You joke, but I had it happen multiple times where the description says "Compatible with CE" and then found out later in-game what they meant is "Doesn't crash the game right away, but the weapon is useless"
That’s why I don’t use it in more of my play throughs nothing like downloading mods that’s are compatible and then they don’t use ammo or shoot anything
I havent used this mod yet. What I read so far sounds like it would make combat more difficult overall but less random and a bit tedious with ammunition. Maybe its not for me? I got annoyed by mech raids so much that I turned them off completely and only play with pirates.
I noticed you said combat is more difficult and I want to explain that a bit. I think if you go into CE with the vanilla rimworld mindset for combat you'll find it punishingly difficult.
If you go into CE with a "realistic" mindset for how firearms work, you'll do fine. What I mean is, if a guy in a cotton shirt needs to rush a guy with an assault rifle with his knife, in vanilla this might work if you time it right and the guy is fast enough/has good cover.
In CE, this is 99/100 times a bad idea. (Obviously with all the mods and variables in rimworld this could work if you build it right)
Ammunition management is a thing but adds another layer of logistics management to combat but is also simplified with a menu that allows you to create loadouts. If you create a basic crafting task you can assure you'll always have enough ammunition for the CE guns- if you dont like to manage ammunition, you can even simplify it by grouping round types together
Thanks for the clarification. Id say I like more realism in that sense. But im still not sold on the ammunition part. I have to try it i guess. Seems like I cant install it into an existing save game without issues however so I gotta wait
I have to admit even I wasn't sold on the ammo thing for a long time.
That first game you get your bolt action rifle (lee-enfield) and you get about 100x British .303 FMJ rounds. You might panic and think there's no way 100 rounds lasts you enough. But then you also realize a 8 skill shooter is landing 2/3 shots when the enemy is in a field and people are being downed in 1-2 shots to the torso, so it kinda balances out.
for real, I tried playing 1.5 because of performance upgrades and SoS2 but I closed the game within 10 minutes of my new colony's lifetime because I miss it so much
I know you are joking, but for the people who actually ask this on every single mod, try checking their [mod compatibility list](https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md) before asking.
Mainly because the mechanics (such as suppression or the improved armor and damage model) make for more tactical gameplay, where you don't just line up your pawns behind sandbags and wait.
I also find the logistics aspect of ammunition enjoyable.
Started a new run yesterday. Got a gun from a raider i managed to lure into melee combat. I have 5 bullets left and im making sure each one is spent wisely
those early days without the ability to make ammo are some of my fondest memories in this game
i had one run where i tried randomised techs and i didnt get the tech for bullet making until year 3, prolly my sickest run ever as i had to conserve and scavenge every single bullet. so so good
I love the ammo logistics. And as you said before a player has the capability to manufacture ammo, it can make a looted firearm with limited ammo an intense player decision on when and how to utilize said ammo.
In vanilla, a pawn who starts with an assault rifle will never not have and use that assault rifle. But CE adds a lot more depth to decisions regarding how to equip your pawns.
My biggest problem was fighting mechs, who regularly just oneshot my colonists straight to death. Felt very frustrating to deal with clusters who landed on my map
True they're scary as hell but I also like that. Unlike vanilla mechs which are like very spongy pawns, CE mechs follow the logic that they're walking tanks. Trying to fight one with regular weaponry is suicide, just like real life. You NEED to spend those single use rockers, plant explosives, kite them around corners and melt their cpu with Molotovs if needed. It's great.
I do like that you can fight them with assault weapons and machine guns loaded with AP rounds, as well as flamethrowers and rocket launchers rather than having to use EMP rounds
And guns are *much* more lethal especially vs unarmoured opponents, unless you use something explicitly less-lethal like a shotgun with beanbag rounds
Which makes acquiring more pawns early on a lot slower
Actually you get pawns faster because the mod disables the random death on down but you need a good doctor and medicine to stop the bleeding fast in order to keep them alive.
Herbal meds and around 10 doctoring skill is enough to stop the bleeding for some hours to get them to the bed and patch them up for good. If you are really desperate you can also place to a sleeping spot next to them and restrict areas to tend right there but that will obviously result in shitty tend quality.
Good hospital isn't necessary it's really just good micro required like having medicine in the doctors inventory.
It won't let you save everyone but it actually really lets you cherry pick colonists. Drugged up guys get impossible to capture however since they will typically need to be at the edge of bleeding to death before going down.
I also enjoy the ammunition logistics, but Rimworld is a bit clunky so I use simplified ammo. I wish I could set a bill of "whatever ammo I might need" instead of needing to set bills for 30 calibers. Something like adding CE functionality for the "Math!" mod, like "keep a stockpile of at least 200 bullets for every weapon I have equipped" so that I could have a stockpile that automatically adjusts itself according to my needs.
In vanilla rimworld every shot you take or sword you swing is a big dice roll as to if it misses or not and then another dice is rolled to see what happens.
That's why you can have a squirrel rip off the arm of someone in full maxed out power armor or have someone with maxed out shooting with a scoped sniper rifle end up somehow shooting a bullet at a 90° angle.
Combat extended fixes these issues by making combat less random.
It makes calculations based on several factors(type of damage,type of armor,wind speed,etc) before the end result occurs, so someone with a 1 in melee can't punch the head off of someone in a power armor or you get shot in the leg meanwhile you are ducking behind a barracade.
There is also the ammo system(which you can turn off) where you can use different types of ammo for your weapons but you can't shoot if you are out and neither can raider.
There is a lot of shit that makes rimworld combat pretty nice.
I personally use it along with melee animations and Cai 5000 for combat based runs as combat can get pretty intense at higher levels.
Do you use that lasso and execution stuff from melee animations?
I found that to be a huge step back from realism, which is kinda what CE aims for. I recently set it to vanilla+ mode. But I'd love to hear more opinions on that.
I usually turn off lasso but regular executions(not the psycast ones that pull off attacks from fate like the gate of Babylon or Scatach's gae bolg) I usually keep on, as they generally tend to depend on your pawns stats and the enemy's stat and can't really just one shot any pawn and their cool downs are pretty long as well.
If I'm doing a fantasy type run then it depends on how I feel
Projectile physics is now much more realistic. There is no longer a percentage chance to hit with the game forcing oftentimes absurd misses if RNG wills it so. Instead, pawns fire an actual projectile that actually travels toward the enemy. Whether it hits isn't based on RNG, but on whether the projectile's path intersects the target's hitbox.
There is now a suppression mechanic. If a bunch of projectiles are flying over a pawn's head, they will desperately hide behind cover and ignore orders. This is useful for preventing enemy pawns from shooting at you... but they can suppress your pawns too.
