RimWorld

RimWorld

Medieval Times + Combat Extended Compatibility Patch
86 Comments
AmesNFire 25 Jul, 2022 @ 5:33pm 
Was this mod going to be updated anytime soon? I recently had some errors related to the Medieval Times shortsword show up.
King Hobo 16 Oct, 2020 @ 4:10am 
CE ammo injector found no recipe named MakeAmmo_Arrow_Stone
Verse.Log:Error(String, Boolean)
CombatExtended.AmmoInjector:InjectAmmos()
CombatExtended.AmmoInjector:Inject()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()

Why is this happening for so many ammunition types?
https://gist.github.com/ea1d3832d637cd21a9fb892383799b52
Jaca 21 Jul, 2020 @ 10:56am 
Pleasee make it for 1.1!
Baiganx 9 May, 2020 @ 7:49pm 
Is this compatiable with the new Combat Extended?
Thenedor III, Steward of Rondog 16 Feb, 2020 @ 11:36am 
To confirm that the patch is using old armor penetration


The base CE steel streamlined arrow
<damageAmountBase>6</damageAmountBase>
<armorPenetrationSharp>1.0</armorPenetrationSharp>
<armorPenetrationBlunt>2.960</armorPenetrationBlunt>

<preExplosionSpawnChance>0.6</preExplosionSpawnChance>

The medieval bodkin arrow
<damageAmountBase>4</damageAmountBase>
<secondaryDamage>
<li>
<def>Arrow</def>
<amount>14</amount>
</li>
</secondaryDamage>
<armorPenetrationBase>0.3</armorPenetrationBase>
<preExplosionSpawnChance>0.2</preExplosionSpawnChance>

Base CE 9x19mm
<damageAmountBase>14</damageAmountBase>
<armorPenetrationBase>0.16</armorPenetrationBase>
<armorPenetrationSharp>2</armorPenetrationSharp>
<armorPenetrationBlunt>10.820</armorPenetrationBlunt>


Medieval musket ball
<damageAmountBase>35</damageAmountBase>
<armorPenetrationBase>0.4</armorPenetrationBase>

Putting the 9x19 values into the seems to fix it [imgur.com].
1340694220 27 Jan, 2020 @ 7:16am 
How to make musket ball appear in the Middle Ages?
ElSoro 19 Jan, 2020 @ 2:32am 
@N7Huntsman Thank you for updating the patch for the current CE patch. However while playing I noticed that there are some adjustments that need happening to the armor values. For ex. Combat armor has the same armor value as an Encased Armor. Would it be possible to take a look? Thank you once more!
Manu 31 Dec, 2019 @ 12:35am 
The penetration shown on the weapon info is for melee, check the ammunition, if it has penetration. If not and you want to tweak it yourself, you can open the file containing the ammunition with notepad++. CE uses 2 different penetration values for sharp and blunt now, so it could be, that there are lines missing. It's best to check other ammunition in working CE weaponry for reference. Can be a pain to find the right files though due to steam naming it's mods as numbers (seriously, why?!). Should be under ...steam\steamapps\workshop\content\
Rimworld's folder should be named 294100. The files you look for should be under \patches once you found the mod's folder, since it is a CE patch. Sorry that it's not too exact, it's been a while that i tweaked something myself. And remember: Always make a backup file if you're going to change something!
[66th] TitanicusAdeptus 29 Dec, 2019 @ 1:50pm 
Thx for updating it with combat extended but the weapons still dont have any kind of penetration. Muskets still functions as a strip gun. Are there any tutorials or guids on how to ad penetration? Kinda impairs my current game in a significant way
Manu 18 Dec, 2019 @ 11:56am 
@Hexwrench Not even on vanilla workstations?
Toobist 16 Dec, 2019 @ 5:26pm 
not sure if its this mod thats causing it, but i cant make basic arrows anywhere
N7Huntsman  [author] 14 Dec, 2019 @ 10:11pm 
Updated for Combat Extended 1.6.
꧁༺Xursed༻꧂ 2 Dec, 2019 @ 9:47am 
From what I can tell Medieval Times is not working with CE. All the melee weapons in Medieval times have 0 armor pen
[66th] TitanicusAdeptus 1 Dec, 2019 @ 9:58am 
Ranged and mele weapons work in weird ways too. My claymore dude just hit with the handle and the ranged weapons (especially muskets) dont even penetrate normal shirts or wooden armor. If you shoot vanilla clothing or animals you still get propper hits and dmg. Funny thing is that the muskets destroy gear with every hit so its like a strig gun. I hope it gets balanced via reloading time of muskets and crossbows and they have solid penetration in exchange for that. Still bodkin arrows were able to penetrate knights armor at a far distance in real life and 19 century still had body armor against muskets but i would balance it against shilds. This way you can still dakka away but got a propper meatshild/siege loadout you can use to overcome it.
Halvard 25 Nov, 2019 @ 2:02pm 
How am I supposed to stabilize a bleeding pawn if there is no medicine at all? Is there a way to allow bandages or herbal medicine to do the trick? I tried myself to modify your code, but I'm a beginner at coding :/
Og-the-Trog 5 Nov, 2019 @ 11:38pm 
Hey, looks like the 'Composite Bow' fell through the cracks.
"Trying to get stat MeleePenetration from MedTimes_Ranged_Composite which has no support for Combat Extended."
Batou 4 Nov, 2019 @ 8:44am 
I think this needs an update after CE went to version 1.6
General Teno 6 Aug, 2019 @ 10:13am 
how to remove guns? i have the mods in he proper load order
Starbomb 21 Jul, 2019 @ 1:45pm 
Anyone know if this works with the fast track version of Combat Extended?
Keeper 14 Jun, 2019 @ 6:47am 
I'm having the same issue as "An Alias". Have there been any updates regarding the catapults?
N7Huntsman  [author] 16 Apr, 2019 @ 7:50am 
@Preechr If you can't spawn it via dev mode, there's something more at work than just the item's tech level. Try loading this patch very last and see if that does anything. It that doesn't work, be I'll look into this issue at some point once I'm done with some other projects.
Preechr 16 Apr, 2019 @ 7:41am 
I'm attempting to use LotR 3rd age with all three races and the CE patch, Medieval Times, its CE patch and the balance patch, all along with CE of course.

