RimWorld

RimWorld

Vanilla Combat Reloaded
453 Comments
Tree Aug 23 @ 9:24am 
the mod works wonderfully, but the armor value seems to be inverted when used alongside with Warcaskets in VFE Pirates lol. Can't have both I guess. :steamsad: :steamsad:
Luke TasRook Aug 22 @ 2:26pm 
I'm using this as a way to fill the hole of CE not being updated and from what I'm seeing is that this mod makes combat trivial. I annihilate enemies so fast I actually struggle to get ANY prisoners. This is the first time I'm actually thinking of nerfing a Rimworld mod to make the game harder. Thank you for your work.
hellmagus666 Aug 21 @ 6:20pm 
@chopped kris Thanks.
joe2_4 Aug 19 @ 8:44pm 
@Starempire42 ive used that mod alot with vcr, no problems there. although expect your capes and hoods to lose durability quickly in firefights as they get shot to shit along with the armor
joe2_4 Aug 19 @ 8:43pm 
@hellmagnus666 in my experience yeah you can drop it in a save
hellmagus666 Aug 19 @ 9:50am 
Safe for save adding?
Starempire42 Aug 16 @ 7:05am 
Eclipse Aug 15 @ 7:01pm 
Do bullets start to pass through armor more with lowered armor HP?
Cringe Shaymin Aug 14 @ 2:48pm 
Does the weapon armor penetration option only affect weapons, or does it also affect psycasts, abilities, prosthetic "unarmed" attacks, etc?
ben Aug 14 @ 5:19am 
Hey, the mod page here mentions a new and improved readout page. Where is that? I feel like the weapon info screens still only show me default values. Even when everything is enabled, game restarted, etc etc.
joe2_4 Aug 13 @ 5:08pm 
@Starlight-Ellie used this mod with warcaskets all the time in 1.5 and it worked perfectly there, id imagine 1.6 is the same
Starlight-Ellie Aug 13 @ 3:09pm 
Anyway, it would work with warcasket? because the warcaasket armors feels like you have almost nothing
Starlight-Ellie Aug 13 @ 3:06pm 
Man, i tought i has this activated, and i don't even have it installed since i erased some of my mods XD
joe2_4 Aug 13 @ 11:11am 
i turned off flanking calcs and things have mostly been fine with me... recon armor and above still breaks arrows in half and my soldiers fitted out in legendary cataphracts mostly only have to worry about repairing their armor after fights unless some joker brings a charge lance
Tal'Raziid Aug 12 @ 11:27pm 
@Donk is it just the parry we should worry about atm? Armor and other options work just fine?
Donk  [author] Aug 12 @ 4:22pm 
Something funky is happening with the parry system, still digging on why
ttyet Aug 12 @ 3:52am 
I use this for the first time because CE was offline due to the 1.6 update.
I thought it works well, until just now I saw a bear and a tortoise fight against each other for over a day and both are unharmed. Then I reminded of my 17 shooting pawn having a so-called 89% accuracy on the target but lost literally 80%.
all I did is just checking all options and changing no values in settings. Something wrong?
Anzoi Kazumoe Aug 11 @ 11:14pm 
Yeah armor is not working right now, a shortbow just went through Vanilla Expanded Siegebreaker armor's torso lol.
GetUrAssToMars Aug 10 @ 9:51pm 
Thanks chopped kris!
joe2_4 Aug 10 @ 11:50am 
@GetUrAssToMars ive been playing on a save with this mod enabled for like 50-60 hours and i can say that the armor calc works alright unless it comes to laser weapons, which are completely broken and have no armor pen for some reason. you also need to disable ranged and melee flanking for things to work fine aswell
GetUrAssToMars Aug 9 @ 10:30pm 
So armor calc isn't working right since 1.6?
csc001 Aug 7 @ 5:09am 
when Vanilla Combat Reloaded before Animal Apparel: Framework,the red log donot occur.sorry bother you
csc001 Aug 6 @ 9:02pm 
when pawn (people or animal) melee ,they always occur red log,DamageWorker_Stab.ChooseHitPart
at Verse.DamageWorker_Stab.ChooseHitPart (Verse.DamageInfo dinfo, Verse.Pawn pawn)
Transpiler VCR.MeleeFlankingTranspiler
DamageInfo Instigator is null
