RimWorld

RimWorld

Combat Extended
6,409 Comments
rensiyu123 Nov 21 @ 4:56am 
awesome
Vajrasimha Nov 20 @ 6:45pm 
le lecho zrobiono :steamthumbsup:
Svar Nov 20 @ 11:55am 
Контрить химер с данным модом нереально ( с учётом что их штук 10)!:angrywaltz:
LZIM Nov 18 @ 5:55pm 
i'm intrigued, can one of you post your mods in the compatibility discussion thread ?

i've go 500+ active and have no issues with released aka naked and useless pawns that don't even deserve to be turned into boots stealing weapons, not going directly to map edge and despawning.

They DO however do this when Not confined which is typical. If they happen to grab something particularly dangerous I strip them and release them again to labor in a sectioned off area of the base (via prison labor mod). which y'all arent specifying is the problem. Because that is not a problem that is by design.
Alewolfo Nov 18 @ 4:18pm 
Any idea what is causing the released prisioners to go into storage and grab not any weapon but THE BEST WEAPON POSSIBLE?
LZIM Nov 17 @ 9:47pm 
yes, they are behaving like guests and they should not. when released they should head to the map edge and exit. I dont think it is CE causing it. to avoid it you could use the locks mod but that one has been messed up for a while. probably mod incompatibility causing it.
Sargalis Nov 17 @ 7:10am 
Does anyone else experience an issue with released prisoners going into storage rooms to grab weapons during their leave?
Monbland Nov 15 @ 11:23am 
Please add Makai Tech Compatability!
sassyy Nov 14 @ 10:03pm 
any chance of getting grimworld patched plz?
Theguywitharifle Nov 14 @ 7:21am 
PLEASE add SOS2 Compatability
Alpharius Nov 14 @ 5:24am 
is this mod compatible with barbs and moats?
Mr. Plankton Nov 13 @ 1:39am 
#MAKESOS2PATCH


guys, if we write more to CE developers, then the chances of seeing a patch with SOS2 increase a lot, so write and we will achieve our goal.:praisesun:

pls, i don't know how to play without CE and SaveOurShip2.
阿飞 Nov 12 @ 10:23pm 
Flying wasp drone(maybe all of flying pawn) will not be hit by bullets fired from characters at horizontal positions. In other words, it can only be hit by bullets fired from characters at the same vertical coordinate. It's too annoying.
LZIM Nov 12 @ 6:00pm 
@холодный понос

1.5 is available from github
холодный понос Nov 12 @ 3:11am 
Please make a mod for 1.5 like before. I don't understand why you even removed the old versions. I have a world where I've been playing for about half a year and the colonies there for many years, and literally all of this stopped because Combat Extended switched completely to 1.6.
Laurie Nov 11 @ 10:55pm 
@Gou Chain shotgun is only for self defence thats why. Charge rifle is the only gun in the game worth using against mechanoids, although you need the ammo system so you can use EMP to temporarily stun them. They have level 8 shooting skill, more HP and outnumber you so taking them on with only colonists is suicide. You really need to avoid having too many deaths. Cassandra gives you 2 raids per quadrum so you cant afford to lose too many.

Ever watch the film The Terminator? Mechanoids that look human. The humans use charge rifles instead of traditional guns since theyre more effective. And since the mechanoids look human, they use dogs as an early warning system as they bark
Gou Nov 11 @ 10:41am 
@Laurie I'm not attacking them with small arms I'm going at them with chain shotgun's and charge lance's I should be able to handle it yet I can't
Laurie Nov 11 @ 7:59am 
@Gou you're not supposed to attack heavily armoured mechs with small arms anyway. They are tanks and are only vulnerable to HEAT and guns that are so big that your colonists cant carry them, such as the KLV machine gun which has to be static and weighted down.

Dont forget that if you have trouble getting material like steel for ammo, you can use the mod Autodrill which will shave off hours of a playthrough. Just in case you change your mind in the future.
Gou Nov 11 @ 6:42am 
@Laurie You can turn the ammo off but the problem is that you can't use other type's of ammo so in the late game when going up against mech's and heavily armored enemies you're kinda screwed even with late game weapons like a Charge rifle so you're kinda required to craft ammo and that's the only thing I dislike the rest of the mod is fantastic tho don't get me wrong

Also I don't want to have to rely on allies or charm them with highmate's it just aint how I play I wanna be able to defend my colony with my actual colony and having fun tense fire fight's not just getting screwed over because I wanna have inf ammo and sure I could cheat in the ammo with dev mode but that just feels wrong and takes away some of it
Laurie Nov 10 @ 6:39pm 
@Gou isnt there a mod setting that you can turn ammo mode off?

Even if you change your mind and want the realism of a proper firefight, you can do an all highmate run since your colonists can get away without a gun even when playing at 500% and then when you get a raid, call your allies on the comm console. Then afterwards heal them and you'll get the relations back that you spent on getting their help.