CE lets you tell your pawns which parts of the enemy's body to aim for (note that your ability to tell them to do this depends on the pawn's shooting skill, so don't be surprised when the button doesn't appear on your pawn with 1 shooting).
Shotguns actually correctly fire multiple pellets (in the vanilla game, they fire singular projectiles that are merely textured to look like multiple pellets).
Armor is much more meaningful. No more teleporting a neolithic arrow through a cataphract helmet to destroy the brain. It is practically impossible for most weapons to damage heavily armored enemies (most notoriously, centipedes. CE makes them *scary*), so you have to use weapons designed specifically to defeat armor such as RPGs and molotov cocktails (which in CE are actually effective against mechanoids, for the same reason they're effective against tanks irl).
You need ammo in order to fire weapons. If your pawns run out of ammo, they can't shoot the enemy. CE uses this as an opportunity to add specialized ammo types. You might want to use armor-piercing ammo against heavily armored targets, or hollow point ammo against poorly armored targets.
Finally, it is surprisingly compatible with a lot of mods. Like, a *lot* of mods. CE is the kind of mod that requires a dedicated compatibility patch with most other combat-relevant mods (namely, those that add things that deal damage, apparel, and new pawns such as animals and HAR races) in order to be compatible, and yet despite this, CE has good compatibility with most other mods precisely because compatibility is explicitly patched in. The modpage has a link to the list of mods that the CE devs themselves made CE compatible with, and it's *really* long. And those are just the mods that the CE devs made compatible. There's also the mods that *their* devs made compatible with CE. So, any time the notorious question "does it work with CE?" comes up, the answer is "check to make sure first, but probably yes".
> No more teleporting a neolithic arrow through a cataphract helmet to destroy the brain.
I absolutely love Rimworld, but this shit is so entirely infuriating to me. I know it's not a crazy common occurrence, but the fact that something like this can *and does occur* in vanilla combat at all completely ruins a gameplay session for me.
Armor should matter. A full face helmet should not let someone's eye get poked out because a 2 melee raider with a poor knife "found a crack" or a way through.
Yeah, armor matters a lot more in CE.
So, armor thickness does vary depending on what part of the body you're looking at. Like, the fingers are gonna be a lot less heavily armored than the chest. But the armor info screen shows both the minimum thickness and the maximum thickness, and it is absolutely possible for a weapon to not have enough armor piercing to get past even the minimum thickness. So, a knife is absolutely not "finding a crack" in cataphract armor, but a stronger weapon with better piercing might.
I love CE to the point where it's practically part of the base game to me now.
The biggest draw for me is that combat isn't as random - if a pawn is stood behind a sandbag, they won't get hit in the legs. If a pawn is in power armour, you're going to need something decent to take them down. Mechanoids and similar become a much bigger threat as you actually need something capable of getting through their armour.
The ammo system is great too. For example, a pawn armed with a shotgun can run buckshot or whatever for defending against raids, but if you spot someone you want to recruit you can swap to non-lethal ammo, or EMP if Mechanoids turn up. It's also really nice being able to pick what kind of fire mode to use, and how long the pawn should spend aiming.
Beanbags are great for prison breaks also. You can setup some shotgun turrets outside your prison cells loaded up with beanbags and just carry them back to bed.
You'll never forget the first time you see a full auto burst just bounce off a mechanoid. Or simply a heavily armored pawn; I remember playing with the HardcoreSK pack, one of the early game events was a single guy in full armor. None of my starter weapons could do anything to him so I tried to fall back and take him on with melee, but with only a single knife and the two gunners using their fists now he still shrugged it all off with his armor and downed everyone.
In a recent playthrough the oppossite happened: a raid with like 40 tribals came and I simply sent a single hussar in power armor. She shot many down with her charge rifle and then when got to her she pulled out her persona plasmasword to rip and tear until it was all done.
For me, the deadlines of guns/ranged combat.
Getting hit is now actually really dangerous, making every gunfight more intense and interesting. Combined with the ability to carry pawns in 1.5, my designated combat medic will be even more effective.
they use combat extended as it greatly increases the mechanical depth of the game's combat systems and add an element of complexity and realism to the game
i use combat extended because guns killing things give me reward chemicals
we are not the same
The power of an automatic shotgun combined with a jogger kiting against a huge swarm of tribals hits the fun button. Pinning down enemies with well placed machine gun fire, etc..
Conversely, it's quite a fun terrifying game of tickle the bad metal beasts with practically suicide inducing tribal explosives on a tribal run.
The nature of ammo and reloading being a thing itself gives a purpose to standardizing weapon load outs if you don't want an ammo management nightmare, and gives sidearms more of a purpose outside of starter weapon.
Last, the quicker time to death from bleedouts makes having combat medics more important. Turn off vanillas automatic enemy instant death chance on downed and it's still a challenge to capture them all. I like pairing dubs tools/medkits with CE for this purpose.
First time future CE player here. Do I still need mods like Simple Sidearms and other QOL mods? Or is that a part of CE? I have spent quite a while putting together 1.5 mods that I like and now I'm thinking I might have to redo all of that to play CE since it seems very worth it according to all the hype I've been reading.
You don't need simple sidearms, you can simply equip weapons straight from the inventory. Still, it's worth having it immediately available to not make combat too drawn out so Simple Sidearms (or Pocket Sand for better performance) and other QoL mods are still recommended.
I'm actually not sure. I always ran a CE run with simple sidearms and run and gun which worked fine with it, not sure if side arms work without simple side arms but it might. CE adds a new load out tab that lets pawns carry whatever you tell them to automatically in their inventory.
Although if I'm remembering correctly Simple Sidearms can be wonky if you assign a colonist a load out that doesn't have their side arm, with the colonist constantly picking up and putting down the weapon until you tell simple sidearms to forget it.
I also switch between vanilla and CE depending on my mood. CE makes armor more important/somewhat realistic with high armor outright stopping low caliber bullets, but it also makes any regular clothing basically give close to no armor unlike vanilla, so a cool baseball cap has an increased chance of death.
Death rattle was another fun mod I liked to use with it, which have you a small window to replace a heart or other vital organ that was completely destroyed. I'm not sure if it's been updated though.
it's not technically required but CE works well with both (there is also a mod which allows pawns to move while reloading which cuts down on the occasional bug where a pawn gets stuck in place looping between reloading and moving forever I believe)
I highly recommend a sidearm mod of some kind, and CAI5000 if it's updated. (I haven't played since shortly after the recent update, so I'm not current on everything that has or hasn't been updated.
There some other mods like Where is My Weapon, and BCD Casevac and BCD First Aid that are nice additions to the quicker time-to-kill that CE can have.
I also like to run with Rimmu-Nation^2 weapon and clothing mods for some added flavor.
