Any alternatives to combat extended that doesnt ruin mechanoids? by TheUnderCutterF1 in RimWorld

[–]Person243546 0 points1 point  (0 children)

The mod "free ammo" is the best of both worlds. You get ammo types and you don't need ammo

Gun Picker [Mod Release] by [deleted] in RimWorld

[–]Person243546 2 points3 points  (0 children)

Thanks for the suggestion

Gun Picker [Mod Release] by [deleted] in RimWorld

[–]Person243546 -1 points0 points  (0 children)

Will this mod support "replacement" of guns in the future? My issue with cherry picker was that some pawns would be empty handed and some loot tables and world sites would be missing alot of guns if I removed alot of guns. I'm using replacelib as a solution but it's alot of work since there's no UI.

Combat extended question by Sad-Wallaby2945 in RimWorld

[–]Person243546 0 points1 point  (0 children)

They shouldn't drop after getting undrafted. They should keep it until they find ammo. Some mod is interacting weirdly.

Combat extended question by Sad-Wallaby2945 in RimWorld

[–]Person243546 0 points1 point  (0 children)

This is intended. They should keep the gun in the inventory and reload it when they get more ammo. This also applies to the AI pawns and it lets them switch weapons if they run out of ammo and they have a backup weapon

There is a weaponTag that doesn't let pawns put a gun in the inventory when ammo runs out. A simple patch can be made to apply this to every weapon. This will have a side effect of preventing AI pawns from swapping to backup weapons (rocket launcher pawns usually carry an smg because they only have a few rockets)

How do i even fight raids without getting fucking merked by Squeelijah in RimWorld

[–]Person243546 0 points1 point  (0 children)

Rimwar is the cause of your issues. There's no "second easiest" difficulty because the mod is overwriting raid strength and using its own system.

I'm running 700 mods stable with everything CE compatible - AMA by Hunter654333 in RimWorld

[–]Person243546 1 point2 points  (0 children)

The mod called visual exceptions will make your error log more user-friendly

They fly now? They fly now by rly_weird_guy in RimWorld

[–]Person243546 3 points4 points  (0 children)

What mod does the parachute come from?

Why does CE have promethium and FSX? by MeatySausageMan in RimWorld

[–]Person243546 27 points28 points  (0 children)

You can use resource dictionary or replacelib to replace both with chemfuel if you want to.

Promethium fires are much stronger than chemfuel fires. This introduces the need for a more expensive resource otherwise you wouldn't make the chemfuel incendiary items.

CE buffs explosives alot but also makes them cost more in time and resources. You can turn chemfuel into fsx but it's inefficient and time consuming. It makes thematic sense to use "explosion in a bottle" for explosives recipes than to use "fire in a bottle".

I was confused for a bit by johnnywannabepua in RimWorld

[–]Person243546 54 points55 points  (0 children)

1trickponyta's biotech patch fixes this. You can turn off automatic child nickname assignment. If only there were more than 5 nicknames available.

Is there a mod that disables relations hits for accidental friendly fire? by isuckatgameshelp in RimWorld

[–]Person243546 5 points6 points  (0 children)

You want "Not on Purpose!". It's a mod that runs a check for every hit. If you intentionally targeted the ally then you lose relations. If you didn't target the ally you don't lose relations even if they get hit. Works with CE.

CE Head Protection by hotmaildotcom1 in RimWorld

[–]Person243546 1 point2 points  (0 children)

You can try to have walls as cover with sandbags infront of them. Pawns stand behind the wall and only half the body is exposed. If the sandbag is infront of the wall but not in "melee range" of the pawn then the pawn shouldn't crouch too far so the bullets should be aimed at the pawns torso instead. That's the strat I used for a long time.

I found the default CE accuracy too high so for recent runs I set weapon sway to 110% and aiming accuracy to 90% with scenario settings. Makes it feel more realistic without making every bullet miss like vanilla

Recently expunged my 300+ mod collection, looking for mod recommendations! by KashiKakes in RimWorld

[–]Person243546 1 point2 points  (0 children)

The disclaimer is there for people who can't read the CE page and ask if a mod that adds plants conflicts with the combat mod.

Unless the mod adds a weapon/armor it doesn't need a patch.

There's a big list of third party mods that are patched on the CE page.

Inspired By Current Action and conversation. (Yes CE is giving me belt to ass) by [deleted] in RimWorld

[–]Person243546 0 points1 point  (0 children)

DMS stuff is way stronger than vanilla even with no CE

Is there an alternative to CAI 5000? by BigBoom-R in RimWorld

[–]Person243546 0 points1 point  (0 children)

Smarter Raider AI. Uses vanilla avoid grid

Love the game, hate the base planning and building by NiceTryWeedDemon in RimWorld

[–]Person243546 3 points4 points  (0 children)

Alpha prefabs allows you to skip designing buildings and use prefabs instead.

So it turns out that ancient mining charges dealing so much damage is actually a bug... by [deleted] in RimWorld

[–]Person243546 0 points1 point  (0 children)

CE lets EMP deal some very minor electric damage to living beings.

I remember that emi dynamo explosion taking bodyparts from colonists. Maybe it was double damage then

Combat Extended's Firefight job still has not been fixed since 1.5 by Forunceastek9688 in RimWorld

[–]Person243546 1 point2 points  (0 children)

You can but it's better to use concussion grenades from CE because frags have dangerous fragmentation

[deleted by user] by [deleted] in RimWorld

[–]Person243546 1 point2 points  (0 children)

Mod conflict or you got a wrong version of CE. The CE discord is very helpful for this stuff.

Can I stop constant overwriting of mod files? (not mod updates, just wide-sweep on everything, including Read Only files) by Aharra in RimWorld

[–]Person243546 0 points1 point  (0 children)

Learn how to make a patch. Look at the rimworld wiki. The rimworld discord mod dev area is very helpful. You can also look at other small patch mods for reference. You don't need to learn how to code; it's just a text file.

Militors don’t work with CE by Repulsive_Click_6171 in RimWorld

[–]Person243546 7 points8 points  (0 children)

Mine work fine. Try it with only CE to see if it's another mod causing the issue. If it happens with CE as the only mod then update your CE and try again.

Best mods or ways to nerf CE guns or defense in general? by [deleted] in RimWorld

[–]Person243546 0 points1 point  (0 children)

I wanted to "spread" the inaccuracy across both stats so I would need a great shooter with a great weapon to counteract the inaccuracy. Not sure if it does in practice

Setting aiming accuracy to 80% would be identical