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Combat Extended

Combat Extended completely overhauls combat. It adds completely new shooting and melee mechanics, an inventory system, and rebalances the health system.

NOTE: This mod requires a new save to play, and should not be removed from existing saves.

Index

Development Version

Do not directly download this repository if you aren't going to build it yourself!

This repository contains an uncompiled assembly file that will not work with the latest changes.

If you want to play with the latest changes without compiling the assembly yourself, you can download the development snapshot, it is updated a few minutes after a pull request is merged to the Development branch.

Pull Requests also have their own built versions, including the changes made by said pull request. To download it, simply click on the latest link provided by the Github-Actions bot as shown below:

image

If you want to build the assembly yourself, please see Building for further instructions.

Features

Shooting

Projectile Rebalance

  • Vanilla percentage based shooting system is completely gone. Instead, CE uses a ballistic model where bullets fly along a trajectory and intersect hitboxes.
  • Range and damage has been completely rebalanced. No more raiders shrugging off dozens of bullets or sniping with pistols.
  • Guns will dominate in their assigned role and range bracket. Rifles excel at medium-long range engagements, MGs are good at area suppression, and shotguns and SMG's are lethal in close quarters.
  • Bullets track their height as part of their trajectory. When striking a pawn this will affect where the bullet hits, i.e. someone crouching behind sandbags can only be shot in the head, so make sure you wear your protective helmet.

New Mechanics

  • Weapons can switch between different aim and fire modes.
  • Pawns in the open will crouch in combat when not moving, making them harder to hit.
  • Projectiles create suppression on near misses. As suppression builds up, pawns will run for cover (even against orders) and suffer from significantly decreased accuracy. If suppression reaches a critical threshold, pawns will hunker down in panic and become completely unresponsive.
  • Toggleable Ranged weapons require ammo and can switch between different ammo types such as armor-piercing and high-explosive rounds.

Melee

New Melee System

  • New melee stats: critical hit and parry chance.
  • Critical hits produce different effects depending on the source of the attack: blunt weapons will stun the opponent, sharp weapons have twice as much armor penetration and animals cause knockdown.
  • On a successful parry, the defender's weapon/shield will absorb the attack. Unarmed parries do half damage. A pawn can only parry a limited amount of times, depending on his melee skill and attack speed.
  • Parries can roll for a critical hit to turn into a riposte. If successful the defender gets a free non-critical hit against the attacker.
  • In combat, critical hit and parry chance are compared against the opponent's to determine final hit chances. Don't expect your level 1 fighter to parry a level 20.
  • Different melee weapons provide bonuses to crit/parry/dodge.
  • Dodge has been rebalanced.

Armor

Armor Rebalance

  • Vanilla percentage based armor system is gone. CE replaces it with a deflection-based model where projectiles have armor penetration which determines whether a bullet penetrates and how much its damage is reduced. A rifle bullet will go straight through a synthread parka but will completely bounce off of legendary power armor.

Shields

  • New shields provide additional protection against ranged fire. Basic melee shields can be made at the smithy and will block arrows, researching machining gives access to modern ballistic shields with improved coverage and protection against gunfire.
  • In melee, shields increase parry chances.
  • Equipping a shield confers penalties to melee hit chance and shooting accuracy. It also prevents using two-handed weapons such as rifles, longswords and spears.

Inventory

Inventory System

  • Pawns can pick up various items and carry them in their inventory for easy access.
  • Carrying capacity is limited by weight and bulk. High weight negatively affects movement speed. Bulk can be increased by equipping tactical vests and backpacks but will negatively affect workspeed.
  • Most apparel won't add to bulk when worn but some are very heavy and/or bulky, such as armor vests. If an apparel has a "Worn bulk" stat, it will increase bulk by that much when worn.

Loadouts

  • By default, colonists will only pick up ammo for their equipped weapon.
  • Colonists can be assigned a loadout. Loadouts contain a list of things a colonist should automatically keep in his inventory, such as meals, ammo and sidearms.
  • Colonists with a loadout will automatically clear their inventory of surplus items and pick up anything they're missing. Use them to automate picking up ammo, grenades and other consumables.

Medical

Body Part Rebalance

  • RNG death on downed has been disabled. No more wimp visitors dying from one squirrel bite.
  • Body part coverage has been overhauled. Torso shots are significantly more likely to hit a vital organ.
  • Limbs are overall tougher.
  • Bleed rates of internal organs are significantly higher. Someone shot in the heart or lung will only have a few hours before they bleed out and require immediate medical attention.
  • Internal organs continue bleeding when destroyed.

Stabilizing

  • Pawns can use medicine to stabilize bleeding. Requires one medicine per stabilized pawn.
  • Stabilize will temporarily reduce bleed rate of all wounds on a pawn and wears off over time. Stabilizing a heavily wounded colonist can buy you time, but it won't save him unless he gets proper treatment.
  • Missing parts and internal injuries are harder to stabilize than external bleedings.
  • Amount of reduction depends on medicine used and doctor skill. Don't expect the guy with 2 doctoring skill and herbal medicine to stop a destroyed lung from bleeding.

Supported Third-Party Mods

In addition to external patches, CE comes with built-in support for a number of popular third-party mods, a list of which can be found here.

License

This mod is a continuation and expansion of the original Combat Extended and is used under the Creative Commons 4.0 License.

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combatextended's Issues

[Bug]: Pawns assigned loadout will hoard assigned weapons

Complete the template below. Reports that do not follow the template will not be deleted.
Title should be: [Bug]: (Short description of bug)

Specifications

Rimworld version: 1.1
Combat Extended version: 1.1.2.0
Combat Extended source (Steam, GitHub, etc.): Github
Your operating system: Windows 10 x64
Your mod list: Harmony, Core, Combat Extended

Description
When assigned a loadout with a weapon listed below 'Any Medicine,' they will pick up multiple of the weapon, even if assigned only one. This will not occur if the weapon is listed above 'Any Medicine' in the loadout.

Expected behavior
Expected the colonist to pick up only one of the assigned weapons.

To reproduce

  1. Add weapon to loadout, below 'Any Medicine.'
  2. Assign loadout to a pawn.

Screenshots & log dumps
78312601-585c4000-7522-11ea-9cd1-5ad4d2c58f51

Complete the following checklist
I hereby verify that I have done the following:

  • Confirmed that my game version and load order are correct.
  • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
  • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
  • Disabled Combat Extended and attempted to reproduce the behavior without success.

[Bug]:Kijin 2.0 purple texture issue with masks

Complete the template below. Reports that do not follow the template will be deleted.
Title should be: [Bug]: (Short description of bug)

Specifications
Please provide the following.

Rimworld version:
Combat Extended version: Combat Extended 2.1 โ€“ โ€œOnly Most Dead!โ€
Your mod list: Combat Extended, FemaleBB BodyType Support, Kijin 2.0, Aparello 2

Description
Provide a concise description of the issue or concern. What happened?
Purple Texture appears because of missing textures

Expected behavior
What did you expect to happen?

To reproduce
Provide clear steps to reproduce the behavior. How do we make this happen?
wear a gasmask / hat

Screenshots & log dumps
Whenever possible, add screenshots to help explain your problem, and share error or crash logs to make our jobs easier. For logs, please enter the logs into a pastebin site (e.g pastebin.com, justpasteit.com, etc.)
and provide a link. Do not paste the entire log here.