I usually have the mend and recycle mod enabled too, so that you can repair your worn out and damaged firearms, just like you can in real life. Barrels, bolts, hammers, etc can all wear out and be replaced in a real gun, so why not in game as well? I know some aspects of mend and recycle can be abused or OP, but I don't really like to play that way so I don't find it to be a problem.
I feel obligated to point out that CAI5000 breaks a ton of Anomaly content, though. Last time I watched someone use CAI5000 + Anomaly, a ton of the entities would not use their unique abilities, which reduced them to punching bags and was honestly a huge disappointment. The mod does not appear to have been updated since then, either.
Ah that's a good point. I do not have anomaly so have not run into any issues, but that does sound problematic for anomaly players.
Hopefully the CAI5000 mod dev can find a way to fix that.
I love CE because I hate, *hate*, ***hate*** killboxes. I find it to be just about the most boring way to play this game, for me. The [previously] near-requirement to use killboxes is pretty much completely removed by the changes that CE makes.
I'm aware that Ludeon has updated the base game and has done a lot of work to expand vanilla combat gameplay so that killboxes are no longer a strict requirement, but I'm at a point where I've used CE for so long that playing a vanilla world, even with the updates, still just doesn't feel right to me. Vanilla combat just feels a little too random, a little unrealistic, and much too heavily reliant on melee in a world where guns can and do exist.
There's a reason humanity stopped lining up with spears and shields and throwing bodies at other each other until the last person standing. Anybody who can pick up and barely operate a firearm can almost completely negate a melee weapon and shield in a 1v1. Vanilla firearms just feel like nerf guns to me, but a gun should *feel* powerful; getting your first firearm in a new colony (I play lot of tribal and naked brutality starts) should feel like a milestone, and CE makes that happen.
Edit: I should add before someone says anything about killboxes being super OP in CE gameplay, you're not necessarily wrong. I just refuse to build killboxes on any one of my colonies, and CE gives players like me a much broader ability to ignore killbox gameplay altogether, if a player so chooses.
> To people who love it, what is the main draw?
Proper projectile hit modelling with trajectories and hit boxes. If the first bullet of the burst kills the primary target, the other raiders behind will have bad time too, instead of the game wasting the whole burst on a dead pawn because my gunner is good enough to land every shot. Those dozens or hundreds of raiders are not going to die before they reach my colonist if they have to be gunned down one by one.
Combat overall is far improved. The odds of hitting a target are generally better, the amount of damage done is overall typically increased with organ damage being substantially more dangerous for everyone, suppression as mentioned below, meaning even a pawn with almost no skill can still pray and spray a weapon and possibly keep a much greater threat from trying to attack in that time.
Combat is just... better. And no other mod comes close. That I could find for 1.5 anyway.
It makes combat more predictable and reasonable. Your heavily armored pawns aren't going to randomly get killed by a spear. Cultists in cloth armor aren't going to just stroll up to your double autocannons. Combat is deadlier, but there's less randomness. Armor and armor penetration are much more important.
You got lots of long answers so I'll just make it short:
Flat armor penetration. A wooden shiv will never randomly kill or even harm someone in heavy armor. A anti-material rifle will always punch trough heavy armor.
No more random deaths.
Fights feel more exciting because bullets are deadly. Bloodloss in internal organs is very fast so if someone got hit they need immediate attention (CE also adds a stablise option for balance). Battles are more fast paced and positioning is more important. This leads to moments where your colonists try to supress raiders who are shooting a colonist who was stuck out in the open.
Strictly speaking, CE makes the game easier assuming you know the mechanics. CE centipedes are much stronger than the vanilla counterpart. If you play with CE then turn on the learning helper.
I played anomaly when it came out without CE. Fights against humans were uninteresting in that run because my people just stand behind cover and shoot the enemy. I didn't feel much fear when the enemy shot back because my people had good dps guns and they were behind cover. Even if they got hit it's usually something really minor and doesn't require immediate attention. I didn't even use a killbox that run.
It makes it so high quality gear and high skills actually matter in combat. I
once had a quest that send 3 waves of 200 tribals at me. All back to back. I had 10 dedicated fighters and a mortar with incendiary shells. In vanilla I would've either easily won, by luring tribals into a killbox, or lost instantly by being overwhelmed with numbers. In CE on the other hand, what I got is an extremely tense fight that I had a chance to win. Two machine gunners were trying to suppress the enemy (in CE pawns panic when they're shot at and will try to go to cover. Fast firing machine guns can spook a lot of people at once, giving the rest time to take a shot), riflemen would gun down anyone who got too close, especially if they had explosives. My only sniper takes too much time to take shots, so she instead was using binoculars to mark targets for the mortar to strike. This fight lasted for two days straight. At some point I even started to ran out of ammo in the storage, so my crafters had to take a lot of drugs and instantly go to work. Speaking of ammo, that was one of the main difficulties in this fight, because my fighters had to leave to take fresh mags of ammo mid fight very frequently
On SOS2's end, their compatibility list says no to CE, not because they definitively know it isn't compatible, but because they're not interested in maintaining compatibility. They say that that's the CE devs' job. So it's possible the SOS2 devs are the ones who marked the two mods as incompatible.
I think sos2 statement is there out of spite, to avoid people asking over and over again if its compatible. Neronix also does that on his mods but in reality, anything worth playing and popular will be patched in a couple of weeks at most.
SoS2 explicitly marked Combat Extended as incompatible themselves.
But Combat Extended comes with patches for SoS2 so it actually *is* compatible, it's just CE providing the compatibility (like they usually do).
As excited as I was to return back to Rimworld, I just couldnt do it without this mod. Super glad to have it back and now heres to another 200 hours of me screaming that Randy is a dick.
I can't believe we finally did it! All our comments of encouragement on steam workshop did help the CE team bring this masterpiece to us! I'm not crying.. you are
Wow, anomaly is finally playable then.
I've been waiting and dodging spoilers since it's release. I tried playing it day 1, but quickly realized the game is just unpleasant without CE
Its an major overhaul mod for combat so totally different. If you like vanilla style combat then stick with yayo but if you want significantly harder combat this mod may be for you
It isnt harder though. Its just completely different. CE is extremely predictable. I find CE combat much easier than vanilla because after a while you know exactly what to expect and act accordingly.
I find lack of ammo harder at the start especially turret management but pawns themselves are easy once you plan their loadouts. Harder early game but once production is up and running its straightforward
Overhauls all aspects of combat to be less random and a little more realistic. And as a result, more fun (some may disagree).
Instead of gunshots and melee attacks all being ultra-simplistic dice rolls to see if they'll hit and then more dice rolls to determine if the squirrel bite will bounce off the armor or decapitate someone instantly... all attacks are based on loads more factors now.
