RimWorld

RimWorld

Combat Extended [1.3]
 This topic has been pinned, so it's probably important
N7Huntsman  [developer] Feb 8, 2019 @ 4:26pm
Frequently Asked Questions
Where should Combat Extended be in my load order?
I generally load it medium-high on the list, after framework mods (JecTools, HugsLib, etc.). Remember to load dependencies, such as CE Guns and compatibility patches, after the core mod.

How do I make ammo?
Ammunition for most weapons is made the Loading Bench, which is unlocked when you research Machining. Mortar shells, grenades, and other items are produced at the Machining Table.

Does this work with [Multiplayer Mod]?
No idea. Even if it doesn’t, in all likelihood there’s very little we can do from our end.

Why are my doctors using medicine, but wounds aren’t healing?
Turn off Combat Medic. And read the description (of Combat Extended or Combat Medic) carefully next time, stupid.

Why are Centipedes so hard to kill?
Because, they have the size and firepower of an infantry fighting vehicle—you would try to kill a BMP with small arms fire, would you? They’re specifically intended to attack fortifications and break static defensive lines, and to that end they require specialize equipment and preparation to defeat. Combat Extended includes a variety of EMP munitions and dedicated anti-tank weaponry—use them well.

Does [Mod] work with Combat Extended? Does it need a patch?
Off the top of my head, I can’t think of any hard incompatibilities with Combat Extended (except for perhaps Doors Extended, which is a special case and more of a conflict). There are, however, certain kinds of mods that require a compatibility patch to function correctly; these include mods that add factions, melee or ranged weapons or turrets, or creatures or pawns.

Mods that add fairly simple things, such as furniture, workbenches, new materials, etc. shouldn't have any conflicts with Combat Extended and should run just fine. It may be advisable to patch apparel for the sake of some minor balancing, but it’s not strictly necessary. More complex mods introduce a greater potential for a mod conflict and some may require a bit of special attention, but the vast majority should work without any issues.

Does [Mod] have a patch?
Check the list in the description of mods with patches built into the core of Combat Extended. Search for “[Mod] CE" in the Steam Workshop. Check on the Ludeon forums. If you’re still not sure, ask in the comments or on the Combat Extended discord. Patches need to be for the same version of Rimworld as the Combat Extended core mod.

What is FSX and Promethium? How do I get them?
They are two resources added by Combat Extended required to create various weapons and specialized kinds of ammunition. FSX is used the create a variety of explosives, while Promethium is generally used to make incendiary weapons. FSX can be ‘milked’ from boomalope or boomrats, and Promtheium can be harvested from blazebulbs.

What about Chemfuel?
You can no longer get Chemfuel from boomalopes or boomrats, only from the refinery.
Last edited by N7Huntsman; Feb 8, 2019 @ 4:28pm
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Showing 1-5 of 5 comments
Dr. Necromantic 1 Nov 21, 2019 @ 6:06pm 
Wait, whats the conflict with "Doors Extended"?
Thaurane Apr 29, 2020 @ 9:53pm 
I'm curious too. I posted that standing bug error and I had doors extended at one point but the bug continued even after removing DE. Does having the two installed bork the save completely?
Last edited by Thaurane; Apr 29, 2020 @ 9:53pm
Reanimator Feb 20, 2022 @ 1:53pm 
can someone explain whats a good ammo setup? Simplified ammo works fine or not? I defo like ammo types for utilities but each caliber might be too much micro.
PaulBr Jun 30, 2022 @ 8:08pm 
So, a lot of mods recently (With a patch) keep showing up as "CE should load after". Problem is they're item mods and that would put CE all the way down my modlist, would leaving them asking for it change anything?
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Showing 1-5 of 5 comments
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