RimWorld

RimWorld

Combat Extended
6,288 Comments
Daddy Desmond 43 minutes ago 
The fact CE still has comments on is wild
pianomon518 1 hour ago 
Esta acontecendo um bug onde não consigo utilizar o arco e flecha, tipo ele mira no alvo mas não ativa e fica nesse ciclo, e tá atrapalhando muito o meu jogo pois não estou conseguindo caçar animais, ficaria muito agradecido se concestasem esse bug
pianomon518 1 hour ago 
There is a bug where I can't use the bow and arrow, like it aims at the target but doesn't activate and stays in this cycle, and it's really messing up my game because I'm not able to hunt animals, I would be very grateful if you could fix this bug
Santa2279 Oct 3 @ 10:58am 
I have a important question, is it CE compatible?
fisting u anal Oct 3 @ 2:17am 
after I install this mod and the other mods, the game restarts and none of the mods are running. Please check for any issues and fix them.
Meru Oct 2 @ 12:39pm 
I have a bug in the game. Mortars and weapons from VVE mode don't work. What needs to be done? Or is this problem still not resolved?
George Oct 2 @ 8:32am 
@talent you can get 1.5 on github
George Oct 2 @ 8:31am 
@laurie thankyou for the helpful info :D
Laurie Oct 2 @ 5:22am 
@George you have to select how many clips you want them to carry. they are born with 30 shells so click on them, then at the bottom of the screen you'll be able to select what clips to use. By default its 0, meaning they are told to not carry any ammo.You start with 5, but you have to click and choose 5 so they will keep that in their inventory. Its the same with all mechanoids, so you have to do that to them as well.
talent ♿ Oct 2 @ 3:52am 
can we get 1.5 version? 😭
YeBoi Oct 1 @ 3:07pm 
1.7??? :steammocking:
George Oct 1 @ 7:21am 
Not sure if this is to do with CE but when i use the shuttle and go to another location with militors they loose there ammo anyone else have this issue or know the cause?
DAHAKA Oct 1 @ 6:15am 
верните на 1.15
Laurie Sep 30 @ 7:26pm 
@yourself Persona weapons are got from either traders or they can be relics. when you start a game and create an ideology, you can delete the ones already chosen and select the relic to be a persona weapon.

If you are doing the gravship campaign, a persona zeushammer is a good one to choose.

If you are doing the anomaly campaign, a persona monosword is a good one to have as you can equip a plasteel ballistic shield with marine armour and make your pawn invulnerable to entity attacks. It also makes your pawn invulnerable to big scyther raids if you put him at the side of a door and have the rest shoot at them
LZIM Sep 30 @ 11:58am 
the forge. i didnt mention it since I havent used it yet so cant comment.
yourself Sep 30 @ 11:28am 
@LZIM

I looked, the mods are only for Persona weapons. Is there anything for ranged weapons?
LZIM Sep 30 @ 10:35am 
@yourself

the weapons will fill up trader lists and arent unique, they are made unique by their traits which is heavily recommended to use psycasts mods for best OP effects

https://steamcommunity.com/sharedfiles/filedetails/?id=2863308112
https://steamcommunity.com/sharedfiles/filedetails/?id=2826922787
XaocuT's Show Sep 30 @ 7:56am 
Why removed 1.5???
yourself Sep 30 @ 4:49am 
@LZIM

Yes, I meant like in Odyssey. Never heard of "persona weapons." Could you link it if it's a mod?
Adrianeses Sep 29 @ 10:58pm 
@Etienne no i didnt, theres an issue that need a patch, but if even with only sos2 and no other mods on you should try to uninstall rimworld and restart ur pc, it tends to solves some issues that are too stupid to undersdtand
Laurie Sep 29 @ 8:13pm 
@Gryn im not sure but if you have any mods that appear yello in your list, deactivate them and see if that helps, if yes then reactivate some basic ones first and you'll find out the culprit. That happened to me. Some mods like autocut blight may not be updated but still are ok. You could be having a memory leak you see as the game is continually trying to load and be unsuccessful, then keep doing it. Or at least I assume thats the reason
LZIM Sep 29 @ 4:44pm 
@yourself

"Will there be unique weapon varieties?"