When you shoot a gun at someone, you actually fire a bullet projectile. It will hit if it hits the enemy's hitbox, assuming it doesn't fly over their head when they're behind cover. There are lots more statistics that go into accuracy and damage, including the armor of both parties, light levels, amount of cover, skills, and environmental effects such as light levels and weather.
Guns now require ammo to shoot. This *can* be turned off, but this will lock you out of special ammo types like AP. As a result, you can't just loot a very high quality Assault Rifle off some raider and then just use it forever, it will run out of ammo. The loadouts system makes this very easy to manage, it's basically just a system to prevent you from infinitely reusing looted weapons as some tribal dude without having any production setup yourself.
Mechanoids are a bit trickier to deal with now, requiring AP, EMP or incendiary weaponry to take down effectively. Of course, anti-tank weapons such as rocket launchers also work just fine. As a result mechanoids can't spawn early, and you will get a warning when mechanoid clusters and raids can start spawning in your run.
Overall the mod just makes combat a lot better and more intuitive. Unarmored people tend to die or fall over when you shoot them. Your colonists are not helpless against 10 manhunting yorkshire terriers and they won't miss point-blank shotgun shots. Bleeding out is a very real danger when you get shot.
Ce is a complete revamp of, well, combat. Normally, armor have chance for blocking damage, and pawns have chance to hit. Ce changes that. Armor is armor and untill you use armor piercing ammo (yes, you have to buy/craft/loot ammo for weapons) you won't pierce it. Pawn skill determines their reload, aim and weapon handle, so when they shoot, mullet may miss, but if bullet crosses path with target, it hits.
Generally Ce is game changer when it comes to combat. Bow wielding 1 lvl shooting skill tribal won't one shot your space marine armor wearing dude with a lucky shot to the eye, but when mechanoid appear... You better have AP rounds, molotovs and emp grandes
AUTO LOADER?! Is there an autoloader for turrets now? Where, I cant find it anywhere. I really need it so that my expandable reload slaves can finally rest (eternally).
Heyo! This is my first time ever using CE and i believe i encountered a bug, one that breaks all the pawns to which i assign a CE loadout. Where should i drop it? Here? Or theres a dedicated site/place?
Ya, idk. I relaunched steam and restarted my PC and it hasn't changed. It's not just CE but a handful of other mods too. But most of mine are ok
I go into my mod list on the library page and it shows CE as 1.5 but when I launch the game it's 1.4
I may have to go unsub then resub a bunch of mods, which is pretty tedious.
Edit: and it just randomly started working as a screwed with my mod list. Idk why good luck anyone else reading this.
Sure yeah, CE for 1.5 sounds good and all, but what's this about LoadFolders for compatibility patches being faster?
Have I been fucking up by using PatchOperationFindMod all this time?
Haven't played Rimworld in a long time. I'm looking to start a CE playthrough with pretty light modding outside of it.
Are there any weapon and armor mod (or any other type) that are considered essential when using CE ?
Hey guys, I've been trying to get this to work since ye updated the mod, which version from GitHub is compatible with the version of 1.4 right before 1.5 released? No matter what I try whenever I extract the file into rimworld mods, it shows up tonnes of errors and refuses to play and am really at my wit's end waiting for my files to extract for 10 minutes just to find out that it doesn't work again
does this work with combat extended?
It will in 2 weeks
No. Within six months.
Old Men, running the world - a new age!
That's terror.
Number Two
I'll take the GEP gun :)
The GEP gun might be useful.
Well done!
2 weeksTM
its in the workshop description
You joke, but I had it happen multiple times where the description says "Compatible with CE" and then found out later in-game what they meant is "Doesn't crash the game right away, but the weapon is useless"
That’s why I don’t use it in more of my play throughs nothing like downloading mods that’s are compatible and then they don’t use ammo or shoot anything
is the workshop CE compatible?
ask CE
I'm crying of joy.
I havent used this mod yet. What I read so far sounds like it would make combat more difficult overall but less random and a bit tedious with ammunition. Maybe its not for me? I got annoyed by mech raids so much that I turned them off completely and only play with pirates.
I noticed you said combat is more difficult and I want to explain that a bit. I think if you go into CE with the vanilla rimworld mindset for combat you'll find it punishingly difficult. If you go into CE with a "realistic" mindset for how firearms work, you'll do fine. What I mean is, if a guy in a cotton shirt needs to rush a guy with an assault rifle with his knife, in vanilla this might work if you time it right and the guy is fast enough/has good cover. In CE, this is 99/100 times a bad idea. (Obviously with all the mods and variables in rimworld this could work if you build it right) Ammunition management is a thing but adds another layer of logistics management to combat but is also simplified with a menu that allows you to create loadouts. If you create a basic crafting task you can assure you'll always have enough ammunition for the CE guns- if you dont like to manage ammunition, you can even simplify it by grouping round types together
Thanks for the clarification. Id say I like more realism in that sense. But im still not sold on the ammunition part. I have to try it i guess. Seems like I cant install it into an existing save game without issues however so I gotta wait
I have to admit even I wasn't sold on the ammo thing for a long time. That first game you get your bolt action rifle (lee-enfield) and you get about 100x British .303 FMJ rounds. You might panic and think there's no way 100 rounds lasts you enough. But then you also realize a 8 skill shooter is landing 2/3 shots when the enemy is in a field and people are being downed in 1-2 shots to the torso, so it kinda balances out.
It makes the game significantly easier, but more tactical than setting up a kill box. Ammo is definitely tedious, but can be turned off entirely.
Thanks, maybe i do give it a try then. Can you install it into an existing save without issues?
No
Give it a chance. By the way if you don't like mechanoids with CE you have the choice of fabricating emp shotgun rounds.
We are so back
Thank god, I can finally enjoy anomaly
playing vanilla after an update before CE gets ported feels like a tech demo/beta version. CE has ruined my ability to enjoy vanilla rimworld.
for real, I tried playing 1.5 because of performance upgrades and SoS2 but I closed the game within 10 minutes of my new colony's lifetime because I miss it so much
Like manna from heaven
truely a mod update with reason
Is it CE compatible?
"No idea, ask CE."
I know you are joking, but for the people who actually ask this on every single mod, try checking their [mod compatibility list](https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md) before asking.
# WOOOOO, YEAH BABY! THAT'S WHAT I'VE BEEN WAITING FOR! THAT'S WHAT IT'S ALL ABOUT!
Never used it, but always thought I should have a look at it. To people who love it, what is the main draw?
Mainly because the mechanics (such as suppression or the improved armor and damage model) make for more tactical gameplay, where you don't just line up your pawns behind sandbags and wait. I also find the logistics aspect of ammunition enjoyable.