Failed to find any textures at Hats/Gas_Female while constructing Multi(.....)
Failed to find any textures at Hats/Kurt_Female while constructing Multi(.....)
Failed to find any textures at Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat_Female while constructing Multi(.....)
Failed to find any textures at Hats/Kurtlight_Female while constructing Multi(.....)

edit: also happened to other race mods like orassans, that have FemaleBB BodyType Support
vanilla humans that has bodytype of FemaleBB Bodytype Support also gets purple textures when wearing head gears with Combat extended...

and when Combat Extended is removed, all is well..

so i guess, it is really with CE and FemaleBB BodyType Support

As stated in FemaleBB BodyType Support that loading it before CombatExtended will fix purple textures..but it does nothing..

Complete the following checklist
I hereby verify that I have done the following:

  • [ /] Confirmed that my game version and load order are correct.
  • [ /] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
  • [ /] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
  • [ /] Disabled Combat Extended and attempted to reproduce the behavior without success.

[Bug]:Gear tab not showing apparel or weapon

Complete the template below. Reports that do not follow the template will be deleted.
Title should be: [Bug]: Gear tab not showing apparel or weapon

SpecificationsGear tab not showing apparel or weapon
Please provide the following.

Rimworld version:1.12575
Combat Extended version:1.1.2.1
Combat Extended source (Steam, GitHub, etc.):Steam
Your operating system:32 bit windows 7 ultimate OS 8Gb RAM intel hd graphics card
Your mod list:Harmony,Core,Royalty,Hugslib,RTfuse,RimFridge,RimHUD,pick up and haul,pharmacist,medical tab,interaction bubble dubs bad hygeine,harvest organs post mortem,edb prepare carefully,reunion,vanilla furniture expanded-security,wall light,combat extended

Description
after equipping guns or melee weapons they do not display in the gear section though bulk and mass change

Expected behavior
expected to see guns and melee weapons loaded

To reproduce
just start up a new save game

Screenshots & log dumps
https://gist.github.com/561fbe53bd3644bcb706e47c046f2027

Complete the following checklist
I hereby verify that I have done the following:

  • [ Yes] Confirmed that my game version and load order are correct.
  • [ Yes] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
  • [Yes ] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
  • [Yes ] Disabled Combat Extended and attempted to reproduce the behavior without success.

[Discussion]: VFE - Security; Artillery

The Artillery from VFE - Security has proven to be problematic while trying to patch the mod. There are two primary culprits:

1. The custom, long-range bombardment comp from VFE - Security.

2. The way Combat Extended handles spawning shells for sieges.

Here, the issues and possible solutions can be discussed.

[Bug]: duplicate xml node with orassan mod

Rimworld version: 1.1.2654
Combat Extended version: [1.1] Combat Extended from steam
Your operating system: windows 7
Your mod list:

harmony
core
royalty
hugslib
character editor
combat extended
dragon's descend
humanoid races
orassans

Description:
Was debugging my load order and i got this error with a very reduced mod list

XML error: Duplicate XML node name tools in this XML block: Gun_OrassanSniperorassan sniperCharged-shot rail-assisted lance weapon. Fires a single charged shot at high velocity. Orassan design.Things/Item/Equipment/Weapons/kittysniperGraphic_Single500003.0<RangedWeapon_Cooldown>0.32</RangedWeapon_Cooldown>30.031.312OChargedShot57575210Ultra

  • OrassanSniper
  • OrassanSniper
  • 1.60CombatExtended.Verb_ShootCEtrueBullet_6x24mmCharged264OSniperGunTail_Light
  • stock
  • Blunt
  • 101.8
  • barrel
  • Blunt
  • Poke
  • 121.9
  • 102AmmoSet_8x35mmCharged
  • AimedShot
  • stock
  • Blunt
  • 81.551.52.755Stock
  • barrel
  • Blunt
  • 52.021.630Barrel
  • muzzle
  • Poke
  • 81.552.755Muzzle

    no errors if i load this without combat extended so must be something with the integrated patch.

    Thanks for all your hard work!

    [Bug]: NullReferenceException using comms console

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version: 1.1.2598
    Combat Extended version: 1.1.2.0
    Combat Extended source (Steam, GitHub, etc.): RimworldBase
    Your operating system: Windows 10
    Your mod list: Pick Up And Haul, Combat Extended, More Vanilla Turrets, Work Tab, Progress Renderer.

    Description
    When I tried to use the comms console to call a combat supplier, the game froze for a second and nothing happened. Calling other factions still works.

    Expected behavior
    The usual trade screen should show up.

    To reproduce
    A random combat supplier trade ship not from any faction showed up. I don't know what they have in their inventory.

    Screenshots & log dumps
    Exception: https://pastebin.com/ZyrJJwfG
    Screenshot: https://res.cloudinary.com/markskilink/image/upload/v1588999105/Screenshot_37_cdp5e4.png

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Discussion]: RW Smoke Shells

    Just an Issue to track the new Smoke Shells added by the most recent update. Probably just need to be removed, and then add a 81mm mortar smoke round with a proper sprite.

    [Bug]: Psyfocus Bullet Shield doesn't stop projectiles

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version: 1.1 (Most recent update)
    Combat Extended version: 2.1
    Combat Extended source (Steam, GitHub, etc.): Github
    Your operating system:
    Your mod list: Core, Royalty, Harmony, Combat Extended

    Description
    The psycast Bullet Shield does not stop projects from passing through it, friendly or hostile. Targets within and on the far side of the shield can be hit.

    Expected behavior
    Expected shield to stop bullets and fragmentation from passing through or into it.

    To reproduce
    Equip a colonist with the bullet shield psycast, have them create a bullet shield, then have another colonist or spawned hostile shoot at something inside/on the far side of the shield.

    Screenshots & log dumps
    No error associated with event.

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: ReboundCE

    Read and complete the template below. Requests that fail to follow the template will be deleted without warning.

    If a Patch Request (open or closed) already exists for the same mod, you may add a reaction to indicate your support. Do not create another request. Duplicate requests will be deleted.

    Title should be: [Patch Request]: (Mod Name)

    Mod name:
    ReboundCE

    Link to mod download (preferably Steam workshop or Github):
    Not released yet

    Description:
    It is a CE-version of the existing Rebound-mod:
    https://steamcommunity.com/sharedfiles/filedetails/?id=2068326756
    Makes it possible for some pawns to reflect projectiles back at the attacker.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.
    • New combat mechanics

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    Extra information:
    I have talked with Madara Uchiha on the Discord-server and got recommended to make a request here.
    "[22:17] Madara Uchiha: Also open an issue on GitHub to expose a way to destroy a bullet from the outside for better mod compatibility capabilities"
    After further testing I come to the conclusion that I really need to be able to reverse/affect the shotRotation of a ProjectileCE in some way to be able to reverse or deflect it.
    I tried destroying it with harmony-patching and generating a copy-projectile with the reverse rotation and got a partial success. The main error is that the log-writer cannot figure out the correct combat grammar for the log.
    The best way to achieve this would be to just reverse the original bullet if possible.

