RimWorld

RimWorld

Combat Extended
6,463 Comments
Reviera 11 hours ago 
@Maya its not, you have to go into the Mod settings with both installed for a popup to make it function with it, but its not fully compatible.
CN-PlayerChang 20 hours ago 
I saw a fix for SOS2 has been merged on Github, when will release it on workshop?
@byadge menshinkai FYI
Laurie 16 Dec @ 4:49pm 
@Evil~Wizard to be realistic, enemies will go for the least armoured place. Its like if you are fighting someone with a helmet, you will go for their body. And if they are wearing body armour, you will go for their head. And if all areas are armoured, enemies will go for the head.

Think about it. Have you ever had to defend yourself? You would go for the head
Evil~Wizard 16 Dec @ 3:01pm 
How does the melee system work exactly? I had a strange interaction where a guy buttstock decapitated my pawn who had a shield and a hand axe and a melee skill of 13. I went to the settings to see if I could disable gun crits in melee or any setting in general to reduce fatality but nah. It was super lame seeing my guys head blown off like that after outplaying the opponent into melee.
Rat 15 Dec @ 3:43am 
so hard yes:Rat_Laugh: pew pew :Rat_Laugh:yes
与成 14 Dec @ 10:12pm 
请问更新什么内容在哪看
Maya 14 Dec @ 6:05am 
Not compatible with Run and gun? That's news to me, aside from a yellow error it's been working fine for me
Reviera 14 Dec @ 3:43am 
Not Compatible with Run and Gun Mod. just so everyone isn't surprised.
byadge menshinkai 13 Dec @ 7:01am 
I think the update to 1.6 broke compatability with SOS2. Please help.
SuntanPikachu 12 Dec @ 7:14am 
But is this compatible with the previous versions of combat extended?
DeathGun 12 Dec @ 12:47am 
Is there a mod that allows you to select the ammo type without activating the ammo system?
ReMeDy 11 Dec @ 8:32pm 
Oh, I see. So if I click the arrow on the ground, it says the type of weapon it's used with. Plasteel Arrows say, "Used with Short Bow (+1)" although I don't know what the +1 means, but regardless, I was never using a Recurve Bow rather than a Shortbow so that explains it.
Maya 11 Dec @ 11:07am 
Recurve bows take normal size arrows, are your plasteel arrows also great arrows? Because if so that's your problem, otherwise it should accept normal plasteel arrows IIRC
ReMeDy 11 Dec @ 9:38am 
Does anyone know why my Recurve Bow won't fire Plasteel arrows or Stone Great arrows, yet it fires normal Stone arrows just fine?
Rebeldaughter 8 Dec @ 8:30pm 
Backbag is visible
Cyberwolf 8 Dec @ 11:50am 
having a issue where mortars wont reload
PotatoBro 7 Dec @ 12:36pm 
Save Our Ship 2 compatability broke with 1.6 .
Solarius Scorch 6 Dec @ 5:20pm 
@grunker: I sure hope so, been using both together for a while. No problems noticed.
grunker 6 Dec @ 3:55am 
is comabt extended still compatitable with vanilla weapons expanded and its other mods
新垣夜夏 5 Dec @ 10:25pm 
Never mind, flame crossbow bolts also poisons. Probably by design.
新垣夜夏 5 Dec @ 6:30pm 
Bug Report: Flame arrows used by short and recurve bows don't burn but do venom damage. Might be bugged with damage types.
Solo Extremo 5 Dec @ 1:07pm 
Doesn't work with GrimWorld in 1.6. edit ur compatible game list :)
Maya 5 Dec @ 10:53am 
Well you completely failed at making that point then given my entire point was one of CE's unrealistic design choices. If the LMG is a Bren the pan magazine should hold 100 rounds, or it should have a 30 round box magazine. If it's not a Bren, it should look like whatever else it might be and use the proper ammunition for that gun and have the proper capacity for that gun.
Laurie 5 Dec @ 10:40am 
@Maya My point is that CE is based off realism as much as possible
Maya 5 Dec @ 10:31am 
@Laurie You say that as if it makes a difference, obviously guns will be used differently in games compared to how they were/will be used IRL. The way a gun gets used is entirely dependent on who is using it, how they are trained to use it, and the circumstances in which they are using it.
You quite literally have no real point.
Laurie 5 Dec @ 10:15am 
@Maya the Bren functions more like a medium machine gun. In WWII if you were British, you'd have a Bren team, which gives covering fire to a rifle team in your platoon in a well planned out, coordinated assault. Its not a weapon used for self defence which is what Rimworld colonists need. In Rimworld, the enemy comes to you.
Maya 4 Dec @ 8:01pm 
@Laurie CE makes the LMG take .303 British rounds and makes it's texture resemble the IRL Bren much more closely, unlike the DP-27/28 which takes 47 round pan magazines and 7.62x54R, the Bren's pan magazines hold 100 rounds of .303 british(7.7×56mmR) if the devs feel 100 rounds is too much, they could just give it 30 round box magazines instead and have a realistic capacity.
Laurie 4 Dec @ 8:05am 
@Maya Rimworld is not Earth. Its an Earth-like planet. Notice how the names of your colonists are not names that are given to babies here as their language and culture is different but would be translated into English so you understand it