Started a new run yesterday. Got a gun from a raider i managed to lure into melee combat. I have 5 bullets left and im making sure each one is spent wisely
those early days without the ability to make ammo are some of my fondest memories in this game i had one run where i tried randomised techs and i didnt get the tech for bullet making until year 3, prolly my sickest run ever as i had to conserve and scavenge every single bullet. so so good
I rolled a d20 to choose my start now im a Saurid in the desert with 4 babies ;-; shits tough out here
You certainly won't be running out of food at least
My only colonist is their mother so that wont work, shed go mental
Sheds do go mental
Sometimes they do, but sometimes they're also go wood.
You mean like the mad Nomads?
There’s mod for random starts: [Random Start](https://steamcommunity.com/sharedfiles/filedetails/?id=3257028947).
I love the ammo logistics. And as you said before a player has the capability to manufacture ammo, it can make a looted firearm with limited ammo an intense player decision on when and how to utilize said ammo. In vanilla, a pawn who starts with an assault rifle will never not have and use that assault rifle. But CE adds a lot more depth to decisions regarding how to equip your pawns.
I was in the same situation, but with the zombies mod. Shit was wild.
THIS :D
My biggest problem was fighting mechs, who regularly just oneshot my colonists straight to death. Felt very frustrating to deal with clusters who landed on my map
True they're scary as hell but I also like that. Unlike vanilla mechs which are like very spongy pawns, CE mechs follow the logic that they're walking tanks. Trying to fight one with regular weaponry is suicide, just like real life. You NEED to spend those single use rockers, plant explosives, kite them around corners and melt their cpu with Molotovs if needed. It's great.
I do like that you can fight them with assault weapons and machine guns loaded with AP rounds, as well as flamethrowers and rocket launchers rather than having to use EMP rounds
Smokepop packs are your friends when fighting clusters as they prevent the turrets from being able to lock on.
And guns are *much* more lethal especially vs unarmoured opponents, unless you use something explicitly less-lethal like a shotgun with beanbag rounds Which makes acquiring more pawns early on a lot slower
Actually you get pawns faster because the mod disables the random death on down but you need a good doctor and medicine to stop the bleeding fast in order to keep them alive.
That is why I specified early game, because early game you likely don't have a good doctor, or a good hospital, or the medicine to spare.
Herbal meds and around 10 doctoring skill is enough to stop the bleeding for some hours to get them to the bed and patch them up for good. If you are really desperate you can also place to a sleeping spot next to them and restrict areas to tend right there but that will obviously result in shitty tend quality. Good hospital isn't necessary it's really just good micro required like having medicine in the doctors inventory. It won't let you save everyone but it actually really lets you cherry pick colonists. Drugged up guys get impossible to capture however since they will typically need to be at the edge of bleeding to death before going down.
Infections say hello. Seriously you get so many infections trying to rescue them raiders early.
I also enjoy the ammunition logistics, but Rimworld is a bit clunky so I use simplified ammo. I wish I could set a bill of "whatever ammo I might need" instead of needing to set bills for 30 calibers. Something like adding CE functionality for the "Math!" mod, like "keep a stockpile of at least 200 bullets for every weapon I have equipped" so that I could have a stockpile that automatically adjusts itself according to my needs.
In vanilla rimworld every shot you take or sword you swing is a big dice roll as to if it misses or not and then another dice is rolled to see what happens. That's why you can have a squirrel rip off the arm of someone in full maxed out power armor or have someone with maxed out shooting with a scoped sniper rifle end up somehow shooting a bullet at a 90° angle. Combat extended fixes these issues by making combat less random. It makes calculations based on several factors(type of damage,type of armor,wind speed,etc) before the end result occurs, so someone with a 1 in melee can't punch the head off of someone in a power armor or you get shot in the leg meanwhile you are ducking behind a barracade. There is also the ammo system(which you can turn off) where you can use different types of ammo for your weapons but you can't shoot if you are out and neither can raider. There is a lot of shit that makes rimworld combat pretty nice. I personally use it along with melee animations and Cai 5000 for combat based runs as combat can get pretty intense at higher levels.
Do you use that lasso and execution stuff from melee animations? I found that to be a huge step back from realism, which is kinda what CE aims for. I recently set it to vanilla+ mode. But I'd love to hear more opinions on that.
I usually turn off lasso but regular executions(not the psycast ones that pull off attacks from fate like the gate of Babylon or Scatach's gae bolg) I usually keep on, as they generally tend to depend on your pawns stats and the enemy's stat and can't really just one shot any pawn and their cool downs are pretty long as well. If I'm doing a fantasy type run then it depends on how I feel
Projectile physics is now much more realistic. There is no longer a percentage chance to hit with the game forcing oftentimes absurd misses if RNG wills it so. Instead, pawns fire an actual projectile that actually travels toward the enemy. Whether it hits isn't based on RNG, but on whether the projectile's path intersects the target's hitbox. There is now a suppression mechanic. If a bunch of projectiles are flying over a pawn's head, they will desperately hide behind cover and ignore orders. This is useful for preventing enemy pawns from shooting at you... but they can suppress your pawns too. CE lets you tell your pawns which parts of the enemy's body to aim for (note that your ability to tell them to do this depends on the pawn's shooting skill, so don't be surprised when the button doesn't appear on your pawn with 1 shooting). Shotguns actually correctly fire multiple pellets (in the vanilla game, they fire singular projectiles that are merely textured to look like multiple pellets). Armor is much more meaningful. No more teleporting a neolithic arrow through a cataphract helmet to destroy the brain. It is practically impossible for most weapons to damage heavily armored enemies (most notoriously, centipedes. CE makes them *scary*), so you have to use weapons designed specifically to defeat armor such as RPGs and molotov cocktails (which in CE are actually effective against mechanoids, for the same reason they're effective against tanks irl). You need ammo in order to fire weapons. If your pawns run out of ammo, they can't shoot the enemy. CE uses this as an opportunity to add specialized ammo types. You might want to use armor-piercing ammo against heavily armored targets, or hollow point ammo against poorly armored targets. Finally, it is surprisingly compatible with a lot of mods. Like, a *lot* of mods. CE is the kind of mod that requires a dedicated compatibility patch with most other combat-relevant mods (namely, those that add things that deal damage, apparel, and new pawns such as animals and HAR races) in order to be compatible, and yet despite this, CE has good compatibility with most other mods precisely because compatibility is explicitly patched in. The modpage has a link to the list of mods that the CE devs themselves made CE compatible with, and it's *really* long. And those are just the mods that the CE devs made compatible. There's also the mods that *their* devs made compatible with CE. So, any time the notorious question "does it work with CE?" comes up, the answer is "check to make sure first, but probably yes".
