RimWorld

RimWorld

Combat Extended Fixes
197 Comments
lol Apr 23 @ 10:30am 
1.5 pls
喵酱official Nov 3, 2024 @ 4:06am 
please,1.5
Arlington Oct 15, 2024 @ 5:24pm 
Can you make it so that the minigun change is in setings?
Also 1.5?
Lurmey Sep 4, 2024 @ 2:03pm 
It definitely seems to work, my pawns are able to hold tools without being forced to drop them.
Panthercat64 Aug 17, 2024 @ 8:55pm 
Anyone notice problems with using this on 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.
ArticBlazer Aug 16, 2024 @ 10:00am 
could you add a fix where combat extended just removes the ability for the pawns to do any work and the right click is gone
Lurmey Aug 14, 2024 @ 1:53pm 
Any plans to update this to 1.5? I have been using it despite being outdated and it seems to work okay, but there may be some minor issues.. not sure if caused by this mod or not.
lol May 28, 2024 @ 5:15am 
@Logan, any plans on 1.5 for this?
David Apr 9, 2024 @ 8:44am 
@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 Mar 10, 2024 @ 10:57pm 
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 :) Nov 23, 2023 @ 7:20pm 
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  [author] Sep 18, 2023 @ 6:22pm 
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 Sep 17, 2023 @ 8:47pm 
Don't use, it causes issues with the winchester and prevents the spawn item window from opening
CloakedBeast Jul 1, 2023 @ 10:00pm 
Can you fix mechs so that they seek out ammo themselves instead of me fucking loading it all the time
Mt.Hawk May 2, 2023 @ 9:13pm 
I don't know why but It brings so many errors with 'CE guns' mod.
ntiem8r Jan 21, 2023 @ 7:29am 
Hi @Logan, i have two errors popping out. Logs are at https://gist.github.com/cdf7e8771cd3017f12c31cf1351dbb92
Thundercraft Jan 10, 2023 @ 9:12pm 
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?
PandaKuma Jan 10, 2023 @ 8:31pm 
im having issues with this mod bugging out the spawn item dev tool, might be not fully compatible with the latest CE?
Logan  [author] Dec 9, 2022 @ 3:32pm 
Short answer is no, since that is the major remaining feature here. At a guess, you have simple sidearms and it's picking things back up. Otherwise, patches welcome.
Three Lady Chef Dec 9, 2022 @ 9:13am 
can you make pawn drop non item list in loadout? exept current outfit that we choose like now my pawn carry lmg while do work he wearing only pants because he carry stuff too much and he wont let lmg go i check many times with loadout its not have lmg on my worker loadout and when i toggle back to war loadout he still carry tools instead he still wearing only pants like a rambo
Logan  [author] Dec 8, 2022 @ 8:46pm 
No. Please post your mod list and log file somewhere and open a bug report for that.
therosima Dec 8, 2022 @ 1:49pm 
Does this mod fix the pink square around your pawns caused by combat extended that has to do with hair and helmet accessories?
lol Dec 2, 2022 @ 7:31pm 
"Right" sounds fantastic. I thought the xml changes are included in the dll. If not, then hopefully this comments section will help someone looking for a way to integrate it. It surely did help me :) Have a good one!
Logan  [author] Dec 2, 2022 @ 1:29pm 
Anyway, this is somewhat modular, in that you can delete the dll if you want only the range changes, or you can delete the xml files if you want to keep the comical ranges. If you want more modular than that, you can delete the offending patches from the source and recompile. I *could* make it more modular, but that time would be better spent working on CE itself (including, eventually, porting the remaining C# changes from here to CE, either with mod options, or jut one *right*, so you don't have to pick which broken behavior you want).

In the mean time, patches welcome :)
Logan  [author] Dec 2, 2022 @ 1:29pm 
What's left are things that are hard to do right. CE itself does them one way, which causes some issues that annoy me, and some other people. CEFixes fixes those issues, but causes others. The suppression changes mean if you don't micro your pawns in combat, they'll stand and fire even after their cover is destroyed, instead of stepping 1 cell over into more cover. The loadout changes mean you sometimes have to go through your pawns and make them drop the crap they've picked up. When they go tame animals, if they don't use all the food, or get interrupted, they don't reliably drop it. Add in pick-up-and-haul and they can get wedged with 100kg of crap in their inventory. It's not ideal, but it's a less annoying issue than SS not working, for me anyway.
Logan  [author] Dec 2, 2022 @ 1:29pm 
You aren't wrong. The problem is I've had neither the time not the interest to expand this mod, ever.

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.
lol Dec 2, 2022 @ 12:58pm 
Well in that case I've only now understood the idea and importance of CE Fixes :D Frankly, it could greatly benefit from a version with toggleable options. I know how much support work it creates, but the behaviour changes are irreplaceable, compared to the weapon ranges, which could be adjusted using other mods like rimmsqol.

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
Logan  [author] Dec 2, 2022 @ 10:59am 
Anything's okay with me, just want *your* audience to be happy. As for what to say? No real clue, figuring that sort of thing out is always the hardest step, especially if trying to keep it short.

