RimWorld

RimWorld

Combat Extended
4,662 Comments
Artist Mugi 4 hours ago 
There is a slight error with the generic ammo system, I think.
Maybe I have been using the wrong mod options, but when using the extended vehicle framework mod, it does not allow me to reload any vehicle turrets (like in the bulldog).
The ammo required is a "Light Cannon Shell"
But with the generic system active, this ammo gets grouped into the "Autocannon shell" category.
Skullito May 22 @ 7:42am 
We might need a update here.
vin May 20 @ 4:33am 
I believe this is a known issue but if you're getting a "Verb caster is not a turret and does not have a WarmupStance" its because of this mod being used with TacticOwl, apparently one solution is switching to run and gun but that comes with its own host of problems.
cirineurafael0488 May 17 @ 10:02pm 
Excelente
peeeeeeeeeng May 16 @ 7:25am 
@Coobler need to add the better weapon to the loadout

on that note, loadouts are way too tedious for my taste. Wish I could disable it because I like the other features, but I prefer managing my inventory the normal way
Coobler May 15 @ 9:25pm 
Can anyone help me figure out how to edit the loadout. I just want to equip a better weapon. And I can't find anything help about how to change it
Peso penguin May 14 @ 7:10pm 
Is this Combat Extended compatible?
AbsynthMinded May 14 @ 11:11am 
Using Vanilla Factions Expanded - Medieval 2, the weapon called Warbow (Not to be confused with the War Bow weapon in a Higher Tech Tier), has somehow copied over the stats and behavior of the Higher Tier War Bow. The core issue being, the Warbow did not use Arrows and Could shoot over walls with indirect fire. Now, with the War Bow settings it is using Arrows and can no longer shoot with indirect fire.
LZIM May 13 @ 7:01pm 
wait whens 1.6
Yuuka 100KG May 12 @ 12:11am 
Find it from github, may help someone who need it
The legacy flag is re-added to ProjectileCE for downstream mods referencing it. It will be expunged when 1.6 drops.
Some mods, at least Bill's, reference the lerpPosition field to determine how some of their projectiles behave. So we need to make it a field they can reference until the last mod depending on it is updated.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-14964169210.zip
Noble116 May 10 @ 7:47am 
I noticed this line in the patch notes, "If a pawn is generated with a two-handed weapon and a shield, the shield will be destroyed"
Thank you so much for this! Dang shield archers were making any medieval runs way harder than they should've been.
PinGvines May 9 @ 3:16pm 
Бро, имба мод, я вот первый раз с ним, сначала когда приходят аборигены (если приходят) ты такой - "Ого да я гигачад", но потом у тебя все сжимается когда ты видишь врага с огнестрельным. Круто бро
:steamthumbsup::gymBOSS:
Battl3bee May 3 @ 8:26pm 
Issue with mechs: When a combat mech which uses ammunition (ex: Centipede) goes on a carvan and things are being loaded onto said mech, the colonists will remove the ammunition the mech is carrying from the mech.
Laurie May 1 @ 4:52pm 
@D your problem with the colonist running for cover is that it might have a cowardly trait. Maybe pacifists are like that I don't know for sure.

Its like your mother when it comes to rollercoasters. She is afraid of getting hurt but you dont know for sure.
Frikju Incognito mode May 1 @ 10:10am 
Guys, one of the Devs made a "CE Fork edition" Here is the Link;

https://steamcommunity.com/sharedfiles/filedetails/?id=3472843477

It is the Same CE but with new Patches from the Github Pages. So if anyone of you wishes for a Patch of a differend New or Updated Mod, here is a good chance for you (also VFE Medieval 2 is integratet there).