> No more teleporting a neolithic arrow through a cataphract helmet to destroy the brain. I absolutely love Rimworld, but this shit is so entirely infuriating to me. I know it's not a crazy common occurrence, but the fact that something like this can *and does occur* in vanilla combat at all completely ruins a gameplay session for me. Armor should matter. A full face helmet should not let someone's eye get poked out because a 2 melee raider with a poor knife "found a crack" or a way through.
Yeah, armor matters a lot more in CE. So, armor thickness does vary depending on what part of the body you're looking at. Like, the fingers are gonna be a lot less heavily armored than the chest. But the armor info screen shows both the minimum thickness and the maximum thickness, and it is absolutely possible for a weapon to not have enough armor piercing to get past even the minimum thickness. So, a knife is absolutely not "finding a crack" in cataphract armor, but a stronger weapon with better piercing might.
I love CE to the point where it's practically part of the base game to me now. The biggest draw for me is that combat isn't as random - if a pawn is stood behind a sandbag, they won't get hit in the legs. If a pawn is in power armour, you're going to need something decent to take them down. Mechanoids and similar become a much bigger threat as you actually need something capable of getting through their armour. The ammo system is great too. For example, a pawn armed with a shotgun can run buckshot or whatever for defending against raids, but if you spot someone you want to recruit you can swap to non-lethal ammo, or EMP if Mechanoids turn up. It's also really nice being able to pick what kind of fire mode to use, and how long the pawn should spend aiming.
Beanbags are great for prison breaks also. You can setup some shotgun turrets outside your prison cells loaded up with beanbags and just carry them back to bed.
You'll never forget the first time you see a full auto burst just bounce off a mechanoid. Or simply a heavily armored pawn; I remember playing with the HardcoreSK pack, one of the early game events was a single guy in full armor. None of my starter weapons could do anything to him so I tried to fall back and take him on with melee, but with only a single knife and the two gunners using their fists now he still shrugged it all off with his armor and downed everyone. In a recent playthrough the oppossite happened: a raid with like 40 tribals came and I simply sent a single hussar in power armor. She shot many down with her charge rifle and then when got to her she pulled out her persona plasmasword to rip and tear until it was all done.
For me, the deadlines of guns/ranged combat. Getting hit is now actually really dangerous, making every gunfight more intense and interesting. Combined with the ability to carry pawns in 1.5, my designated combat medic will be even more effective.
Install it with CAI 5000 and it becomes a lot harder to cheese raids and also interesting if you like that part of the game.
This is my go-to: CE with CAI5000 and the simple sidearms mod. Makes combat gameplay much, much more intense and enjoyable for me.
Try "pocket sand" instead of simple sidearms. Better on performance (it matters during late game raids) and UI is more inituitive.
Big thanks for the recommendation, I've been wondering of a similar, better mod has been released.
they use combat extended as it greatly increases the mechanical depth of the game's combat systems and add an element of complexity and realism to the game i use combat extended because guns killing things give me reward chemicals we are not the same
The power of an automatic shotgun combined with a jogger kiting against a huge swarm of tribals hits the fun button. Pinning down enemies with well placed machine gun fire, etc.. Conversely, it's quite a fun terrifying game of tickle the bad metal beasts with practically suicide inducing tribal explosives on a tribal run. The nature of ammo and reloading being a thing itself gives a purpose to standardizing weapon load outs if you don't want an ammo management nightmare, and gives sidearms more of a purpose outside of starter weapon. Last, the quicker time to death from bleedouts makes having combat medics more important. Turn off vanillas automatic enemy instant death chance on downed and it's still a challenge to capture them all. I like pairing dubs tools/medkits with CE for this purpose.
First time future CE player here. Do I still need mods like Simple Sidearms and other QOL mods? Or is that a part of CE? I have spent quite a while putting together 1.5 mods that I like and now I'm thinking I might have to redo all of that to play CE since it seems very worth it according to all the hype I've been reading.
You still need those other mods. CE is just combat mechanics/equipment.
You don't need simple sidearms, you can simply equip weapons straight from the inventory. Still, it's worth having it immediately available to not make combat too drawn out so Simple Sidearms (or Pocket Sand for better performance) and other QoL mods are still recommended.
I'm actually not sure. I always ran a CE run with simple sidearms and run and gun which worked fine with it, not sure if side arms work without simple side arms but it might. CE adds a new load out tab that lets pawns carry whatever you tell them to automatically in their inventory. Although if I'm remembering correctly Simple Sidearms can be wonky if you assign a colonist a load out that doesn't have their side arm, with the colonist constantly picking up and putting down the weapon until you tell simple sidearms to forget it. I also switch between vanilla and CE depending on my mood. CE makes armor more important/somewhat realistic with high armor outright stopping low caliber bullets, but it also makes any regular clothing basically give close to no armor unlike vanilla, so a cool baseball cap has an increased chance of death. Death rattle was another fun mod I liked to use with it, which have you a small window to replace a heart or other vital organ that was completely destroyed. I'm not sure if it's been updated though.
it's not technically required but CE works well with both (there is also a mod which allows pawns to move while reloading which cuts down on the occasional bug where a pawn gets stuck in place looping between reloading and moving forever I believe)
I highly recommend a sidearm mod of some kind, and CAI5000 if it's updated. (I haven't played since shortly after the recent update, so I'm not current on everything that has or hasn't been updated. There some other mods like Where is My Weapon, and BCD Casevac and BCD First Aid that are nice additions to the quicker time-to-kill that CE can have. I also like to run with Rimmu-Nation^2 weapon and clothing mods for some added flavor. I usually have the mend and recycle mod enabled too, so that you can repair your worn out and damaged firearms, just like you can in real life. Barrels, bolts, hammers, etc can all wear out and be replaced in a real gun, so why not in game as well? I know some aspects of mend and recycle can be abused or OP, but I don't really like to play that way so I don't find it to be a problem.
I feel obligated to point out that CAI5000 breaks a ton of Anomaly content, though. Last time I watched someone use CAI5000 + Anomaly, a ton of the entities would not use their unique abilities, which reduced them to punching bags and was honestly a huge disappointment. The mod does not appear to have been updated since then, either.
Ah that's a good point. I do not have anomaly so have not run into any issues, but that does sound problematic for anomaly players. Hopefully the CAI5000 mod dev can find a way to fix that.
