrel</label>
        <capacities>
          <li>Blunt</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.102</armorPenetration>
        <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
      </li>
      <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
        <label>muzzle</label>
        <capacities>
          <li>Poke</li>
        </capacities>
        <power>8</power>
        <cooldownTime>1.6</cooldownTime>
        <armorPenetration>0.075</armorPenetration>
        <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
      </li>
    </tools>
  </ThingDef>
 
 
   <!-- ==================== P90 ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>CE_Pninety</defName>
    <label>P90</label>
    <description>A uniquely shaped, lightweight carbine designed for close-quarters fighting.</description>
    <graphicData>
      <texPath>Things/Weapons/P90</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>15500</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.05</ShotSpread>
      <SwayFactor>0.70</SwayFactor>
      <Bulk>2.50</Bulk>
      <Mass>2.70</Mass>
      <RangedWeapon_Cooldown>0.25</RangedWeapon_Cooldown>
    </statBases>
    <costList>
      <Steel>30</Steel>
      <Component>5</Component>
      <Chemfuel>10</Chemfuel>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <recoilAmount>0.84</recoilAmount>
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_FN57x28mm_AP</defaultProjectile>
        <burstShotCount>8</burstShotCount>
        <ticksBetweenBurstShots>4</ticksBetweenBurstShots>
        <warmupTime>0.6</warmupTime>
        <range>38</range>
        <soundCast>ShotHeavySMG</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>50</magazineSize>
        <reloadTime>6</reloadTime>
        <ammoSet>AmmoSet_FN57x28mm</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aimedBurstShotCount>3</aimedBurstShotCount>
      </li>
    </comps>
    <recipeMaker>
      <researchPrerequisite>PrecisionRifling</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>
 

   <!-- ==================== Kar 98K ==================== -->

  <ThingDef ParentName="BaseHumanMakeableGun">
    <defName>kar98k</defName>
    <label>Kar 98K</label>
    <description>Ancient bolt-action rifle with a full rifle 8mm round.</description>
    <graphicData>
      <texPath>Things/Weapons/k98</texPath>
      <graphicClass>Graphic_Single</graphicClass>
    </graphicData>
    <soundInteract>InteractRifle</soundInteract>
    <statBases>
      <WorkToMake>12000</WorkToMake>
      <SightsEfficiency>1</SightsEfficiency>
      <ShotSpread>0.02</ShotSpread>
      <SwayFactor>1.64</SwayFactor>
      <Bulk>10.10</Bulk>
      <Mass>4.10</Mass>
      <RangedWeapon_Cooldown>1.10</RangedWeapon_Cooldown>
    </statBases>
    <costList>
    <Steel>55</Steel>
    <WoodLog>15</WoodLog>
    <Component>1</Component>
    </costList>
    <verbs>
      <li Class="CombatExtended.VerbPropertiesCE">
        <verbClass>CombatExtended.Verb_ShootCE</verbClass>
        <hasStandardCommand>true</hasStandardCommand>
        <defaultProjectile>Bullet_792x51mmMauser_FMJ</defaultProjectile>
        <warmupTime>1.4</warmupTime>
        <range>60</range>
        <soundCast>ShotSniperRifle</soundCast>
        <soundCastTail>GunTail_Heavy</soundCastTail>
        <muzzleFlashScale>9</muzzleFlashScale>
      </li>
    </verbs>
    <comps>
      <li Class="CombatExtended.CompProperties_AmmoUser">
        <magazineSize>5</magazineSize>
        <reloadTime>4</reloadTime>
        <ammoSet>AmmoSet_792x51mmMauser</ammoSet>
      </li>
      <li Class="CombatExtended.CompProperties_FireModes">
        <aiUseBurstMode>FALSE</aiUseBurstMode>
        <aiAimMode>AimedShot</aiAimMode>
      </li>
    </comps>
    <weaponTags>
      <li>CE_AI_Rifle</li>
    </weaponTags>
    <recipeMaker>
      <researchPrerequisite>Gunsmithing</researchPrerequisite>
    </recipeMaker>
      <tools>
        <li Class="CombatExtended.ToolCE">
          <label>stock</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>9</power>
          <cooldownTime>1.8</cooldownTime>
          <commonality>1.5</commonality>
          <armorPenetration>0.11</armorPenetration>
          <linkedBodyPartsGroup>Stock</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelblunt</id>
          <label>barrel</label>
          <capacities>
            <li>Blunt</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.118</armorPenetration>
          <linkedBodyPartsGroup>Barrel</linkedBodyPartsGroup>
        </li>
        <li Class="CombatExtended.ToolCE">
        <id>barrelpoke</id>
          <label>muzzle</label>
          <capacities>
            <li>Poke</li>
          </capacities>
          <power>10</power>
          <cooldownTime>1.9</cooldownTime>
          <armorPenetration>0.086</armorPenetration>
          <linkedBodyPartsGroup>Muzzle</linkedBodyPartsGroup>
        </li>
      </tools>
  </ThingDef>


EDIT: Also, note that rate of fire is determined by ticksBetweenBurstShots variable and is logarithmic in scaling. Example of input and rounds per minute displayed in the game.

Example table:
1  3600
2  1800
3  1200
4  900
5  720
6  600
7  514
8  450
9  400

For the MG3 I use 3, which gives me 1200 RPM while for the G36 I use 5 which gives me 720 RPM.

Marsunpaisti

Getting this exception when my mortars blow up the munitions brought along by raiders.

Exception ticking Shell_Incendiary668362: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.CompExplosiveCE.Explode (Verse.Thing instigator, Vector3 pos, Verse.Map map, Single scaleFactor) [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoThing.TryDetonate (Single scale) [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoThing.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

zuaresoft

This Combat extend version need more work because is not compatible with Rimfire,  High Caliber, animal Collab (right now the patch dsn't work), and others vitals mods, but pls can you release a fix update compatible with this mods¿?, Combat Extended is necesary because the backpacks are so cool and the mechanic is awesome, greetings and thnks for this awesome mod.

temple_wing

I have made a patch to this mod to allow bullet to be able to penetrate body, wall, etc. I issued a pull request, please take a look at that.
https://github.com/NoImageAvailable/CombatExtended/pull/480

Jan2607

There is an issue with force attack. If your colonist leaves the mortar or other turrets to reload it, the force attack designation is canceled. You have to gice a new designation after every reload.