3,466 ratings
Combat Extended
Mod, 1.3
File Size
23.503 MB
Jan 21, 2019 @ 2:33pm
Oct 24 @ 7:44pm
45 Change Notes ( view )

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Combat Extended

This mod can also be found on GitHub[github.com], as can older releases. This Steam version only supports the most recent version of Rimworld.


Combat Extended completely overhauls combat. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Requires a new save, and cannot be removed from existing saves.


Projectile rebalance:
  • Vanilla percentage based shooting system is completely gone. Instead, CE uses a ballistic model where bullets fly along a trajectory and intersect hitboxes.
  • Range and damage has been completely rebalanced. No more raiders shrugging off dozens of bullets or sniping with pistols.
  • Guns will dominate in their assigned role and range bracket. Rifles excel at medium-long range engagements, MG's are good at area suppression and shotguns and SMG's are lethal in close quarters.
  • Bullets track their height as part of their trajectory. When hitting a pawn this will affect where the bullet hits, i.e. someone crouching behind sandbags can only be shot in the head, so make sure you wear your protective helmet.
New mechanics:
  • Weapons can switch between different aim and fire modes.
  • Pawns will crouch in combat when not moving, making them harder to hit.
  • Projectiles create suppression on near misses. As suppression builds up, pawns will run for cover (even against orders) and have significantly decreased accuracy. If suppression reaches a critical threshold pawns will hunker down in panic and become completely unresponsive.
  • Ranged weapons require ammo* and can switch between different ammo types such as armor-piercing and high-explosive rounds.
*Toggleable in options menu

New melee system:
  • New melee stats: critical hit and parry chance.
  • Critical hits produce different effects depending on the source of the attack: blunt weapons will stun the opponent, sharp weapons bypass enemy armor and animals cause knockdown.
  • On a successful parry, the defender's weapon/shield will absorb the attack. Unarmed parries do half damage. A pawn can only parry a limited amount of times, depending on his melee skill and attack speed.
  • Parries can roll for a critical hit to turn into a riposte. If successful the defender gets a free non-critical hit against the attacker.
  • In combat, critical hit and parry chance are compared against the opponent's to determine final hit chances. Don't expect your level 1 fighter to parry a level 20.
  • Different melee weapons provide bonuses to crit/parry/dodge.
  • Dodge has been rebalanced.
Armor rebalance:
  • Vanilla percentage based armor system is gone. CE replaces it with a deflection-based model where projectiles have armor penetration which determines whether a bullet penetrates and how much it's damage is reduced. A rifle bullet will go straight through a synthread parka but will completely bounce of a legendary power armor.
  • New shields provide additional protection against ranged fire. Basic melee shields can be made at the smithy and will block arrows, researching machining gives access to modern ballistic shields with improved coverage and protection against gunfire.
  • In melee, shields increase parry chances.
  • Equipping a shield confers penalties to melee hit chance and shooting accuracy. It also prevents using two-handed weapons such as rifles, longswords and spears.
Inventory system:
  • Pawns can pick up various items and carry them in their inventory for easy access.
  • Carrying capacity is limited by weight and bulk. High weight negatively affects movement speed. Bulk can be increased by equipping tactical vests and backpacks but will negatively affect workspeed.
  • Most apparel won't add to bulk when worn but some are very heavy and/or bulky, such as armor vests. If an apparel has a "Worn bulk" stat, it will increase bulk by that much when worn.
  • By default, colonists will only pick up ammo for their equipped weapon.
  • Colonists can be assigned a loadout. Loadouts contain a list of things a colonist should automatically keep in his inventory, such as meals, ammo and sidearms.
  • Colonists with a loadout will automatically clear their inventory of surplus items and pick up anything they're missing.
  • Use them to automate picking up ammo, grenades and other consumables.
Body part rebalance:
  • RNG death on downed has been disabled. No more wimp visitors dying from one squirrel bite.
  • Body part coverage has been overhauled. Torso shots are significantly more likely to hit a vital organ.
  • Limbs are overall tougher.
  • Bleed rates of internal organs are significantly higher. Someone shot in the heart or lung will only have a few hours before bleedout and requires immediate medical attention.
  • Internal organs continue bleeding when destroyed.
  • Pawns can use medicine to stabilize bleeding. Requires one medicine per stabilized pawn.
  • Stabilize will temporarily reduce bleed rate of all wounds on a pawn and wears off over time. Stabilizing a heavily wounded colonist can buy you time, but it won't save him unless he gets proper treatment.
  • Missing parts and internal injuries are harder to stabilize than external bleedings.
  • Amount of reduction depends on medicine used and doctor skill. Don't expect the guy with 2 doctoring skill and herbal medicine to stop a destroyed lung from bleeding.

