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If they built their mod based on the current stable version of CE, then using a future(unstable, as in the github in-development) version can have unpredictable behavior. It's unlikely, but "That might cause some problems" is the most accurate answer you can get.
When coding, you reference specific lines of code in the original work to expand upon them. So if CE suddenly changes a commonly referenced line, even if just renaming it, that can break the current reference to it. But keeping up with unstable versions is tedious if your mod extends upon it, which is why it makes sense to only update their submod once CE pushes that update to stable, since at that point it'll be incompatible.
TL;DR
Experimental CE means potential changes in code that can fuck with parts this mod references. Highly unlikely because it'd likely break a LOT of patches/submods, but possible.
does anyone have the same issue?
Exception ticking Bullet_81mmMortarShell_HE14916 (at (72, 0, 71)): System.MissingMethodException: single CombatExtended.ProjectileCE.GetFlightTime()
[Ref 5A5CE99D]
at Verse.TickList.Tick () [0x0015c] in <630e2863bc9a4a3493f2eff01e3a9556>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
If i remove test part from patches everything works normally
I use Girhub version of CE if it matters