RimWorld

RimWorld

Combat Extended: Gameplay Edition
88 Comments
Samael Gray  [author] May 27 @ 12:59am 
The CIWS system is present in CEGE too, implementing it for the turrets themselves is on the patchers of the CE team tho, same as how mods with built-in CE patches can potentially have CIWS-capable turrets like amaoto's highfleet and my own PCA turrets.
Birdinmotion May 26 @ 5:15pm 
follow up question, will this have that new feature where some manual turrets can target drop pods?
Samael Gray  [author] May 26 @ 2:40pm 
Nope, it's all the same in that regard.
Birdinmotion May 26 @ 2:30pm 
does this have any different overhead on performance from the git page version of CE? I'm seeing alot of harmony patches to soyuz.patches.Pawn_pathFp;;pwer_patch+Pawn_PathFollower_PatherTick:postfix

which i hadnt seen before switching to this.
Samael Gray  [author] May 24 @ 12:45pm 
Nope, you can safely switch to CEGE from normal steam or dev CE and vice versa with a small note about the steam CE being that the more time passes from the last update that version gets, the bigger gap the between the changes and the contents to it becomes so it won't be as safe to switch back to it anymore.
SFH May 24 @ 10:27am 
Does it affect saved game? If i switch from CE to this one?
Samael Gray  [author] May 21 @ 11:39am 
With ammo disabled you win some and lose some, on one hand you get reloadable rocket launchers with infinite HEAT ammo but lose advanced ammo types for normal firearms so mechs don't strictly become harder to deal with depending on the situation.
Marqin May 21 @ 9:21am 
Does this mod make mechs harder if ammo is disabled?
Nekrux May 20 @ 3:12am 
Ay ay ay, caramba che fortuna!
Samael Gray  [author] May 20 @ 1:10am 
The compatibility issues caused by the different mod name of CEGE is fixed for good now, there's no need for patch changes on my end or getting other mods to fix the issue. Mods looking for CE now work with CEGE again too out of the box so enjoy!
Samael Gray  [author] May 19 @ 12:21am 
The radio pack is only required for shelling other world map tiles, only binocs on a skilled shooter to mark the target are needed for shelling the same map tile. Don't target multi-tile builds tho since those are bugged, target right next to them.
Farbott May 18 @ 5:27pm 
Do I need the radio pack with the spotter kit for mortars to not be doodoo? my 20 shooting bionic sniper is doing the marking but the mortar squad still cant hit shit
Nekrux May 18 @ 4:07am 
This looks spicy.
Le pp baguette De wewe May 18 @ 3:43am 
Ill add i got those same error logs as GIBBY but i have not noticed any issues in game.
Samael Gray  [author] May 18 @ 12:11am 
@GIBBYDAMAN That's odd, I'll take a look.

@Le pp baguette De wewe Disabled ammo mode still exists within CE and in CEGE too as a result.
Le pp baguette De wewe May 17 @ 11:02pm 
Does this one allow playing without the ammunition mechanic, The main version seems to have abandoned that option. The micromanagement of ammunition was the only thing i disliked.
GIBBYDAMAN May 17 @ 5:11pm 
here some error log on startup when using this version of ce logs here [github.com]
Samael Gray  [author] May 17 @ 8:47am 
Yes, it does.
Omahawski May 17 @ 5:26am 
Hey, I'm returning to playing Rimworld again and wanted to use your mod and I've stumbled upon this one https://steamcommunity.com/sharedfiles/filedetails/?id=3482661338 , does it actually help compatibility wise?
Samael Gray  [author] May 16 @ 11:32pm 
Send me the error logs.
Cythisia May 16 @ 6:59pm 
Can't figure out why this won't work for me. I get VerbShoot/Aiming errors.
Deankiller Turnupseed May 16 @ 12:02pm 
ok that explains a lot, thanks for clarifying
Samael Gray  [author] May 16 @ 11:45am 
The official submods are compatible, Extra Explosion Effects probably isn't due to CEGE's different mod name and Frag Buff should be even tho it's a bit redundant nowadays, baseline frags are already as if not more effective.
Deankiller Turnupseed May 16 @ 11:42am 
is compatible with other ce mods like extra explosion effects, ce guns and fragmentation buff?
Samael Gray  [author] May 16 @ 11:33am 
That one's an easy one to "fix" too, thanks for the reminder.
overgrown palico May 16 @ 6:49am 
(Rimefeller is one of these mods, specifically, for FSX production which was handled by Rimefeller for some reason.)
Samael Gray  [author] May 15 @ 10:47pm 
Yeah that's very unfortunate and I'm sorry for the inconvenience. The only way of solving the issue would be to asking the mod authors for updating the patch checks for CEGE or doing it locally by yourself. It's the result of CEGE's mod name being different now which I wanted to avoid due to the exact compatibility issue.
FestiveEdge May 15 @ 4:05pm 
Some mods that claim to be CE compatible (which work with the steam version of CE) seem to not activate their CE patches when this mod is active?
ODevil May 15 @ 1:33pm 
cool, thanks :)
Samael Gray  [author] May 15 @ 1:05pm 
@ODevil That specific issue along with some other minor ones is fixed now, sorry for the inconvenience.
Samael Gray  [author] May 15 @ 9:56am 
It's caused by the different mod name that CEGE has and the web of patches that exist between the three mods, I'll look into it. Thanks for the report.
ODevil May 15 @ 8:00am 
The game freezes on startup for me when this mod is loaded alongside Vanilla Weapons Expanded and WPE - Grenades. Using normal CE or the dev snapshot does not have this issue.
Player.log: https://pastebin.com/SC6d2Kmd
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4A09D330]
Samael Gray  [author] May 15 @ 12:06am 
They are all listed in the description.
David May 14 @ 11:02pm 
Are all the changes in the description, or are there others left out we can view elsewhere?
Tom May 13 @ 2:39pm 
Thank you for making this mod.
tacoburger May 12 @ 5:00pm 
awesome
Samael Gray  [author] May 12 @ 1:43pm 
Yes it does.
Dante May 12 @ 6:13am 
Ye, saw that the bug got patched, thanks a lot.:Roland:
Samael Gray  [author] May 12 @ 2:48am 
@Dante The issue with Bill Doors' Plasma weapons should be solved now.