    [Patch Request]: SCP- Clothing only

    Read and complete the template below. Requests that fail to follow the template will be deleted without warning.

    If a Patch Request (open or closed) already exists for the same mod, you may add a reaction to indicate your support. Do not create another request. Duplicate requests will be deleted.

    Title should be: [Patch Request]: (Mod Name)

    Mod name:

    Link to mod download (preferably Steam workshop or Github):

    Description:
    Provide a brief overview of what content the mod adds or modifies. Specify what content in particular you believe require a patch to be compatibly with Combat Extended.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • [] New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • [x ] Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • [x ] Confirmed there are no other open Patch Requests for this mod.
    • [x ] Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • [x ] Have completed this template accurately and completely.
    • [x ] Understand that putting in a Patch Request does not guarantee a patch will be made.
    • [x ] Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    [Bug]: Flamethrower MOAT Effect not present

    Specifications
    Please provide the following.

    Rimworld version: 1.1.2624 rev880
    Combat Extended version: 1.1.2.1
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: WIN 10
    Your mod list:
    Harmony
    Core
    Hugslib
    JecTools
    Combat Extended
    Combat Extended Guns

    Description
    https://i.imgur.com/wd3FdvC.gif
    one moat is the firemoat and the other moat is the liquid fuel moat remaining on ground
    liquid fuel remains on the ground but the firemoat is not working in CE if i use vanilla wep expanded with ce the moat there is not working aswell
    in the gif you see the firemoat png file from vanilal wep expanded, Comabt extended files contain a firemoat png aswell but it seems flamethrowers are not using it
    combat extended has a defs effects mote_visual.xml and mote_cr.xml file, vanilla wep expande has just a mote.xml

    VWE
    
    <!--============FIRE TRAIL==============-->
    
      <ThingDef ParentName="ETE_MoteBase">
        <defName>Mote_Firetrail</defName>
        <graphicData>
          <texPath>Mote_FireSmoked</texPath>
        </graphicData>
        <altitudeLayer>MoteOverhead</altitudeLayer>
        <mote>
          <fadeInTime>0.05</fadeInTime>
          <fadeOutTime>0.4</fadeOutTime>
          <growthRate>0.3</growthRate>
        </mote>
      </ThingDef>
    and this is in the 
    
    CE
    under BULLET CASING
    
    <ThingDef ParentName="MoteBase">
            <defName>Mote_Firetrail</defName>
            <graphicData>
                <texPath>Things/Mote/Mote_FireSmoked</texPath>
            </graphicData>
            <altitudeLayer>MoteOverhead</altitudeLayer>
            <mote>
                <fadeInTime>0.083</fadeInTime>
                <solidTime>0.083</solidTime>
                <fadeOutTime>1</fadeOutTime>
                <growthRate>0.035</growthRate>
            </mote>
        </ThingDef>
    

    it looks like it is supposed to come as bullet casing
    but either with casings enabled and disbaled no firemoat is generated when firing a flamethrower
    no matter what fuel i use*

    Expected behavior
    Flamethrower firing flames along with firemoat.

    To reproduce
    Just load my Mod Order and spawn a weapon + fuel and shoot the flamethrower

    Screenshots & log dumps
    Not necessary, no errors

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • [Makes no sense as the flamethrower is only added by CE Guns, for example the Vanilla Wep Exp flamethrower is working fine (loaded without CE) if loaded both together none is working with firemoat<3 ] Disabled Combat Extended and attempted to reproduce the behavior without success.

    THANKS <3

    [Bug]: siege raids broken when ammo is turned off

    Specifications
    Rimworld version: 1.1.2618
    Combat Extended version: 1.1.2.1
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Win10
    Your mod list: Harmony, Combat Extended (no other mods)

    Description
    With the ammo system turned of, siege raids keep on receiving empty transport pods (mortar ammo I'm guessing), and they can never use their mortars.

    Expected behavior
    Siege raids should still be able to use mortars. Either fix the siege raids; or don't disable mortar/cannon ammo even when the ammo system is turned off. The vanilla game has mortar rounds, I think it's ok to keep them in CE.

    To reproduce
    Turn off ammo in mod settings.
    If you force a siege raid, the AI will send (empty) transport pods every ~5 seconds. Once the enemy is done building, they just wander around and never use the mortars.

    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    Note

    I downloaded the source code and tried to patch AmmoInjector.cs so that it doesn't disable mortar/cannon ammo, but I couldn't get it to work... I'll give it another shot later if I can.

    [Bug]: In no-ammo mode, turrets throw errors on reload

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version:
    Combat Extended version: Development
    Combat Extended source (Steam, GitHub, etc.): GitHub Development branch
    Your operating system: Wandows
    Your mod list: Just CE (and required mods)

    Description
    When set to no-ammo mode, turrets throw errors when pawns try to reload them.

    Expected behavior
    For turrets to not throw errors when pawns try to reload them

    To reproduce
    Disable ammunition system and spawn a mini-turret.

    Screenshots & log dumps
    No, need, I already know what the problem is.

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: Rebound

    Mod name: Rebound

    https://steamcommunity.com/sharedfiles/filedetails/?id=2068326756

    Description: A mod that allows melee users to deflect projectiles back at their shooters based on melee skill. Nerf after patching by increasing manipulation needed to reflect.

    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    I hereby verify that I have done all of the following:

    • [/] Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • [/] Confirmed there are no other open Patch Requests for this mod.
    • [/] Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • [/] Have completed this template accurately and completely.
    • [/] Understand that putting in a Patch Request does not guarantee a patch will be made.
    • [/] Agree that I will not directly contact contributors to ask about patch requests.

    [Bug]: Unable to trade at faction base.

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version:
    Combat Extended version:
    Combat Extended source (Steam, GitHub, etc.): Steam Workshop
    Your operating system:
    Your mod list:
    Unknown, as I'm copying this report from Steam workshop.

    Description
    Combat Extended doesn't allow me to trade with factions
    From Steam discussion: "So sometimes when I enter a faction base I can't trade with them. I click the trade button but nothing happens."

    The discussion contains input from other users, and some speculation that it may be related to the factions selling minified turrets. So, potentially related to #123 .

    Expected behavior
    Expected to be able to trade with faction at their base.

    To reproduce
    From Steam discussion:

    1. Send a caravan to a faction settlement that is not tribal to trade with. I used the civil outlander Union (the purple ones).
    2. Trade or gift something.
    3. Save.
    4. Quit to main menu and reload the save.
    5. Try to trade with the same settlement. It wonโ€™t work because of System.NullReferenceException:

    Screenshots & log dumps
    Steam discussion with details: https://steamcommunity.com/workshop/filedetails/discussion/1631756268/2265816381889030713/
    Log: https://pastebin.com/MgwrLp4Z

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: Supreme melee

    Name-
    Supreme Melee

    Link-
    https://steamcommunity.com/sharedfiles/filedetails/?id=1841138974

    Description:
    This mod allows cybernetically enhanced melee users to compete with gun users by giving them a chance at parrying projectiles based on their skills and enhancements. It almost works, the only projectiles that can be parried are explosives, not bullet and arrow based projectiles.

    Content-
    What does the new mod contain? Check all that apply.
    [ ] New weapons.
    [ ] New animals, humanoids, or other creatures.
    [ ] New factions.
    [ ] New armor or apparel.