Mod Compatibility
Due to the extensive changes to the combat and inventory system introduced by Combat Extended, mods that add weapons, animals, turrets, new pawn types (such as aliens, robots, or new factions), and similar content require a patch to allow them to function alongside Combat Extended. Mods that do not fall within this category usually work just fine without any additional steps.

A full list of mods with integrated compatibility patches can be found here[github.com]. Other mods may have separate compatibility patches that can be found elsewhere on the Steam Workshop.

Looking for more Combat Extended content? Check out:
Combat Extended Guns.
Combat Extended Melee.

This mod created by NoImageAvailable, Alistaire, and all the other modders and testers that contributed to the project.
Popular Discussions View All (286)
20 hours ago
PINNED: Compatibility patches needed
Nov 8 @ 8:36pm
Colonists not auto-rearming/collecting ammo
Nov 1 @ 10:46am
Loadout Button Disappeared
< >
Geronimo 1 hour ago 
I have ammo disabled and weapons still require a reload. Though we cannot change anno type sadly. So fmj against armor. =/
Tokyo 14 hours ago 
Anyway to use the reload function while having Amal disabled? I don’t wanna use ammo cause I’ve played without it for so long, but now I’m just cheesing semi auto shotguns without ever needing to take a break from shooting
Arc Nov 27 @ 6:10pm 
ApparelCarryGearBase and its parent ApparelBase both add compquality which leads to the game freaking out and making carry gear normal quality when it's picked up or hauled.
Geronimo Nov 27 @ 7:02am 
Ah thank you. Yes I was having that exact problem lol
zebra03 Nov 27 @ 12:50am 
From their little patch list
It appears to be added but its not quite completed yet,
The ancient turrets don't appear to work(they can't shoot at hostiles nor have an caliber) but the game doesn't crash when CE is enabled, so they are getting there with the patch
Geronimo Nov 26 @ 6:35pm 
Is there a patch coming for VFE ancients?
Zee the murder drone Nov 26 @ 8:17am 
yknow the one problem about getting the older version, I have to get the older version of EVERY mod that doesent already have a patch, like vannila expanded (btw yes they normaly automaticly patch from design I guess, but I guess since the combat extended is a file while vannila expanded is not it doesent work together naturaly, and no I cant find a mod that patches it)
Korvette88 Nov 26 @ 1:51am 
I noticed that the elbow blade doesn't have any of the CE stats on it. Are the implanted weapons not part of CE or am I missing it in-game? I tried googling it and looked at the wiki, all I can find are the actual melee weapons.
What Kaz is saying, Richard, is that every version of Linux or other programs/operating systems worth their salt, due to magnitude, have a stable and unstable release because they know how thoroughly everything can break. In a lot of these cases, you can use a stable branch. CE's staff demands putting all of this into one single mod rather than splitting it, and if you like certain aspects, you can't just get those aspects.

Even the Hospitality mod has the Gastronomy fork, because the developer knew not everyone wanted all of the features. This mod breaks the game, and everyone's excuse is that it's a free mod. Well put a donation button. Allow your users to donate. And then stop using the "We're unpaid" excuse. Loads of projects have been made where people working on it are not paid, and they never complain because the goal was to create something, not to make money. But goals can change, as needed.
2633254767 Nov 23 @ 11:41pm 
There are a lot of similar XML error: Could not find parent node on my game error report, and then it will cause the game to crash when loading the map. Does anyone know why this is happening?