@Bunuffin Just in case you have the Tacticowl mod, replace it with the original mods it merged together. It's been known to cause problems, notably with melee combat.
Dogged May 6 @ 11:03pm 
Based mod ngl
ksuper31 May 6 @ 11:45am 
For anyone wondering, I've tested it and it works with the CE pack:
Combat Extended Armors.
Combat Extended Armory.
Combat Extended Attachments.
Combat Extended Guns.
Combat Extended Melee.
Dante May 6 @ 3:18am 
Okay, i did the same test but with dev log version, and it turned out that it was dev log issue, I guess I'll have to report it there.:Roland:
Samael Gray  [author] May 5 @ 11:10am 
@Marshland Marshal If the issue is with CE itself and not my changes after confimation, report it to CE for fixing.

@Dante Did you test with the Dev Snapshot or the steam version? The issue is most likely present in the dev snapshot and not the steam version as it's old.

@Bunuffin The issue doesn't seem to be related to CE at all.
Bunuffin May 5 @ 10:40am 
where do i share logs... With knife equipped guests/allies pawns can't tend to themselves

"[MVCF] Not found: CombatExtended.Verb_MeleeAttackCE(knife/CompEquippable_MeleeWeapon_Knife407527_2_Stab)"
just a snipped of it, poke/slash/stab.
Dante May 5 @ 9:38am 
So, I used the current version of official combat extended mod, and the issue doesn't appear, so it seems that the issue is on your end. Maybe you'll be able to fix it on your free time:Roland:
Marshland Marshal May 4 @ 11:41pm 
Hey, I'm wondering since this mod is tied to the GitHub. Can we report bugs in this steam page so that it can be picked by the devteam on GitHub, Or do I need to go to the discord?
Samael Gray  [author] May 4 @ 12:43pm 
@Bean How does it not work? Are there any red errors in the log? CEGE is CE's dev snapshot at its core so there shouldn't be a major conflict with that mod.

@Dante Have you tried using CE's dev snapshot too? I suspect there is a code change in CE itself that stops Bill's code from working properly. If it's confirmed that the issue is from upstream/CE, it's very much worth reporting it to CE and Bill's mod for fixing.
Dante May 4 @ 11:54am 
I also attempted to re-sub to the mods, and this still couldn't fix the issue.
Dante May 4 @ 11:53am 
Hello there, it seems that I found an issue with your mod. The Lizion weapons from bill doors' mod doesn't fire any bullets. I made sure that I made another save without any other mods, keeping yours and bill doors' mod, and the weapon still wouldn't fire.

Exception ticking Projectile_LizionHeavyNormal38456 (at (145, 0, 122)). Suppressing further errors. Exception: System.MissingFieldException: Field 'CombatExtended.ProjectileCE.lerpPosition' not found.
[Ref 5A5CE99D]
at Verse.TickList.Tick () [0x0015c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Log:ErrorOnce (string,int)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()