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Also 1.5?
I don't notice obvious ones, and rather check and make sure its for sure one of those "yeah it still works"
For all I know the lack of problems is due to not it not working on 1.5 and just doesn't do anything.
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.
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?
In the mean time, patches welcome :)
I initially made this as a way to fix some of the annoyances with CE. The first version was private, just a fork of CE with some code changes. I mentioned it on reddit in 2019, and people asked me to publish it. Maintaining a fork of CE would not be possible, too fast of changes, too much work, so I did it as a harmony mod. That was around the time of the CEFT / CE merger, so someone suggested I see if they wanted the code upstreamed. The easiest bits got accepted upstream almost immediately, and ended up with me being a contributor to CE. Shuffle some coders in and out and I ended up being the senior dev for CE. At that point, the rest of the easy changes got ported upstream and removed here.
I'd point out the most selling ideas:
Combat Extended Fixes patches:
- Animal handlers now actually carry animal food
- No more loading/unloading loop when using Simple Sidearms
- Both colonists and enemy pawns act smart while suppressed: crouch/fall prone until firing stops
The loadouts not breaking animal handling or simple-sidearms is probably the most important change, for some users. I think just mentioning the three areas it affects so people can quickly tell if it's something that might matter to them is probably the best we'll easily get. So yeah, "Loadouts, suppression, and weapon patches" sounds reasonable.
I have also updated the "Ammo Tweaks" mod to work with 1.4. It adds chemfuel as an ingredient for ammo and overall makes ammo more scarce and interesting. Updated mod: Combat Extended Important Ammo
I’ve also referenced CE Fixes mod in the description, hope it’s ok!
Some of it will stick around forever.
Specifically, the loadout changes are still going to make it into CE. The suppression changes will likely eventually be not needed, but we need to improve CE's behavior first. The weapon ranges are likely here to stay, as some vocal members of the CE community like the absurd bow ranges and what not. Also, the minigun in CE just got significantly reduced in effectiveness, so I'll be fixing that here. When CE Armory is up and going I'll assess what goes there vs here.
1)be triggered by large explosions in close proximity;
2)incur movement speed penalty and walking around dazed
What's your issue with shell shock?
Also mounted explosives could do with a buff, pawns routinely eating an AGS to the face without any wounds is absurd