    I hereby verify that I have done all of the following:
    [/] Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    [/] Confirmed there are no other open Patch Requests for this mod.
    [/] Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    [/] Have completed this template accurately and completely.
    [/] Understand that putting in a Patch Request does not guarantee a patch will be made.
    [/] Agree that I will not directly contact contributors to ask about patch requests.

    [Discussion]: all instances of new Job should be replaced with JobMaker.MakeJob

    I don't currently have the time to do this, so putting it here for future Madara or other team members to pick up.

    All instances of new Job() we have should be replaced with JobMaker.MakeJob() for performance and memory reasons. JobMaker.MakerJob uses an internal job pool to prevent object allocation and other goodies. They use the same signature.

    [Bug]: Mech sappers sit idle.

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version: 1.1
    Combat Extended version: 1.2
    Combat Extended source (Steam, GitHub, etc.): Github
    Your operating system: Windows 10, x64
    Your mod list: Harmony, Core, Combat Extended

    Description
    Mech sappers do not actually attack, and instead wander in the vicinity of where they entered the map.

    Expected behavior
    Expected mech sappers to attack.

    To reproduce

    1. Spawn mech sapper raid.
    2. Observe bug.

    Screenshots & log dumps
    https://pastebin.com/fUthmJdX

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Bug]: EMP munitions throw error when hitting mortar/bullet shield.

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version: 1.1
    Combat Extended version: 1.1.2.0
    Combat Extended source (Steam, GitHub, etc.): Github
    Your operating system: Windwos 10 x64
    Your mod list: Harmony, Core, Combat Extended

    Description
    When hitting a mech mortar/bullet shield from a mech siege, EMP bullets/mortars throw an error when hitting their respective kinds of shields. The projectiles continue through the shield. An EMP rounds affecting the shield generator will temporarily stun it.

    This does not occur with non-EMP rounds, which are stopped as intended.

    Expected behavior
    I'm unsure what the intended behavior is--whether the rounds are just supposed to pass through the shield, or if the EMP round is supposed to stun the shield generator.

    To reproduce

    1. Place mortar or bullet shield using dev mode.
    2. Use dev mode to set the mortar to stop non-hostile projectiles.
    3. Fire EMP mortar or bullet into the shields area of effect.

    Screenshots & log dumps
    https://pastebin.com/TnsQELzk

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: HALO: Rimworld Auxiliary Combat Armory

    Mod name: HALO: Rimworld Auxiliary Combat Armory

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=1961456342
    Description:
    Adds a few HALO themed weapons to the game
    (used to have a CE patch? Mod page implies that "To my knowledge a patch is being provided by CE." Dont have the personal knowledge to comment more)
    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    [Patch Request]: [RH] Faction: Allegiance

    Mod name: [RH] Faction: Allegiance

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=2130878466

    Description:
    Part of Project Red Horse. Adds a new faction, apparels, and re-used weapons from Rimmu-Nation Weapons mod.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    [Bug]: Colonists can equip weapons biocoded to others.

    Complete the template below. Reports that do not follow the template will not be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications

    Rimworld version: 1.1
    Combat Extended version: 1.1.2.0
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Windows 10 x64

    Description
    Colonists can equip weapons biocoded to others in roundabout ways due to CE mechanics. Probably needs a check added for biocoding in these situations.

    Expected behavior
    Colonists should not be able to equip weapons biocoded to others.

    To reproduce
    Colonist can be told to 'pick up` the weapon into their inventory. The weapon can then be equipped by right clicking.
    OR
    Colonist will ignore biocoding when assigned a loadout.

    Complete the following checklist
    I hereby verify that I have done the following:
    [x] Confirmed that my game version and load order are correct.
    [x] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    [x] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    [x] Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]:Rimatomics

    Title should be: [Patch Request]: (Mod Name)

    Mod name:Rimatomics

    Link to mod download (preferably Steam workshop or Github): https://github.com/Dubwise56/Rimatomics

    Description:
    The turrets in rimatomics when with combat extended have no armor penetration mechanic. A few marauders(turrets which rapidly shoot explosives) can't dent a centipede. The marauder turret, punisher, tesla coil, and obelisk need fixes to armor penetration.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    [Patch Request]: Reich Armory [1.1]

    Mod name: Reich Armory [1.1]

    Link to mod download (preferably Steam workshop or Github): https://steamcommunity.com/sharedfiles/filedetails/?id=1778648673

    Description:
    Adds weapons and turrets, needs CE Compatible Ammo for the different Turrets (2 cm Flak, 7,5 cm Pak, 3,7 cm Pak, 7,5 cm Inf Gun, 15 cm Nebelwerfer).

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    Thank you very much!

    [Bug]: Gray screen with ZombieLand

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version: 1.1
    Combat Extended version: newest
    Combat Extended source (Steam, GitHub, etc.): Github
    Your operating system: win10
    Your mod list: ZombieLand

    Description
    screen goes gray when time is not stopped

    Here is the errorlog:
    Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
    at CombatExtended.Verb_MeleeAttackCE.IsTargetImmobile (Verse.LocalTargetInfo target) [0x0002b] in :0
    at CombatExtended.Verb_MeleeAttackCE.TryCastShot () [0x0006a] in :0
    at Verse.Verb.TryCastNextBurstShot () [0x00012] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
    at Verse.Verb.VerbTick () [0x00034] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
    at (wrapper dynamic-method) Verse.VerbTracker.DMD<DMD<VerbsTick_Patch0>?530888320::VerbsTick_Patch0>(Verse.VerbTracker)
    at ZombieLand.Zombie.CustomTick () [0x00063] in :0
    at ZombieLand.TickManager+d__25.MoveNext () [0x000eb] in :0
    at ZombieLand.Patches+Verse_TickManager_TickManagerUpdate_Patch.TickZombies (Verse.TickManager manager, System.Int32 num) [0x00065] in :0
    at (wrapper dynamic-method) Verse.TickManager.DMD<DMD<TickManagerUpdate_Patch0>?818805760::TickManagerUpdate_Patch0>(Verse.TickManager)
    at Verse.Game.UpdatePlay () [0x00000] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
    at (wrapper dynamic-method) Verse.Root_Play.DMD<DMD<Update_Patch1>?465544192::Update_Patch1>(Verse.Root_Play)
    Verse.Log:Error(String, Boolean)
    Verse.Root_Play:DMD<DMD<Update_Patch1>?465544192::Update_Patch1>(Root_Play)

    [Bug]: Patch Operation Failed: GoJuice minToleranceToAddict

    Specifications
    Rimworld version: 1.1.2647
    Combat Extended version: 1.1.2.1
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Windows 8
    Your mod list:

    1. Harmony
    2. Core
    3. Combat Extended

    Description
    On game opening, debug log shows this error

    [Combat Extended] Patch operation Verse.PatchOperationReplace(Defs/ThingDef[defName="GoJuice"]/comps/li[@Class="CompProperties_Drug"]/minToleranceToAddict) failed
    file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1631756268\Patches\Core\Drugs\Drugs.xml
    

    Expected behavior
    Game opening with no errors

    To reproduce
    Open Rimworld with CE active on the mod list

    Screenshots & log dumps
    RimWorld1.1.2647rev894.txt

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Bug]: CE disables UI

    Specifications
    Rimworld version: 1.1.2604
    Combat Extended version: 1.1.2.0
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Windows 7 (x32)
    Mods: Harmony + Core + HugsLib + Combat Extended

    Description
    Starting/Loading a game with activated CE makes UI dissapear.