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.
lol Dec 2, 2022 @ 10:39am 
@Logan Will change the description to whatever is ok with you! What should it be? "Some fixes" sounds plain though :D "Loadouts, suppresion and weapon patches"?
Logan  [author] Dec 2, 2022 @ 10:13am 
I appreciate the reference. No worries there. I see you say CEFixes is mostly weapon-related, not sure if that will confuse people when it slightly changes how loadouts an suppression work. But they can always follow the link and see for themselves (which people should be doing, don't blindly run code...)
lol Dec 2, 2022 @ 7:29am 
Hey yall. I've made a Combat Extended mods collection. Hope you'll find something new there.

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!
Logan  [author] Nov 29, 2022 @ 10:08am 
Probably had a dependence on CE-Guns sneak in. I'll fix it here in a bit.
lol Nov 29, 2022 @ 2:40am 
Currently throws a number of red error on start with CE only https://pastebin.com/yE3Dnnmi
PHP Artisan Make Weeb Nov 26, 2022 @ 5:23pm 
OMFG, I fucking love you for adding the loadout improvements, I really hated not being able to make my pawns more stuff if they had an active loadout.
Logan  [author] Nov 20, 2022 @ 12:12pm 
Some of it has been integrated into core CE. Some of it has reduced importance, with the changes to CE's builtin suppression pathfinding. Some of it will get integrated into CE eventually.
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.
HIVEMIND Nov 20, 2022 @ 6:34am 
wake up samurai
RocketFrog Oct 28, 2022 @ 9:51am 
Just to be annoying at a busy time as you will be working on the core CE code. Has any of this been integrated into the main CE mod? Theres been a lot of balancing work done so wondering whether this will get future updates or will not be required ongoing...
@Logan my issue with shellshock is that right now it is activated by being suppressed for a long amount of time, which is kinda silly. Meanwhile pawns can withstand howitzer explosions right next to them without any effect. The way I'd personally like to see shell shock is:
1)be triggered by large explosions in close proximity;
2)incur movement speed penalty and walking around dazed
Logan  [author] Aug 1, 2022 @ 11:14am 
Then it should get fixed upstream. Please make sure there's an issue for it on github, or drop by discord and ask someone there to open a bug report for it.
Shade Aug 1, 2022 @ 10:58am 
chance of getting a fix for the reload bug when you have ammo off? Bug in reference - Some times when your pawn has to reload and you have the ammo system off they will just unequip the gun nonstop and cant reload it unless you pause and force them to. It's an issue with CE no yours.
Logan  [author] Jul 27, 2022 @ 10:10am 
Outside the scope of CEFixes, those should be fixed upstream. There's even a draft PR for the grenade issue (still a few issues to work out with it though). The problem is dedicated explosives always hit the ground instead of hitting a pawn directly.

What's your issue with shell shock?
♥♥♥♥♥♥♥♥♥♥♥♥ Jul 27, 2022 @ 5:01am 
Hello, any chance you could rework shellshocking?
Also mounted explosives could do with a buff, pawns routinely eating an AGS to the face without any wounds is absurd
Major_Valentine505 Jul 22, 2022 @ 3:09pm 
Cool deal will have to do that thanks for the info. I'll definitely go check out the Forked version of SRTS for now too if I can find it.
Logan  [author] Jul 22, 2022 @ 1:46pm 
I don't think any of CE's devs (myself included) use SRTS, so it's hard to find the time to fix it when time is super limited (and one dev is on break for the summer). I *think* there's a fork of SRTS running around somewhere that works with CE, and I think there are plans for SRTS to use the vehicle framework once it goes public (which CE will support probably within 2 weeks of release). If you drop by our discord, you can keep up to date with SRTS and related news more easily than asking *here*.
Major_Valentine505 Jul 22, 2022 @ 11:53am 
oh ok thanks for the response. I just really want to use SRTS Helicopters mod with CE and be able to do bombing runs. Kind of a bummer it destroys Bombing runs but heck i gots me a purty VTOL Transport xp
Logan  [author] Jul 20, 2022 @ 1:13pm 
That is outside the scope of this. There's already a request for it with CE directly, which I'll probably get to... eventually...
Major_Valentine505 Jul 20, 2022 @ 1:09pm 
Im not sure if this has been asked yet or not I assume it probably has and I apologize if this is a repeat question, but do you think there is a way you could make CE work with SRTS Expanded so we can get Bombing Runs? Again if this has already been asked I'm sorry
Logan  [author] Jul 16, 2022 @ 2:12am 
No problem! Try out the new guns and let me know what you think. I went with the classic long-rifle configuration rather than carbine, since the capacity and accuracy means it actually has a purpose that isn't beaten out by the more modern rifles.
nchorbajian Jul 16, 2022 @ 1:41am 
Yep, that did it! Thank you!
Logan  [author] Jul 16, 2022 @ 12:30am 
*Think* I have everything needed separated out from my local copy of CE now. Third time's the charm?