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Author Topic: [1.0] Combat Extended - 1.8.2 CE Melee released (17.11.2019)  (Read 559052 times)

moonra

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #915 on: January 21, 2019, 08:09:35 PM »

Thank you for all the work on my favorite mod, and good luck with your game!
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Deer87

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #916 on: January 22, 2019, 12:29:04 AM »

Weeeeeeeeee!!!!
Can't wait to try it out. A great congratulations and thanks to NIA and the rest of the team :D
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rizay

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #917 on: January 22, 2019, 09:19:15 AM »

Thanks noimage simply can't play rimworld without this mod, I am so hyped i can play rimworld again!
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Jan2607

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #918 on: January 22, 2019, 09:58:02 AM »

Awesome, thank you! :)
On the other hand it's sad to see so many great modders leaving now :(
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Brumes Wolf

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #919 on: January 22, 2019, 12:02:10 PM »

I found an Issue with loadouts, they don't save. after loading a save they all items in a loadout will reset to quantity 0. Pawns will then drop their stuff, I tested this with a new colony on both the Steam workshop and github version both have this problem.
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nickdos

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #920 on: January 22, 2019, 12:23:38 PM »

This can't be happening
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Canute

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #921 on: January 22, 2019, 01:56:14 PM »

NoImageAvailable,
just a question.
Do you think you can made a C# routine which scan's the active def's for relavate data and create auto. patches for them.

Currently all the CE people ask all the other mod author's about compatible/patches for CE. But when CE would made such things itself, post of these patches don't needed.
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Kori

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #922 on: January 22, 2019, 05:22:26 PM »

I found an Issue with loadouts, they don't save. after loading a save they all items in a loadout will reset to quantity 0. Pawns will then drop their stuff, I tested this with a new colony on both the Steam workshop and github version both have this problem.

I noticed the same. The create loadout button in the inventory also sets everything to 0.
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Brumes Wolf

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #923 on: January 22, 2019, 05:46:52 PM »

I found an Issue with loadouts, they don't save. after loading a save they all items in a loadout will reset to quantity 0. Pawns will then drop their stuff, I tested this with a new colony on both the Steam workshop and github version both have this problem.

I noticed the same. The create loadout button in the inventory also sets everything to 0.

I've reported it on the github and NIA has seen it, so hopefully this will get fixed soon because it renders the mod almost unplayable
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NoImageAvailable

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #924 on: January 22, 2019, 07:02:15 PM »

Update

1.1 Hotfix released: fixes the loadout item counts resetting to 0 on loading a save.
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"The power of friendship destroyed the jellyfish."

Brumes Wolf

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #925 on: January 22, 2019, 09:28:08 PM »

Update

1.1 Hotfix released: fixes the loadout item counts resetting to 0 on loading a save.

Thanks for the fast action on fixing this.
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Jan2607

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Re: [1.0] Combat Extended - 1.0 Update (21.01.2019)
« Reply #926 on: January 23, 2019, 11:54:16 AM »

NoImageAvailable,
just a question.
Do you think you can made a C# routine which scan's the active def's for relavate data and create auto. patches for them.

Currently all the CE people ask all the other mod author's about compatible/patches for CE. But when CE would made such things itself, post of these patches don't needed.

That would be really awesome, if it could be solved this way :)
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whyareuhere

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Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
« Reply #927 on: January 23, 2019, 07:53:21 PM »

I've just started a tribal run and noticed that I can't craft arrows AT ALL. I'm using the Tribal Essentials Mod and have not unlocked any benches yet (only have access to a crafting spot until I finish the research). Is arrow crafting available at the smithy or some sort of ammo station? I remember that in Combat Extended around A17 you could craft arrows at a crafting spot with some wood.
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whyareuhere

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Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
« Reply #928 on: January 24, 2019, 01:58:22 AM »

Edit: Just discovered that my colonist pawns cannot treat wounds with CE. They complete the action and get exp for it, but the wounds stay untended. Help?
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Deer87

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Re: [1.0] Combat Extended - 1.1 Hotfix (23.01.2019)
« Reply #929 on: January 24, 2019, 03:58:33 AM »

I've just started a tribal run and noticed that I can't craft arrows AT ALL. I'm using the Tribal Essentials Mod and have not unlocked any benches yet (only have access to a crafting spot until I finish the research). Is arrow crafting available at the smithy or some sort of ammo station? I remember that in Combat Extended around A17 you could craft arrows at a crafting spot with some wood.


Looking at the Def for arrows, it looks like you need a smithy to make it:
  <ThingDef Class="CombatExtended.AmmoDef" Name="AmmoArrowBase" ParentName="NeolithicAmmoBase" Abstract="True">
    <description>Simple arrow design with a cutting head attached to a wooden shaft.</description>
    <statBases>
      <Mass>0.11</Mass>
      <Bulk>0.11</Bulk>
      <Flammability>1</Flammability>
    </statBases>
    <thingCategories>
      <li>AmmoArrows</li>
    </thingCategories>
    <stackLimit>200</stackLimit>
    <tradeTags>
      <li>CE_AutoEnableTrade</li>
      <li>CE_AutoEnableCrafting_FueledSmithy</li>
      <li>CE_AutoEnableCrafting_ElectricSmithy</li>
    </tradeTags>
  </ThingDef>

I guess you cound add Crafting spot to the list, but i don't know the correct syntax.
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