this place maybe have some bad thing ,the red log i send your steam discussions
my english very poor thank your mod :,hope fix
Bonbon Aug 6 @ 6:44pm 
the way this mod calculates armor is so weird I found a normal bearskin duster that had more armor than my good cataphract armor
Ashnal Aug 4 @ 5:56am 
Does this work for Odyssey unique weapons? I read that they have their own damage worker. Yayo's Combat has a patch for it.
Dümbük Enişte Aug 1 @ 10:43am 
This isn't just my favorite combat mod, it is "THE" combat mod for me. Ngl it is the only mod I've been checking daily to see if current issues are resolved. Hope you are having a nice day, Donk!
Krei Jul 30 @ 1:17am 
@Revlis grievous wound
loklan Jul 28 @ 2:56pm 
@Revlis DocsPawnOverhaul is my go to, it's not updated but it's just xml and works fine in 1.6
Filipino Goku Jul 24 @ 6:01pm 
@Revlis I use Just a Flesh Wound and increase the rate of bleeding
MajorityOfTheInternet Jul 24 @ 7:08am 
What would be an optimal value to not upset vanilla balance in armor too much while making armor still matter? I am aiming for 75%-90% damage reduction if armor stops sharp damage fully as realistically blunt damage would still go through any armor.
Revlis Jul 22 @ 12:49pm 
any suggestions on companion mods to use with this? it's great that my pawns can hit but having a tribal in a kilt take 20 odd rifle shots to the torso and still get in range to club me is kinda annoying
The Sneakiest Mouse Jul 21 @ 6:58am 
Thank you for your hard work @Donk. This mod is excellent.
Mac Jul 20 @ 10:42am 
Can confirm that the armor calculations are a liiittle borked atm
Suunset Jul 19 @ 12:42pm 
Hi, how do we adjust Weapon AP and Armor Effectiveness?
Depth Charge Jul 19 @ 1:12am 
is this incompatible with use your gun?
Farbott Jul 17 @ 10:01pm 
Hope the beam repeater gets back its piercing property, the anti shield/armor weapon aint doing its job no more :(
Dealer Mangan Jul 17 @ 7:39pm 
This mod is throwing red errors, something related to ticking bullets
水晶哥 Jul 17 @ 6:11am 
Can it be compatible with Animal Apparel: Framework?
Gerewoatle Jul 16 @ 9:58pm 
@june - By default mechs are immune to Heat damage altogether.
Aizuki Jul 16 @ 9:57pm 
how do you adjust turret height with this mod? my turret kept hitting embrasure infront of it or even shot block by a tree?
june Jul 16 @ 9:16pm 
heat, is that why? just seemed strange to me that an expensive weapon like that is mostly useless against mechs
Donk  [author] Jul 16 @ 9:11pm 
do beam repeaters use heat or sharp damage?
june Jul 16 @ 8:58pm 
beam repeaters can't penetrate armor despite having a high armor penetration stat, default setting (e.g they can't hurt centipedes at all, but charge rifles can, even though their armor penetration is lower)
https://gist.github.com/HugsLibRecordKeeper/6acb9446daaceafdb2fb8eeec9a986e4

Flanking is bugged, all attacks miss and log ChooseHitPart null
Donk  [author] Jul 16 @ 8:21am 
looking into this, will be a couple of days before I can get to the bottom of this
Otoya Jul 15 @ 9:28pm 
Yeah for some reason this mod made the worst weapon strong against the best armor, I recall it wasn't this case in 1.5 so there is obvious a bug here, I've reinstalled both the mod and Harmony and made sure it was just the two of these and tested it.
KJ Jul 15 @ 2:06pm 
How do I know if things are working?
There is a new and improved readout page with breakdowns including your weapon's normal and adjusted accuracies, and chances to hit targeted heights

Where do I find this readout page? Thanks
time lapses Jul 14 @ 6:32pm 
Could you please add an armor durability system?
If a human has 200 sharp armor, even though our weapons can't penetrate his armor initially, its durability will eventually wear down. But if a mechanoid has 200 sharp armor with no durability, it means it's permanently invincible.
It would be great if their armor could degrade under sustained fire.