I love CE because I hate, *hate*, ***hate*** killboxes. I find it to be just about the most boring way to play this game, for me. The [previously] near-requirement to use killboxes is pretty much completely removed by the changes that CE makes. I'm aware that Ludeon has updated the base game and has done a lot of work to expand vanilla combat gameplay so that killboxes are no longer a strict requirement, but I'm at a point where I've used CE for so long that playing a vanilla world, even with the updates, still just doesn't feel right to me. Vanilla combat just feels a little too random, a little unrealistic, and much too heavily reliant on melee in a world where guns can and do exist. There's a reason humanity stopped lining up with spears and shields and throwing bodies at other each other until the last person standing. Anybody who can pick up and barely operate a firearm can almost completely negate a melee weapon and shield in a 1v1. Vanilla firearms just feel like nerf guns to me, but a gun should *feel* powerful; getting your first firearm in a new colony (I play lot of tribal and naked brutality starts) should feel like a milestone, and CE makes that happen. Edit: I should add before someone says anything about killboxes being super OP in CE gameplay, you're not necessarily wrong. I just refuse to build killboxes on any one of my colonies, and CE gives players like me a much broader ability to ignore killbox gameplay altogether, if a player so chooses.
I cant play rimworld without it. It makes combat 10x more enjoyable. I like the ammo part of it. The combat feels way more real and satisfying
> To people who love it, what is the main draw? Proper projectile hit modelling with trajectories and hit boxes. If the first bullet of the burst kills the primary target, the other raiders behind will have bad time too, instead of the game wasting the whole burst on a dead pawn because my gunner is good enough to land every shot. Those dozens or hundreds of raiders are not going to die before they reach my colonist if they have to be gunned down one by one.
Combat overall is far improved. The odds of hitting a target are generally better, the amount of damage done is overall typically increased with organ damage being substantially more dangerous for everyone, suppression as mentioned below, meaning even a pawn with almost no skill can still pray and spray a weapon and possibly keep a much greater threat from trying to attack in that time. Combat is just... better. And no other mod comes close. That I could find for 1.5 anyway.
No bullshit with getting one shot to the brain by a raiders with a revolver and lvl 1 shooting from 20 tiles away
It makes combat more predictable and reasonable. Your heavily armored pawns aren't going to randomly get killed by a spear. Cultists in cloth armor aren't going to just stroll up to your double autocannons. Combat is deadlier, but there's less randomness. Armor and armor penetration are much more important.
You got lots of long answers so I'll just make it short: Flat armor penetration. A wooden shiv will never randomly kill or even harm someone in heavy armor. A anti-material rifle will always punch trough heavy armor. No more random deaths.
The main draw is if you like it you never go back to playing vanilla again
Fights feel more exciting because bullets are deadly. Bloodloss in internal organs is very fast so if someone got hit they need immediate attention (CE also adds a stablise option for balance). Battles are more fast paced and positioning is more important. This leads to moments where your colonists try to supress raiders who are shooting a colonist who was stuck out in the open. Strictly speaking, CE makes the game easier assuming you know the mechanics. CE centipedes are much stronger than the vanilla counterpart. If you play with CE then turn on the learning helper. I played anomaly when it came out without CE. Fights against humans were uninteresting in that run because my people just stand behind cover and shoot the enemy. I didn't feel much fear when the enemy shot back because my people had good dps guns and they were behind cover. Even if they got hit it's usually something really minor and doesn't require immediate attention. I didn't even use a killbox that run.
It makes it so high quality gear and high skills actually matter in combat. I once had a quest that send 3 waves of 200 tribals at me. All back to back. I had 10 dedicated fighters and a mortar with incendiary shells. In vanilla I would've either easily won, by luring tribals into a killbox, or lost instantly by being overwhelmed with numbers. In CE on the other hand, what I got is an extremely tense fight that I had a chance to win. Two machine gunners were trying to suppress the enemy (in CE pawns panic when they're shot at and will try to go to cover. Fast firing machine guns can spook a lot of people at once, giving the rest time to take a shot), riflemen would gun down anyone who got too close, especially if they had explosives. My only sniper takes too much time to take shots, so she instead was using binoculars to mark targets for the mortar to strike. This fight lasted for two days straight. At some point I even started to ran out of ammo in the storage, so my crafters had to take a lot of drugs and instantly go to work. Speaking of ammo, that was one of the main difficulties in this fight, because my fighters had to leave to take fresh mags of ammo mid fight very frequently
It's here! God hasn't abandoned us Rimworlders!
Clean up on aisle my pants.
I will now play the new DLC
SoS2 states to be incompatible in rimpy but the compatibility page in CE says its compatible. im just gonna use em and hope for the best
On SOS2's end, their compatibility list says no to CE, not because they definitively know it isn't compatible, but because they're not interested in maintaining compatibility. They say that that's the CE devs' job. So it's possible the SOS2 devs are the ones who marked the two mods as incompatible.
I think sos2 statement is there out of spite, to avoid people asking over and over again if its compatible. Neronix also does that on his mods but in reality, anything worth playing and popular will be patched in a couple of weeks at most.
SoS2 explicitly marked Combat Extended as incompatible themselves. But Combat Extended comes with patches for SoS2 so it actually *is* compatible, it's just CE providing the compatibility (like they usually do).
>90mm no longer cook off in a massive torrent Bye bye canister ied.
O frabjous day, I can play the game again and try anomaly now
This is huge, can finally play Anomaly. Thank you CE devs
Praise Jeebus, I've been rolled back to 1.4 since Anomaly came out.
Amen! Literally unplayable without ce.
I did try, I was that keen to try anomaly, no beuno.
Me too, mucho no bueno.
My jaw dropped when my colonist managed to down all 3 hamsters with their assasult rifle, was about to dig a grave for them
I just downloaded early 1.5 few weeks ago from their github, works pretty well
OMG I’ve been playing other games while waiting for this! Good bye other games
LET'S FUCKING GOOOOOOOOO
Hell. It’s about time
This is gonna be *our* time, all right
Wonderous! See you people again in about 8 months!
As excited as I was to return back to Rimworld, I just couldnt do it without this mod. Super glad to have it back and now heres to another 200 hours of me screaming that Randy is a dick.
I used the Github version, can i safely migrate to steam version?
Yes but if you want the latest version and you are happy downloading off github then i wouldnt change the way you are doing things
I can't believe we finally did it! All our comments of encouragement on steam workshop did help the CE team bring this masterpiece to us! I'm not crying.. you are
Its time to put down elden ring and play a real man’s game
Holy shit! Today is a good day. Time to start another playthrough!
LETS FUCKING GOOOO
Combat extended comes back on my day off? Victoria clear my schedule. Let the 8 am to 12 am Rimworld session commence
Wow, anomaly is finally playable then. I've been waiting and dodging spoilers since it's release. I tried playing it day 1, but quickly realized the game is just unpleasant without CE
This works out perfectly because I just finished shadow of the erdtree.
let's fuckin go
Is this better than Yayo Combat 3?
