RimWorld
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Combat Extended Fixes
   
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Mod, 1.4
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20/jun./2019 às 16:49
21/set./2023 às 10:43
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Combat Extended Fixes

Descrição
Version: 1.1.0

Fixes numerous small issues with Combat Extended.

So far:
Ammunition in firearm magazines no longer contributes to bulk. (upstreamed)

Shotgun spread reduced to 1 inch per yard for buckshot and 2 inches per yard for birdshot
Grenade range dropped to just farther than the kill-zone, use them from cover
Bow ranges dropped to 10-16 cells
pistol ranges increased to 18-20 cells.
Minigun is re-enabled as droppable, craftable, and tradeable. It's bulky so don't expect to hand it to someone for regular use. (upstreamed)
Minigun capacity increased back to 500, 250shot burst.

Winchester 94 added in .44 magnum, 24" barrel. The 30-30 had very similar performance, with 5 fewer shots.


Loadout improvements
Loadouts are positive item lists, things picked up not on the loadout list get kept in inventory.
Implicit loadout item for enough ammunition for the equipped weapon for 2 full reloads.


suppression is currently enabled
Suppression won't make your pawn do stupid stuff. Pawns will crouch walk or fall prone until the shooting stops, but won't run for cover
If not drafted (colonists), or no job (all others), seek cover

Pawns with shield belts can now use manned turrets as advertised. (upstreamed, in mod options)



Later:


If moving, hunker in place until suppression is decreasing (pause in incomming bullets), then keep moving.
Discussões populares Ver todos (2)
6
25/jan./2023 às 11:32
Weapon ranges
Logan
1
2
11/ago./2022 às 15:16
Is it possible to only have this?
The Custodians of The Cosmos
190 comentário(s)
lol 28 de mai. às 5:15 
@Logan, any plans on 1.5 for this?
David 9 de abr. às 8:44 
@Jungle VIP you can have them take it off at ~60%-70% durability and with a repairing mod it's easy to setup a repair system for armor
[VRG] Jungle VIP 10 de mar. às 22:57 
is this possible to turn off that condition lowers the armor? coz having big colony with good gear equipped makes it insanely hard to keep them fit
basics :) 23/nov./2023 às 19:20 
Thanks for the mod! Love the ability to force a weapon without having to micromanage the loadout to allow for that weapon.

One issue I noticed (not sure how feasible it is to "fix") is that when you have a forced weapon equipped and then you run out of ammo for it, the weapon switches from the pawn's equipment to its inventory. Then when you get the pawn to pickup some more ammo, the weapon continues to stay in the pawn's inventory rather than going back to equipment. Which means that pawn won't have a weapon equipped until you get them to drop the weapon then re-equip it.
Logan  [autor(a)] 18/set./2023 às 18:22 
Nothing I can do about issues reported without a log. Drop by CE's discord, or post them to github. I use this still, and it works fine.
Werewolf12 17/set./2023 às 20:47 
Don't use, it causes issues with the winchester and prevents the spawn item window from opening
CloakedBeast 1/jul./2023 às 22:00 
Can you fix mechs so that they seek out ammo themselves instead of me fucking loading it all the time
Mt.Hawk 2/mai./2023 às 21:13 
I don't know why but It brings so many errors with 'CE guns' mod.
ntiem8r 21/jan./2023 às 7:29 
Hi @Logan, i have two errors popping out. Logs are at https://gist.github.com/cdf7e8771cd3017f12c31cf1351dbb92
Thundercraft 10/jan./2023 às 21:12 
Question:
Why does the version number in the upper right of this page (above the mod's date and file size) say " Mod, 1.4 " without any reference to 1.3?

I could swear that this mod was made for RimWorld 1.3 and used to work with it. Was support for RimWorld 1.3 dropped? Or, does this mod still support 1.3, and it's just the way this mod got updated that the "1.3" label disappeared?

Also... If support for RimWorld 1.3 was dropped, is there at least somewhere like Google Drive or a GitHub repository where those of us who still play on 1.3 can find the old 1.3 version?