    Expected behavior
    UI should be painted, but it is not

    To reproduce
    Start a new game/Load an existing one

    Screenshots & log dumps
    Rim
    Debug log.txt
    Repeating error in the debug window.txt

    Complete the following checklist
    I hereby verify that I have done the following:
    [x] Confirmed that my game version and load order are correct.
    [x] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    [x] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    [x] Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: [RH] Faction: War Mongrels

    Mod name: [RH] Faction: War Mongrels

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=2130880638

    Description:
    Part of Red Horse Project mod series. Add a new faction themed on Serbia during the yugoslav war. Also adds new military themed apparels and re-use weapons from Rimmu-Nation weapon pack.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    [Bug]: Some mechanoid ammo cannot be sold.

    Complete the template below. Reports that do not follow the template will not be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications

    Rimworld version: 1.1
    Combat Extended version: 1.1.20
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Windows 10 x64

    Description
    Despite having a market value iassigned to them and the appropriate trade tags, some ammo dropped by mechanoids does not display a market value field in the stats menu and so it can't be sold to trader. This happens with the 5x35mm charged cartridge (charge lance) and the 12x64mm charged (heavy change blaster), but does not happen with the 80x256mm fuel cell (inferno cannon).

    Expected behavior
    Expected to be able to sell mechanoid ammo to traders.

    To reproduce

    1. Spawn affect mechanoid ammo.
    2. Inspect in stat menu and see that it has no market value field.

    Screenshots & log dumps
    n/a

    Complete the following checklist
    I hereby verify that I have done the following:
    [x] Confirmed that my game version and load order are correct.
    [x] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    [x] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    [x] Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Discussion]: Mechanoid Ammo Wealth

    As it stands, the quantity and value of mechanoid ammo causes a great deal of wealth bloat, and can require drastic/unusual steps by the player to manage.

    There are two primary culprits:

    • The value of mechanoid ammo.
    • The quantity of mechanoid ammo.

    Centipedes are especially problematic, as the tend to either carry large amounts of ammo (heavy charge blaster) or very valuable ammo (inferno cannon). Reducing the marketValue of these ammo types in the .xml is simple enough, but isn't a permanent solution.

    There's a need to reduce the quantity of ammo dropped by mechanoids when they're killed without diminishing their firepower. @LockdownX7 had suggested this could potentially be done through C#, using a functionality similar to the death acidifier.

    [Bug]: Animals with native ranged attack can't have the CombatExtended.Verb_ShootCE verbClass

    Rimworld version: Latest
    Combat Extended version: Latest, including the https://github.com/CombatExtended-Continued/CombatExtended/tree/bugfix/sights-without-equipment branch
    Combat Extended source (Steam, GitHub, etc.): Github
    Your operating system: Windows 10
    Your mod list: https://pastebin.com/iCWNh97k (RimPy won't open for me)

    Description
    First off, I'm not sure if this goes into the Patch or the Bug category, so please bear with me if I labelled it wrongly.

    After applying the CombatExtended.Verb_ShootCE to several animal pawns added by the Alpha Animals mod (currently being developed by Breadbox2k19 and myself), upon doing the "aiming" animation, the creature doesn't launch anything and several red errors show up in the dev log.

    This seems to suggest, by trial and error, and as discussed in the Discord:

    • That the CombatExtended.Shoot_CE seems to look for Gun specific attributes in the statBases node, such as the SightEfficiency and others, which of course do not apply to pawns that shoot things by themselves. https://pastebin.com/BPDVLHYm
    • Upon changing the .dll as provided by Madara Uchiha, brother of Izuna, the error switches over to the Sway value. https://pastebin.com/J9pEpmEB
    • Again, the latest update seems to look for 'something else' which I'm not quite sure since I don't know anything about C#. https://pastebin.com/7BHgawyF

    Expected behavior

    • Projectiles launched as defined by the CombatExtended.ToolCE in the tools attributes for the race defined by the XML.
    • Without the CombatExtended.VerbShoot_CE (using the standard VerbShoot verbClass) the attacks do come out and damage as expected, however using vanilla calculations for hit chance DnD style.

    To reproduce

    1. Define any gunless ranged attack of a pawn, with the tools and verbs nodes.
    2. Make it shoot at something.
    3. Watch in awe as the warmup graphics show up, and then nothing comes out.
    4. Watch your dev log stop recording due to spam.

    Screenshots & log dumps

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.

    The following do not apply to the current reported "bug" (which isn't a bug per se, more like a compatibility development)

    • [-] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • [-] Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: compatibility patch for a new mod "[JDS] Exiled Dawn"

    Read and complete the template below. Requests that fail to follow the template will be deleted without warning.
    ok
    If a Patch Request (open or closed) already exists for the same mod, you may add a reaction to indicate your support. Do not create another request. Duplicate requests will be deleted.
    ok
    Title should be: [Patch Request]: (Mod Name)

    Mod name:
    [JDS] Exiled Dawn
    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=2092014538&searchtext=
    Description:
    Provide a brief overview of what content the mod adds or modifies. Specify what content in particular you believe require a patch to be compatibly with Combat Extended.
    it adds a faction armors and weapons

    Content:
    What does the new mod contain? Check all that apply.

    • [check] New weapons.
    • New animals, humanoids, or other creatures.
    • [check] New factions.
    • [check] New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • [check] Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • [check] Confirmed there are no other open Patch Requests for this mod.
    • [check] Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • [check] Have completed this template accurately and completely.
    • [check] Understand that putting in a Patch Request does not guarantee a patch will be made.
    • [sorry i already did wont do that again] Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    [Discussion]: Psycast Range

    Currently, Combat Extended does not change the ranges of the Psycasts added by the Royalty DLC. Since this generally leaves them with a much shorter range than most weapons, their effectiveness is limited.

    It would likely be appropriate to scale the range of these Psycasts upward.

    [Bug]: Game crash when downed Skullywag from MoreMechanoids dies by bullet

    Just wondering if anyone else has/has had similar problems before and can maybe point me in a direction for how to debug this seeing as the game does not print any stack trace. Preferably without having to spend hours changing the mod list and restarting the game.

    Specifications

    Rimworld version: 1.1
    Combat Extended version: CombatExtended-Continued 1.1 on steam
    Combat Extended source: Steam
    Your operating system: Windows 7 x64
    Your mod list: ~190st https://pastebin.com/ncKHjnar

    Description
    When a skullywag from MoreMechanoids gets incapacitated with normal bullets, hitting in while it is down instantly and consistenlty crashes the game for me. Have not had problems with the other mechanoids from same mod from what i noticed but maybe they don't get incapacitated and just die?

    Workaround is to use finish downed button to kill the incapacitated skullywag without crash.

    Expected behavior
    Skullywag dies and no crash.

    To reproduce
    Shoot skullywag with normal guns ex repeating rifle until it gets incapacitated. Then hit again while it is incapacitated.