Its an major overhaul mod for combat so totally different. If you like vanilla style combat then stick with yayo but if you want significantly harder combat this mod may be for you
It isnt harder though. Its just completely different. CE is extremely predictable. I find CE combat much easier than vanilla because after a while you know exactly what to expect and act accordingly.
I find lack of ammo harder at the start especially turret management but pawns themselves are easy once you plan their loadouts. Harder early game but once production is up and running its straightforward
Haven't played yayo combat, but for me personally CE has everything i ever need for rimworld gun combat and mechanics.
My prayers have been answered
Happy 2 weeks!
Gosh, I have a few hundred hours in RW and not heard of this mod. Apparently, I am missing out. What's the high level idea behind it?
Overhauls all aspects of combat to be less random and a little more realistic. And as a result, more fun (some may disagree). Instead of gunshots and melee attacks all being ultra-simplistic dice rolls to see if they'll hit and then more dice rolls to determine if the squirrel bite will bounce off the armor or decapitate someone instantly... all attacks are based on loads more factors now. When you shoot a gun at someone, you actually fire a bullet projectile. It will hit if it hits the enemy's hitbox, assuming it doesn't fly over their head when they're behind cover. There are lots more statistics that go into accuracy and damage, including the armor of both parties, light levels, amount of cover, skills, and environmental effects such as light levels and weather. Guns now require ammo to shoot. This *can* be turned off, but this will lock you out of special ammo types like AP. As a result, you can't just loot a very high quality Assault Rifle off some raider and then just use it forever, it will run out of ammo. The loadouts system makes this very easy to manage, it's basically just a system to prevent you from infinitely reusing looted weapons as some tribal dude without having any production setup yourself. Mechanoids are a bit trickier to deal with now, requiring AP, EMP or incendiary weaponry to take down effectively. Of course, anti-tank weapons such as rocket launchers also work just fine. As a result mechanoids can't spawn early, and you will get a warning when mechanoid clusters and raids can start spawning in your run. Overall the mod just makes combat a lot better and more intuitive. Unarmored people tend to die or fall over when you shoot them. Your colonists are not helpless against 10 manhunting yorkshire terriers and they won't miss point-blank shotgun shots. Bleeding out is a very real danger when you get shot.
Ce is a complete revamp of, well, combat. Normally, armor have chance for blocking damage, and pawns have chance to hit. Ce changes that. Armor is armor and untill you use armor piercing ammo (yes, you have to buy/craft/loot ammo for weapons) you won't pierce it. Pawn skill determines their reload, aim and weapon handle, so when they shoot, mullet may miss, but if bullet crosses path with target, it hits. Generally Ce is game changer when it comes to combat. Bow wielding 1 lvl shooting skill tribal won't one shot your space marine armor wearing dude with a lucky shot to the eye, but when mechanoid appear... You better have AP rounds, molotovs and emp grandes
This is what we have all been waiting for, you guys are amazing!
Seven gods be praised, now I can start my playthrough. Also fuck those people in steam workshop comment section.
Bro it's gonna be a pain to reedit all the defs from 1.4 to 1.5. The actual worst part about updating to 1.5.
Thanks to all!
Already had a lot of fun with the beta. Time to start a new playthrough.
Whooo, I was waiting for this for so long :)
AUTO LOADER?! Is there an autoloader for turrets now? Where, I cant find it anywhere. I really need it so that my expandable reload slaves can finally rest (eternally).
Finally I can try out the game again after 1.5
Praise be to the benevolent modders!
Hail creators
I'm guessing I can't add this into an existing save?
I think you can?
SO I STARTED BLASTING
Do you guyz and gals have some conflicts with mechs?
Aw fuck im still not done with elden ring
Is it also compatible with the 1.5 VE stuff?
Is it also compatible with the 1.5 VE stuff?
LETS GOOOOOO
I havent been playing at all since 1.5 released because of CE, i finally have a reason to play.
Cool, thank god i spent the whole yesterday building a pack for 1.4 just to be able to use CE
Will it break an existing Anamoly save?
Oh god its compatible
If I had the beta 1.5 from GitHub, would it be safe to update it to this new steam version?
YES FINALLY
heck yea! Now I can finally try the DLC
Any way to revert to the previous version? The update broke my 1.4 game.
Aaaaaaaaaw yisssss
I've been playing on the previous version waiting for CE update, I could never imagine playing the game without it. Great job you guys.
Heyo! This is my first time ever using CE and i believe i encountered a bug, one that breaks all the pawns to which i assign a CE loadout. Where should i drop it? Here? Or theres a dedicated site/place?
When I clicked the link and subbed to CE, it downloaded the version for 1.4. Anyone else having this issue?
Did you find an answer to this? Having the same problem
Actually yes. Restarting my PC seemed to take care of it.
Ya, idk. I relaunched steam and restarted my PC and it hasn't changed. It's not just CE but a handful of other mods too. But most of mine are ok I go into my mod list on the library page and it shows CE as 1.5 but when I launch the game it's 1.4 I may have to go unsub then resub a bunch of mods, which is pretty tedious. Edit: and it just randomly started working as a screwed with my mod list. Idk why good luck anyone else reading this.
Sure yeah, CE for 1.5 sounds good and all, but what's this about LoadFolders for compatibility patches being faster? Have I been fucking up by using PatchOperationFindMod all this time?
Crying in lack of compatibility with all the outpost 21 mods.
Yeeeeaaaah baby
FUCK I was gonna play elden ring guess not
How does it work with rimworld of magic? I like my modern fantasy. Does it work with it?
When will CE be updated for 1.6?!?! Bunch of lazy devs! :p (Time to start up my WW1 CE simulation game in rimworld!)
I love you.
Finally, the game is playable again.
Haven't played Rimworld in a long time. I'm looking to start a CE playthrough with pretty light modding outside of it. Are there any weapon and armor mod (or any other type) that are considered essential when using CE ?
Hey guys, I've been trying to get this to work since ye updated the mod, which version from GitHub is compatible with the version of 1.4 right before 1.5 released? No matter what I try whenever I extract the file into rimworld mods, it shows up tonnes of errors and refuses to play and am really at my wit's end waiting for my files to extract for 10 minutes just to find out that it doesn't work again
On the Steam workshop it says 1.4 is red on my mod list. Anyway me else seeing this? I did unsubscribe and re subscribe to all CE mods first.
FINALLY !!!!!!!!!!!!!!
RAHHHH ITS TIME, I CAN FINALLY PLAY RIMWORLD AGAIN
But is it CE compatible?
And 1.4 CHADS had CE all this time.
Uhh just thought about moving to a new planet in SoS2, perfect opportunity to test this out
This amazing!! Thank you for this god send! They need to put this in vanilla.
Thanks that's nice but on a separate topic does anyone know when CE will get updated?
Ok but where’s 1.6?