But you have to unsubscribe the Original CE, Because the Game confuses the two as one!
D Apr 30 @ 6:09pm 
Can you add possibility to turn off run for cover? Not sure if bugged or not but my colonist wont stop running for cover a while after
Far Kew Apr 29 @ 2:36pm 
@Valentine makes sense, I just thought it was updated on here already because of the snarkiness of another user :Bunger:
Laurie Apr 29 @ 12:58pm 
@Right Right
Right Apr 29 @ 8:21am 
is this CE compatible?
Valentine Apr 29 @ 6:30am 
@Far Kew It's because the steam page isn't updated as soon as a change is made but rather only when things are more or less stable and ready. You can go to the github and download a development version with all the latest patches though currently it appears to have a bug with the ranged attack of anomaly creatures.
Raptor Apr 28 @ 9:54am 
auto patcher for Medieval 2 (i had the flail from it at start) worked for me after restart the game
lostormisplaced Apr 27 @ 8:22am 
CE has a higher addiction chance than luciferium
Far Kew Apr 27 @ 12:37am 
I know it says on the site VFE - Medieval 2 is patched, but some of the weapons are just not, I reinstalled my mods and still nothing, auto patcher on or off doesnt matter
FG_Remastered Apr 26 @ 5:30am 
@Zecke: Bug. Un- and re-subscribe.
|Zecke| Apr 26 @ 2:56am 
Is there any Reason why the Mod might disable the Crematorium completly? Is this intended? Is it a bug?
Firesparq Apr 24 @ 11:38pm 
Could you make a feature which adds a job to automatically repair friendly mech / other entities natural armour? Having to manually queue my colonists to repair them via the right click menu gets old after a while :D
leosefcik Apr 24 @ 10:17am 
splooshing everywhere from how GOOD and EPIC this mod is !! :approved: :approved: :approved: :approved: u can build a ww2-esque BUNKER and place some mdafukinnn MACHINEGUNZZ there and SHRED everything :fire_fire_fire::fire_fire_fire:
Tone-DEAF Apr 23 @ 8:52pm 
is there some dev command I can use to erase all bullets bullets on the map? several bullets are just floating in the air and they are LAGGING my game like crazy
.ver Apr 23 @ 8:17pm 
@Belxior19 if you checked the CE compatible mods list, you'd find VFE Medieval 2 on there.
Belxior19 Apr 22 @ 11:52am 
Is there a patch for VFE - Medieval 2?
Codename205 Apr 20 @ 8:06pm 
@Evelyn : I had the problem in the beginning. Turns out, it requires a specific type of ammo. make it, and then order pawn to reload turret.
Evelyn Apr 20 @ 4:25pm 
Is there a fix for mini turret from Vanilla Apparel Expanded - Accessory mod? The turret is not working after installing CE
LZIM Apr 20 @ 3:04pm 
@net
it exists and persists because of the amount of work it takes to patch that support.. which is not ubiquitous. mainly because ludeon doesnt make it vanilla like they should
Michalko14cz Apr 20 @ 12:34pm 
this mod is great but I got one major proble and thats a thinkt that I ran into a bug where my colonists wont reload my sentry gun it say this (cannot reaload sentry gun no ammo nearby) before u ask yes I had right ammo in storage. does anybody know how to fix it or what to do ???
net Apr 20 @ 10:57am 
I wish the stigma that this mod is incompatible with everything would die already. Runs smoothly on my 500+ modlist thanks to the incredible work you guys have put in with compatibility, and now there's a mod that lets you manually patch stuff yourself too.
Jake Man Apr 20 @ 3:00am 
I think this mod is currently broken as even with a blank save with just this mod, every now and then I will kill an entity and it will cause every entity to have a null reference exception, I suggest people look for alternatives until this is fixed because I am frankly done with the mod myself after my 6th save loss.
Future Apr 18 @ 3:41pm 
Hard to say if this mod or others is the reason I'm having issues but I've never played with combat extended before and decided to try it out in my mod list and immediately started having issues. Mod seems really solid just have to be careful with what you're adding to it.

Pawns frozen in place etc.
Battl3bee Apr 18 @ 11:50am 
is the vanilla vehicles expanded patch fixed yet
Xy | Felinae Apr 18 @ 10:56am 
Everytime i load my pawns just freeze drop their items and stand still they wont move or nothing
Jake Man Apr 18 @ 6:58am 
This keeps giving me a LOT of errors because for some reason ammo gets sent to a 'null map' or something, it gives me an error for job giver and a null map one and then basically mangles my save for the rest of eternity by making EVERY entity have a null reference exception, lost about 5 saves up to this point due to this.
Puppey Apr 18 @ 3:09am 
Anyone know what causes these bugs when using CE, I am using other mods but none of them flag up in the mod-list as incompatible.
1. My colonists will not equip weapons when I force them to, they may pick them up, then immediately drop them, they are not holding another weapon or going over the 'weight' limit
2. When my colonists are out of ammo, and there is compatible ammo available, they will not reload when I press the reload button. Typically, they will put the gun into their inventory, this happens even if they HAVE the compatible ammo in their inventory. To fix this, they have to drop the gun and the ammo, pick up the gun, pick up the ammo, and then click reload, all done manually...

Tbh, these are pretty big issues so I'm unsure if I will keep using it if I can't get it sorted
El Coje Nunca Apr 17 @ 8:07am 
this mod seems to give me blackscreen when the game loads, despite it being the only mod on the list, any solutions or fixes?
Siddown Apr 16 @ 12:28pm 
Can you patch vanilla quests expanded cryptoforge
TheDuke0fFlies Apr 16 @ 8:33am 
Is it possible to make Reel's Turret Pipeline compatible?
keyofrage yt Apr 10 @ 1:24am 
is there a way to remove the animal knock down effect cause its annoying when a rat the size of my foot somehow knock's down my pawn 40 times
Hellhaunt Apr 8 @ 9:36am 
@bread it exists but only on the GitHub version for some reason. Not sure why they don't push updates to the workshop
bread Apr 8 @ 7:14am 
make a patch for vanilla medieval expanded 2 pls
Marshland Marshal Apr 8 @ 5:11am 
Simple sidearms isnt completely patched with CE, i recommend you using the similar weapon switch mod by AOBA