    Screenshots & log dumps
    Game dies before any error is printed to the in game log and could not find any other on disk.

    Complete the following checklist
    I hereby verify that I have done the following:

    • [think so] Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • [i removed those that don't work, exception More Vanilla Turrets which i don't build any of until patches are in] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • [too lazy] Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: Rimworld: Colonies Evolved [Weapons and Armors Pack]

    Mod name: Rimworld: Colonies Evolved [Weapons and Armors Pack]

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=1948437040&searchtext=halo
    Description:
    This mod adds over a dozen new weapons and armors from the popular Series Halo

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    [Discussion]: Removing smoke in mountains

    Specifications
    Unable to get rid of smoke in mountain bases in a reasonable timeframe.

    Rimworld version: 1.1
    Combat Extended version: Latest
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Windowx 7 x64
    Your mod list: unrelated

    Description
    Had largish fire in a mountain base. Opened all doors since last year but smoke still remains in smaller quantities (100-1000ppm) and slow down renderer noticably ca 5ms from CombatExtended.Smoke when looking at base as it has spread out over the whole base.

    Expected behavior
    A building that filters nearby smoke or something to handle this in mountain bases where i cant just remove the roof or side walls to open to outside. The smoke has lasted more than a year now.

    Suggestions on how to remove smoke in mountains is appreciated.

    To reproduce
    Start fire in large mountain base where outside is far from where the fire is.

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Bug]: Abandoning your only colony causes the UI to break

    Specifications
    Abandoning your only colony+selecting any object on the world map causes the UI to completely disappear, you are no longer able to click on anything or do anything. This makes any kind of nomadic or journey to the ship playstyle unplayable.

    Rimworld version: Most recent
    Combat Extended version: 2.1
    Combat Extended source (GitHub)
    Your operating system: Windows 10
    Your mod list:

  • brrainz.harmony

  • automatic.startupimpact

  • ludeon.rimworld

  • ludeon.rimworld.royalty

  • unlimitedhugs.hugslib

  • xeonovadan.nocturnalanimals

  • lukakama.rimworldrealfow

  • densevoid.tribalheadgear

  • peppsen.pmusic

  • fluffy.pharmacist

  • woolstrand.realruins

  • jaxe.bubbles

  • cucumpear.azrael.varietycoats

  • mckay.colonyleadership.11

  • albion.goexplore

  • arandomkiwi.killforme

  • killface.facialstuff

  • edb.preparecarefully

  • kentington.psychicawakening

  • arandomkiwi.huntforme

  • arandomkiwi.rimsaves

  • kikohi.tamingartifact

  • lbmaian.begonemessage

  • vanillaexpanded.vfeart

  • smashphil.loadinginprogress

  • smashphil.dropspot

  • crlsniper.realisticroomslite

  • madeline.modmismatchformatter

  • nandonalt.snowytrees

  • uuugggg.buildfrominventory

  • haplo.miscellaneous.robots

  • uuugggg.mealsonwheels

  • mrcool92.agoc

  • nuke.morementalbreaks

  • gguake.ui.simplesearchbar

  • wemd.realisticdarkness

  • vanillaexpanded.vcef

  • vanillaexpanded.vee

  • automatic.bionicicons

  • cabbage.rimcities

  • murmur.walllight

  • jaxe.rimhud

  • bichang.moresculpture

  • dingo.lessrebuff

  • sarg.alphabiomes

  • weilbyte.snapout

  • jaxe.foodrestrictions

  • sarg.alphaanimals

  • targhetti.showdrafteesweapon

  • albion.sparklingworlds.addon.events

  • eagle0600.dresspatients

  • unlimitedhugs.allowtool

  • killface.facialstuff.patchprepc

  • ceteam.combatextended

  • ceteam.combatextendedguns

  • smashphil.neceros.srtsexpanded

  • falconne.aff

  • moretraitslots.kv.rw

  • orion.hospitality

  • frozensnowfox.filthvanisheswithrainandtime

  • ods.hair.mens

  • syrchalis.setupcamp

  • ods.hair.womens

  • luizi.vwr

  • dubwise.dubsmintmenus

  • lwm.deepstorage

  • darthsergeant.nursejob

  • nals.customportraits

  • neceros.srtserealismpatch

  • mlie.raidersneverdie

  • 7h28j.nomoresleepingzs

  • jamaicancastle.shoo

  • dubwise.dubsbreakmod

  • tradingcontrol.common.core

  • smashphil.boats

  • uuugggg.usebedrolls

  • roolo.giddyupcore

  • roolo.giddyuprideandroll

  • roolo.giddyupcaravan

  • brrainz.achtung

  • mlie.simplymorebridges

  • luizi125.combathextendedhgunshretextured

  • neceros.reinforcedwalls

  • troopersmith1.realisticchocolateproduction

  • flashpoint55.usechemfueltobrazier

  • sumghaicoalcat.defensivemachinegunturretpack

  • dubwise.rimefeller

  • com.distman.gastrap

  • dubwise.dubsbadhygiene

  • vanillaexpanded.vhe

  • loconeko.roadsoftherim

  • unlimitedhugs.defensivepositions

  • uuugggg.thepriceisright

  • zodgilla.vanillameleeretexture

  • andross.cegp

  • rimsenal.feral

  • n7huntsman.cerimsenal

  • thecodewarrior.armoredfloors

  • deon.royaltytexturesexpanded

  • vanillaexpanded.vfepower

  • carnysenpai.lootingmanager

  • crashm.colorcodedmoodbar.11

  • Confirmed to be related to Combat extended, removing it from the mod list fixes the issue.

    Description
    The bar at the bottom, cursor completely disappears and you could not zoom in either, you are no longer able to click on anything or do anything. The dev console remains useable however, and if you generate a new map with it the UI returns when you click on the map. It disappears once again if you do not have any home map+selected any object on the world map, caravan, settlement etc.

    Expected behavior
    The UI to not disappear and the game to remain playable.

    To reproduce
    Create Caravan, abandon the only base/map and then click on anything on the world map.

    Screenshots & log dumps
    https://pastebin.com/8M6QyZQ8
    unknown

    Complete the following checklist
    I hereby verify that I have done the following:

    • [ x] Confirmed that my game version and load order are correct.
    • [x ] Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • [ x] Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • [x ] Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Bug]: Firing an EMP inside the area protected by a Bullet shield throws NullReferenceException

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications

    Rimworld version: 1.1.2624 (64-bit)
    Combat Extended version: 1.1.2.1
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Windows 10
    Your mod list:

    • Id: brrainz.harmony
      Name: Harmony
    • Id: ludeon.rimworld
      Name: Core
    • Id: ludeon.rimworld.royalty
      Name: Royalty
    • Id: ceteam.combatextended
      Name: Combat Extended
    • Id: ceteam.combatextendedguns
      Name: Combat Extended Guns
    • Id: fluffy.modmanager
      Name: Mod Manager

    Description
    Fired an EMP grenade with the Mikor MGL inside the area protected by a Bullet shield.

    Expected behavior
    No Exception.

    To reproduce
    Shoot with an EMP grenade with the Mikor MGL inside the area protected by a Bullet shield.

    Screenshots & log dumps
    https://pastebin.com/6EhnF2TN

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.
      Not possible.