Alien technology such as firearms would not be exactly the same but their ammunition would definitely be similar as it is the perfect range to stopping power ratio. Although I'm not saying it would be exactly the same as aliens may measure their calibre from the inside of the rifling groove rather than outside of the rifling groove, or vice versa to the equivalent Earth LMG so if you loaded ammunition made in Rimworld to a gun made on Earth, you could do a lot of damage to it.
Maya 3 Dec @ 3:43pm 
If the LMG with CE is supposed to be a Bren with a pan magazine, why is the capacity half of what it should be?
Laurie 3 Dec @ 5:01am 
@想不到名字

Okay Chinese man
想不到名字 2 Dec @ 4:46pm 
Okay, I've encountered some small issues. As shown in the image, my Miho lacks ammo icons and reload UI when using CE. Additionally, the melee penetration stat (in the character's detailed attributes) isn't displayed—when hovering the cursor over it, it triggers infinite error messages showing "array error."
I tested this by enabling only four mods: CE, Miho, and its prerequisites (Aliens and Harmony), with no pirated DLCs installed. The load order was sorted automatically by a mod sorting tool.
————
Harmony
dlc
Combat Extended
Aliens
miho
————
These are the translated English texts. I apologize if they are offensive.
Alite 2 Dec @ 7:26am 
The EBSG issue should be fixed now. Anyone still encountering it should force steam to reinstall EBSG and verify file integrity. If that doesn't fix it, please send your log in the steam comments on that page. Apologies for the troubles caused
CozElli 2 Dec @ 6:18am 
removing EBSG bricked my save, but did add arrow crafting back to the smithy
CozElli 2 Dec @ 5:22am 
can't craft arrows for my animal start, trying to disable EBSG; will report back
Axii 1 Dec @ 11:02pm 
I was having an issue where my pawns could not drop .303 ammo in their inventory, disabling the EBSG framework mod as suggested fixed this issue.
Grimm 1 Dec @ 8:47pm 
Same thing - looks the EBSG author is looking into it but in the mean time removing the EBSG framework solves the issue
A Hallucination 1 Dec @ 8:05pm 
For me the issue was EBSG framework, I disabled it and the mod works fine again.
Zaous 1 Dec @ 7:48pm 
I have the same issue as the person below, can't craft any ammo
Tiny Spoder 1 Dec @ 7:07pm 
Hello, i was working this mod fine, but yesterday all of sudden i realize i cant craft any ammo on the loading bench, as in the option is not there anymore. Could someone help me with this?
Solarius Scorch 28 Nov @ 3:39pm 
@ミヤビ: Everything works fine for me, and I have over 700 mods active. There are only some harmless errors in the log.
ミヤビ 28 Nov @ 11:15am 
With this mod, no other mod simply works. All melee weapons do not work. In version 1.5, weapons from other mods worked without problems. Why break something that worked so well???:Toxic_Geralt::Toxic_Geralt::Toxic_Geralt:
AkarWulv 27 Nov @ 9:29pm 
@Laurie It doesn't let me change the arrows, and I'm doing a Medieval Playthrough anyway
Chavl 26 Nov @ 5:38pm 
how to adjust the behavior of the colonists when the enemy throws a grenade? The grenade is thrown, the colonist has plenty of time to run away, but he just lies down and ends up being blown up by the grenade.
Laurie 25 Nov @ 4:31pm 
@The Royal Vulpine IV have you tried using a colonist with a higher shooting skill? Although if accuracy is important, you do need a spotter to work out the maths otherwise the mortar operator is just guessing.

Most of the time accuracy is not that important as mortars are used to take out siege bases, which are big enough targets and you get a head start. And assuming you're well prepared, you'll fire enough volleys to take them out before they get their chance to shoot back
I 25 Nov @ 2:38pm 
Really slow Start up..
MaskedJDOG 24 Nov @ 10:36pm 
@Obeliske you need the quiver to hold the arrows
TheBronzeWarrior 24 Nov @ 11:40am 
@Max i agree, pls do this guys
尚晨 24 Nov @ 4:00am 
My EMC is all monolithic and cannot be stacked. Is it possible that my module conflicts?
The Royal Vulpine IV 23 Nov @ 7:51pm 
Is there any way to make mortars a little more accurate? I don't want to use spotters really and by default my mortars are missing by 75 tiles in their shots.
Obeliske 23 Nov @ 7:42pm 
For some reason I'm running into the problem where my tribals wont shoot arrows from their bows. They have stone arrows and they go through the motions (run out target a thing and pull back the bow bow goes sproing, no arrow is used nor comes out) and react as if they are shooting a thing but nothing seems to happen. It's making it real ahrd to hunt :P