such as? like odyssey seem to have rares with unique stats and perks, but persona weapons does it better and provides really OP weapons if you check all of them
yourself Sep 29 @ 11:09am 
Will there be unique weapon varieties?
Gryn Sep 29 @ 10:04am 
@Laurie oke is kinda weird, how to find what exact mod cause it? cause i cant really find it
Gryn Sep 29 @ 9:39am 
@laurie is good idea, but im not really know what mod causing that, rn trying to find it
Etienne Sep 29 @ 9:23am 
@adrianeses did u fix it? cause i reduced modlist to just sos2 and ce and it still wont start a new game
IgorDocov Sep 29 @ 6:24am 
If it's impossible to integrate mod versions for all versions of Rimworld into one folder, then it's absolutely unclear why it was impossible to release a separate mod without ruining the lives of those who preferred 1.5.
IgorDocov Sep 29 @ 6:16am 
Of course, I only read the last three pages of comments, but I still don't understand why the hell they were breaking everyone's saves and stuff by making a mod only for 1.6 without saving 1.5.
5 бездарностей Sep 29 @ 1:20am 
@Adrianeses thx
Spaxxow Sep 29 @ 12:08am 
When 1.7?
Adrianeses Sep 28 @ 11:47am 
@5 бездарностей you also have save our ship 2 on your modlist? cause i have the same issue but it gets fixed if i remove one of these 2 and idk why
Meru Sep 28 @ 9:04am 
Please fix the compatibility issue with VVE mode
风笛 Sep 28 @ 5:52am 
good
5 бездарностей Sep 28 @ 5:28am 
why can't I start a new game with this particular mod? The button just won't be pressed.
Shizzy Sep 28 @ 5:01am 
What ammo do Vehicles use? I cannot seem to find this information anywhere in game? (Especially Paladin and Badger)
Vril Sep 27 @ 4:31pm 
I think vehicle weapons are broken, getting error when trying to shoot. https://pastebin.com/8rBbL25b
Ronin Sep 27 @ 2:26pm 
When I installed the mod on an existing 1.6 save. Everything seemed to be fun and exciting, until I got a problem with 81-mm artillery. It refused shooting and it seemed to stay without barrel, so I had to rebuild it to get it working. The same thing happened to all turrets (I had to rebuild all the turrets so they could be recharged). I also turned off the ammo system (I remember that it is not reccomended to use with existing colonies but I wanted to try, though the issue didn't solve when I turned the ammo system on back), what apparently has caused the issue. After that I got an issue that my colonists refuse to recharge the artillery so after the first shot theu couldn't continue firing. They just stay still after the shot instead of loading another shell. And there is no way to make them reload the artillery. Am I the only one who has this problem? And is there any way to turn all this stuff with charging and ammunition of artillery and turrets back to vanilla stuff?
Laurie Sep 27 @ 10:00am 
@Gryn you may be using a mod that causes a memory leak. Such as a pathfinding mod like Smarter Raiders. Or have a downed guest that wont die or downed mechanoid on your map. If so, so into Development mode and make an explosion occur on them to kill them.
Gryn Sep 27 @ 4:20am 
something causeing low fps, and no errors tread, started after i added this version (perviously played with beta version without such issues)
Laurie Sep 27 @ 3:05am 
@AnneCrankin90s you may like the archnexus quest. Its build 3 bases and no final battle that destroys your base at the end. And if you have difficulty completing that quest, destroy the mech hive first so they cant attack you during the playthrough

@aegdrthgedhyrh5etehrte you are using the wrong version of run and gun. There are a couple of them. Make sure its the 1.6 one you're using and unsubscribe from the older versions.
CruelMercy Sep 27 @ 12:44am 
Please add an option that disables the function that gets combat extended into things from the scenario. A lot of mods conflict at this stage.
aegdrthgedhyrh5etehrte Sep 26 @ 3:28pm 
Anyone ever get any issues with run and gun? its throwing me a red error
AnneCrankin90s Sep 26 @ 3:17pm 
@Laurie I've been playing this game since 1.2, yet I have never launched or built my endgame ship. Its never been something ive wanted to do, so I havent done it yet. All my runs end in my own way. If you want to speedrun the game go for it but thats not me
norseman055 Sep 26 @ 1:03pm 
Just a heads up but the links at the bottom to redirect to additional CE content are pointing to the 1.5 version of the mods, not the 1.6 versions.
Xardis Sep 26 @ 10:37am 
I would love to have an option between infinite generic ammo, and full on economy. Maybe ammo box for each type that would allow it to be loaded infinitely while in pawn inventory.
Winterbloom [✚] Sep 26 @ 9:01am 
The amount of people who can't read when it comes to the fact 1.5 does exist.. I honestly wonder how you can even use this mod given the level of reading required to do it.
IDW Sep 26 @ 8:27am 
praise the king
Laurie Sep 26 @ 8:02am 
I suppose I use mods to shave hours off playthoughs. Its mad how mods like durable clothes (armour doesnt die of old age, damaged by being hit instead), auto drill, enemy mechanoids can be resurrected and clothes only taint when corpse is rotting, speed the game up so much
EarlyPearly Sep 26 @ 7:50am 
not everyone wants to have a long victory, sometimes you just wanna relax with your colony
Laurie Sep 26 @ 6:49am 
@Foxy what were you doing that made you keep playing for 2 years?

I have yet to hear from someone who went for the long victory instead of short victory so then theres no "Keep Playing" at the end and it goes back to the title screen.

Theres no cinematic or anything if you achieve long victory