    [Patch Request]:Save Our Ship 2

    Mod name:
    Save Our Ship 2
    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=1909914131
    Description:

    Problem 1
    A recent update added space combat to the mod, most of enemy ships you battle come with new turrets the mod adds and vanilla ones. As some of the vanilla turrets have been removed from CE they spawn turretless
    https://imgur.com/a/xOhGGSe

    suggested fix maybe add the vanilla turrets back for this mod or replace with current CE ones

    Problem 2
    One of the new turrets a torpedo launcher comes with its own ammo but it suffers from the same bug artillery used to have cant be loaded
    https://imgur.com/a/qhrI864

    Have tested with out CE and can confirm CE is causing it as disabling it makes the torpedos to load

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    [Patch Request]: [RH] Faction: Coalition

    Mod name: [RH] Faction: Coalition

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=2130877773

    Description:
    Part of Project Red Horse mod series. Adds a new faction, apparels, and re-used weapons from Rimmu-Nation Weapons mod. *
    Since most others RH Faction mods are patched, this one is probably patchable.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    [Patch Request]: [RH] Faction: UAC

    Mod name: [RH] Faction: UAC

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=2130954176

    Description:
    Part of Red Horse Project mod series. Add a new faction themed the UAC from the doom franchise. New original weapons and apparels. Does not contain additional creatures (so no demons etc to be patched).

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    [Bug]: CE Minified Turrets

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version: 1.1.26
    Combat Extended version: 1.1.2.2
    Combat Extended source (Steam, GitHub, etc.): Githun
    Your operating system: Windows 10 x64
    Your mod list: Harmony, Core, Royalty, Combat Extended

    Description
    The display window (or whatever the panel that pops up when you select an object) is bugged out for the M249 and KPV turrets when they are first spawned as minified objects. This goes away once they are installed, and doesn't occur if they are uninstalled afterwards.

    I believe this may be related to reports from some players of issues when trading at other faction settlements, wherein the settlements do not seem to have an inventory.

    Expected behavior
    Expected turrets to display the regular panel.

    To reproduce
    Spawn manned turret in dev mode, select.

    Screenshots & log dumps
    Log: https://pastebin.com/2zsLexWy
    20200607010221_1

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Bug]: Alpha Animals/Witcher Monster Hunter/Genetic Rim ranged attack logging error.

    Complete the template below. Reports that do not follow the template will be deleted.
    Title should be: [Bug]: (Short description of bug)

    Specifications
    Please provide the following.

    Rimworld version:
    Combat Extended version: 2.2.2 (current development build)
    Combat Extended source (Steam, GitHub, etc.): Github
    Your operating system: Windows 10 x64 bit
    Your mod list: Harmony, Core, Royalty, Alpha Animals/Witcher Monster Hunter/Genetic Rim

    Description
    The mods listed above all share the same framework by Sarge that allows creatures to have a "built in" ranged attack. While these attacks are currently functional with Combat Extended, direct-impact projectiles (in contrast to "explosions" that deal damage across an area) are causing logging errors in all three mods when they hit their target. They do not generate logs when they miss, but should do so.

    Expected behavior
    Expected the attacks to throw no errors, and to use the grammar sets included with the base mods.

    To reproduce
    Load with above modlist. Dev spawn a leshy or djinn or any other creature with a ranged attack at a moderate distance from your pawns, setting them to Manhunter, if necessary. It may take a couple of attempts to get them to use a ranged attack, rather than closing the distance for melee (making your pawns run a short distance away can also work).

    Screenshots & log dumps
    Error log: https://pastebin.com/F3VUAYFQ
    Screen shots:
    20200712114142_1
    20200712114136_1

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Patch Request]: [RF] Faction: VOID

    Mod name: [RF] Faction: VOID

    Link to mod download (preferably Steam workshop or Github):
    https://steamcommunity.com/sharedfiles/filedetails/?id=2130955778

    Description:
    Part of Red Horse Project series of mod. Adds a new faction inspired of a clan from Dead Frontier (VOID). Adds a new faction, new apparels, new weapons, and also some new creatures.

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    [Patch Request]: Combat Enthusiast's Collection

    Read and complete the template below. Requests that fail to follow the template will be deleted without warning.

    If a Patch Request (open or closed) already exists for the same mod, you may add a reaction to indicate your support. Do not create another request. Duplicate requests will be deleted.

    Mod name: Combat Enthusiast's Collection

    Link to mod download (preferably Steam workshop or Github): https://steamcommunity.com/sharedfiles/filedetails/?id=1862509294

    Description: adds a couple of vanilla-friendly designed weapons
    Before 1.1 this mod had an embedded CE 1.5 and 1.6 patch but after 1.1 mod author has no plans on updating CE patches

    Content:
    What does the new mod contain? Check all that apply.

    • New weapons.
    • New animals, humanoids, or other creatures.
    • New factions.
    • New armor or apparel.

    Complete the following checklist before submitting a request.
    I hereby verify that I have done all of the following:

    • Searched the Steam workshop, Discord, and Github for an existing patch and not found one.
    • Confirmed there are no other open Patch Requests for this mod.
    • Confirmed the requested mod is not known to be fundamentally incompatible with Combat Extended.
    • Have completed this template accurately and completely.
    • Understand that putting in a Patch Request does not guarantee a patch will be made.
    • Agree that I will not directly contact contributors to ask about patch requests.

    Putting in request does not guarantee a patch will be made. Do not directly contact team members about Patch Requests. For smaller mods, consider reviewing the guide and making a patch yourself. If you wish to create a patch for any requested mod, there is no need to ask for permission.

    [Bug]: head apparel rendered as a pink box due to missing _Female textures

    Rimworld version: 1.1.2618
    Combat Extended version: 1.1 April 22nd
    Combat Extended source (Steam, GitHub, etc.): Steam
    Your operating system: Win10 and Manjaro Linux both exhibit the same issue
    Your mod list:

    brrainz.harmony
    Ludeon.RimWorld
    Ludeon.RimWorld.Royalty
    UnlimitedHugs.HugsLib
    CETeam.CombatExtended
    erdelf.HumanoidAlienRaces
    ssulunge.BBBodySupport
    ssulunge.BBBodyHuman
    velc.HatsDisplaySelection
    Ryflamer.HDPawnTextures.HAR
    ssulunge.KijinRace2
    Atlas.AndroidTiers
    aRandomKiwi.AndroidTiersTXSerie
    Xeva.XevaFBpack.11
    Nals.FacialAnimation
    smashphil.boats
    notfood.MendAndRecycle
    telefonmast.graphicssettings
    LingLuo.LovelyHairStyle
    Rooboid127.RooOsHAccessoryHHairstyles
    Ogre.OgreStack
    Dubwise.DubsBreakMod
    Dubwise.DubsBadHygiene
    Uuugggg.TDPack
    avilmask.GrazingLands
    SoulfulPumpkin.TabletopTrove
    Uuugggg.UseBedrolls
    Uuugggg.EverybodyGetsOne
    Krafs.LevelUp
    Cocaine.ElectricStonecuttingTable
    Murmur.WallLight
    Murmur.UVWallLight
    pelador.brrrandphew
    kikohi.cybernetic
    Rah.RBSE
    pelador.drugresponse
    pelador.medicalsupplements
    automatic.bionicicons
    Proxyer.DESurgeries.DESurgeriesColor
    Proxyer.DESurgeries.KijinPatch
    dismarzero.VGP.VGPVegetableGarden
    dismarzero.VGP.VGPGardenCanning
    dismarzero.VGP.VGPGardenFabrics
    fluffy.fluffybreakdowns
    fluffy.pharmacist
    fluffy.medicaltab
    fluffy.researchtree
    fluffy.blueprints
    fluffy.worktab
    fluffy.spatialpriorities
    VanillaExpanded.VARME
    HALO.RSF
    VanillaExpanded.VCEF
    VanillaExpanded.VAPPE
    VanillaExpanded.VTEXE
    VanillaExpanded.VHE
    VanillaExpanded.VAETR
    VanillaExpanded.VAEIS
    VanillaExpanded.VAEAU
    VanillaExpanded.VAEBF
    VanillaExpanded.VAET
    VanillaExpanded.VAEED
    VanillaExpanded.VAED
    VanillaExpanded.VAECD
    VanillaExpanded.VAETS
    VanillaExpanded.VAEAS
    VanillaExpanded.VFECore
    VanillaExpanded.VFEProduction
    VanillaExpanded.VFESecurity
    VanillaExpanded.VFEMedical
    VanillaExpanded.VFEFarming
    VanillaExpanded.VFEArt
    VanillaExpanded.VFESpacer
    VanillaExpanded.VWE
    VanillaExpanded.VWEQ
    VanillaExpanded.VWEL
    zodgilla.vanillameleeretexture
    syrchalis.setupcamp
    syrchalis.prosthetictable
    kikohi.jewelry
    notfood.Outfitted
    Techmago.BootsnStuff
    PeteTimesSix.SimpleSidearms
    Sandy.RPGStyleInventory
    Jaxe.RimHUD
    RadZerp.wallCorners
    Jaxe.PawnRules
    Shotgunfrenzy.PriorityTreatment
    Jaxe.Bubbles
    Community.Psychology.UnofficialUpdate
    mobius.royaltytweaks
    neceros.oreyields
    nephlite.orbitaltradecolumn
    LWM.DeepStorage
    JangoDsoul.SimplyStorage
    aRandomKiwi.PowerPP
    BiomesTeam.BiomesCore
    BiomesTeam.BiomesIslands
    changedresser.kv.rw
    Dubwise.DubsPerformanceAnalyzer
    

    Description
    Provide a concise description of the issue or concern. What happened? When using a mod that uses FemaleBB BodyType Support, head apparel textures are rendered with a pink box.

    The issue is that CE is looking for _Female version of specific textures but they don't exist. The FemaleBB BodyType author said this had been previously fixed in 1.0.

    Expected behavior
    What did you expect to happen? Head apparel textures should be rendered.

    To reproduce
    Provide clear steps to reproduce the behavior. How do we make this happen? Easiest way to reproduce is to load CE, FemaleBB BodyType Support and Vanilla Armor Expanded - however VAE is not the root cause of this issue, but since includes many head armor graphics, it's the easiest to reproduce with.

    Load order does not make a difference - e.g. loading CE before or after FemaleBB does not fix the issue.

    Screenshots & log dumps
    Whenever possible, add screenshots to help explain your problem, and share error or crash logs to make our jobs easier. For logs, please enter the logs into a pastebin site (e.g pastebin.com, justpasteit.com, etc.)
    and provide a link. Do not paste the entire log here.

    Failed to find any textures at Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat_Female while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/CowboyHat/CowboyHat_Female, color=RGBA(0.800, 0.800, 0.800, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
    
    Exception drawing Anna: System.ArgumentNullException: Value cannot be null. 
    

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Bug]: Turrets not firing with disabled ammo system

    Rimworld version: 1.1.2618
    Combat Extended version: 1.1.2.1
    Combat Extended source (Steam, GitHub, etc.): Steam workshop
    Your operating system: Win10
    Your mod list:
    Harmony
    Rimworld Main
    Royals DLC
    Combat Extended

    Description
    Building a turret when disabling the ammo system in the options makes them unable to shoot. They ignore enemies and the log gets flooded with the error posted below. The error does not occur if the ammo system is enabled

    Expected behavior
    The turret shoots without requiring any ammo.

    To reproduce
    Start a new game
    Spawn any turret or give yourself the resources and tech to build them.
    Watch them sit idle while enemies approach

    Screenshots & log dumps
    https://pastebin.com/9eMep7Sf

    Complete the following checklist
    I hereby verify that I have done the following:

    • Confirmed that my game version and load order are correct.
    • Confirmed that I am running the appropriate and most updated version of Combat Extended and required compatibility patches.
    • Confirmed I am not running any mods with known incompatibilities with Combat Extended.
    • Disabled Combat Extended and attempted to reproduce the behavior without success.

    [Discussion]: Importing remaining patches from FastTrack fork

    The following is a TODO list of compatibility patches that still need to be migrated from the defunct CE: FastTrack Edition fork, and updated to CE 2.0 standards:

    • Alpha Animals (#65)
    • Forsakens (#13)
    • Kenshi Hiver Race
    • Kenshi Shek Race
    • Kenshi Skeleton Race
    • More Vanilla Turrets (#134)
    • NewRatkinPlus (#93)
    • Warhammer: Gor

    Mods whose patch implementations were dubious or otherwise need to be rewritten from the ground up:

    • Rimworld of Magic
    • Star Wars - Factions
      • Patches missed final FT release deadline
    • [Ods] Great War German Uniforms
      • Revamp of various Ods WWII uniform mods

    Mods that have not yet been updated for RimWorld 1.1, and whose patches will not be imported:

    • Flommel
    • Spidercamp's Dog Pack

    [Discussion]: Gas mask toggle gizmo

    With Combat Extended smoke mechanics, fighting--or even trying to escape from--even moderate sized fires in enclosed spaces can be quite dangerous in short order, as pawns are quickly overcome by smoke inhalation. As a result, it would be practical in many cases for a pawn to have a gas mask handy for emergencies--especially since pawns will currently wander into smoke filled areas. However, due to the stat impacts of wearing a gas mask, they're impractical to wear around.

    The solution, then, would be a UI gizmo only visible for pawns who have a gas mask. It would have three options:

    • Disabled: Pawns will not wear a gas mask. If they're wearing one, they will store it in their inventory.
    • Enabled: Pawns will don the gas mask in their inventory.
    • Automatic: Pawns will automatically put on the gas mask in their inventory if they enter an area with hazardous levels of smoke. Once they're no longer in a hazardous area, they will remove the mask and put it back in their inventory (this should be a fairly low priority job, so we don't see colonists stopping in the middle of firefighting to take off their mask because the smoke on the tile they're standing on disappeared).

    My thought would be that this could be controlled by an apparelTag, or something like that. It would also probably be worthwhile to have some functionality to ensure that pawns will choose the best gas mask in their inventory (e.g putting on a true Gas Mask rather than a Primitive Gas Mask), and to make sure they're not removing a piece of headgear that already completely protects them from smoke (like a power armor helmet) when in Automatic mode.

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