I've done a nude ideology with young beautiful highmate women, that charm the visitor NPCs. Requires the Hospitality mod for your colonists to interact with NPCs and make them feel good so they go back and tell their factions how beautiful and sexy your highmates are
tbanks71cpa Nov 10 @ 6:15pm 
Hey uhh? what happen to mercenary machine gunner why is he not appearing in the outlander faction or the pirate faction any ideas.
Large Hardon Collider Nov 10 @ 3:21pm 
+1 to changing things so that disabling the ammo system isn't a huge debuff. I don't like all that added complexity I am only using the mod for its changes to the combat and armor mechanics.
-=Jordan=- Nov 10 @ 1:11pm 
Droped arrows always marked as "do not pick up", how can i change that? its really annoying
Gou Nov 10 @ 6:07am 
@Laurie I don't have them set to full automatic and it doesn't matter if it isn't a big deal I don't wanna be wasting resources on ammo it's not something I find fun in a game like project zomboid I don't really mind it but in Rimworld it's something that I just really don't enjoy which is why I posted my comment
Laurie Nov 9 @ 9:18pm 
@Gou crafting ammo isnt a big deal if you use the feature properly. You are firing fully automatic which means you constantly have to deal with replenishing ammo. Do not fire fully automatic; you are unlikely to hit anything. Tell your pawns to aim and do single shot or snapshot if its a machine gun at close distance.

Plus most of the time the small arms gun that your colonists carry is only for self defence. CE adds realism to the game. Think about it, only 1% of the people killed in wars today are done by the assault rifle you carry. Its mostly done by things like aircraft, mortars, and eventually, AI.
Gou Nov 9 @ 4:05pm 
Yo I get this is a big ask and you guy's might not even see this but could you make it a setting or an option where if you have the ammo mode set off you can still craft other ammo type's? Because it's horrible to fight enemies like mech's or heavily armored raider's with just the basic ammo type and it's the only thing stopping me from using the mod more as I don't like having to craft ammo
Zirkonio Nov 9 @ 11:26am 
Loading my CE save with CE as the only enabled mod : Pawns can't shoot. || Loading my CE save with all of my mods enabled except CE : All of my pawns deleted || Not sure what to do
Is increasing inventory working for anyone?
Jamil_AAAAAAAAAAA Nov 6 @ 9:47am 
Is there going to be a fix for the VE artillery??
LZIM Nov 4 @ 7:22pm 
oh wait.. my lawyer says you may have to consider equipping the mod Simple Sidearms for that to work effectively
LZIM Nov 4 @ 7:21pm 
@LUMBAGO

yes that is the entire point. lead with your melee and use ranged when you have that option
LUMBAGO Nov 4 @ 6:09pm 
can we equip melee weapons as a sidearm
Mr. Plankton Nov 4 @ 4:40pm 
patch with sos2 pls
Mondo Nov 4 @ 3:11pm 
Dark Ages: Beasts and Monsters
Mondo Nov 4 @ 3:10pm 
[Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[defName="DA_Phrak"]/verbs) failed
Puddi Puddin Nov 4 @ 11:47am 
All artillery on Vanilla Vehicles Expanded, takes ages to land once fired and there is no range so you end up hitting yourself.
JZTY Nov 3 @ 5:17pm 
Doesn't work with GrimWorld in 1.6
Laurie Nov 2 @ 10:40am 
@catlovr have you got Odyssey activated in your mod list?

@QETTRE you need to take that to the CE discord
catlovr Nov 2 @ 5:34am 
I can't use Save Our Ship 2 and CE at the same time. I absolutely despise vanilla combat, and am not looking forward to playing without it. CE, pls fix.
kingrevolucion12 Nov 1 @ 4:21pm 
This has a problem with Zombieland 1.6; it doesn't run the same. The pawns move strangely, and it's not like it's the computer because I have a good one and it runs a lot of mods without affecting performance. I hope they release a new patch.
Zorit Nov 1 @ 4:07pm 
all VE vehicles artillery cant shoot properly
QWETTRE Nov 1 @ 7:52am 
Can the reloading logic for autocannon turrets be adjusted? For example, if I have a turret with 1000 rounds of ammunition, the pawns will immediately go to reload it after it fires even a single shot. This forces the turret to pause for several seconds while pawns risk being hit by stray bullets to reload it, only to repeat the cycle after just a few more shots. Could the reloading be triggered only when the ammo falls below a certain threshold, similar to the vanilla mechanism? While disabling the turret solves this issue, it becomes very tedious to manage during prolonged combat situations where continuous suppressive fire is needed.
Jamil_AAAAAAAAAAA Oct 31 @ 6:19pm 
Actually it seems to be happening with all VE vehicles with artillery. There is no error message and i dont have any other mods that should be conflicting with either the vehicles or CE
Jamil_AAAAAAAAAAA Oct 31 @ 6:14pm 
Any one else having problems with the Toad from Vehicles Extended? The 81mm shell just flies straight into the sky and crashes down right infront of the vehicle
NULL Oct 31 @ 5:08am 
always appriciate and we need patch for Grimworld plz
Big Seph Oct 29 @ 9:07am 
Cant wait to see a new collection other than the single one that is not in english with some ratings for 1.6
Spogtire Oct 28 @ 12:57am 
i have discovered after deleting the ammo on my map my mech started doing work again, looks like spawned in ammo or converted ammo has glitches
Laurie Oct 27 @ 9:31pm 
@Spogtire try the more mech work modes mod. And make sure its not set to dormant. That happens when you arrest and release the mechanitor
Spogtire Oct 27 @ 9:00pm 
guess its happening since i addded it to an existing save oops
Spogtire Oct 27 @ 8:58pm 
has anyones elses lifter mechs stop working with the mod? they are just "standing" there instead of working :(