Everything works except firepots and quicklime pitch don't show up on the MT crafting bench or even in dev mode trying to manually place them. I can place a firepot trap and deconstruct it and I'll get a firepot and a couple quicklimes, but since they don't exist in the game I can't make a stockpile for them. If I take out CE and its patches I can get them fine, which is how I'm running now because I eventually just gave up.

My suspicion is that since these two items aren't defined as Ammo but some sort of grenade or other weapon-like item, there's something in CE that's defining their tech level at more advanced than medieval. I've tried (I believe) every configuration of load orders for these mods with nothing not relevant to them with no success.
N7Huntsman  [author] 15 Apr, 2019 @ 10:00pm 
@JustDuck Should be about to craft them at the Fueled or Electric Smithy.

@Preechr I would be very surprised if something were overwriting an existing Def, they're pretty self-contained and uniquely named. What exactly is the problem? Can your down then via dev mode? What LotR mod are you using?
Preechr 15 Apr, 2019 @ 8:05pm 
Trying really hard to figure out how to get Medieval Times firepots and quicklime pitch to appear in game with either this or the other CE compat mod installed alongside LotR mods. I have removed and carefully reinstalled everything in various orders, and it seems something in here is redefining these two items as more advanced than medieval... That's just a guess... Does anyone have a load order that works for MT, LotR and CE all working together?
Hegemony 12 Mar, 2019 @ 9:34am 
Where does one make musket ball ammo?
An Alias 7 Mar, 2019 @ 9:17pm 
Actually, nevermind that. I fear that this may be a problem with Combat Extended, as another mod is having the exact same issue. I can't confirm that this is part of CE because every other artillery piece works perfectly. If I find anything else new I'll report it to the CE Devs.
An Alias 7 Mar, 2019 @ 9:00pm 
I am having an odd bug, whenever I try firing a catapult the explosive pot simply doesnt appear. The ballista works fine, and the console gave the following messages.

Projectile_ExplosivePot12632 tried to register out of bounds at (-2147483648, 0, -2147483648). Destroying.
Projectile_ExplosivePot12632 tried to de-register out of bounds at (-2147483648, 0, -2147483648)
Tried to get valid region out of bounds at (-2147483648, 0, -2147483648)
Tried to destroy already-destroyed thing Projectile_ExplosivePot12632

I have double checked my load order and it is
-Core
-Medieval Times
-Combat Extended
-Medieval Time + Combat Extended Combatabiltiy

I also have checked that I am using the proper version.
Jester 20 Feb, 2019 @ 5:56pm 
@N7Huntsman do you know if there is a up to date version of medieval world?
Sten Knight 19 Feb, 2019 @ 8:56am 
can i disable these tribal sticky bombs
Kestral 15 Feb, 2019 @ 7:57am 
To be fair: medieval armor was kinda OP in the non-CE version of Medieval Times as well. Not at all the patcher's fault, but it would still be super cool to balance it a bit more here.

After playing quite a bit more with this on, I can confirm that it's not just pistol rounds / HP ammo that has trouble against medieval armor.
When a group of knights charge into my base and get pelted with a hail of AP rounds from M16s and AK-47s they take 1-damage bruises on most body parts. Sometimes the armor is completely destroyed from durability loss before the pawn is downed and other times a lucky neck-shot decapitates them (because for some reason no medieval armor exists to cover that one slot). And that's raiders with "normal"/"good" quality armor. My one melee pawn with nanite-enhanced armor fears NOTHING...except getting hit in the neck. Too much for comment section though...I'll start a discussion thread.
Bob 14 Feb, 2019 @ 9:53pm 
Gonna have to echo what jancomx is saying, either the armor is very OP or sharp isn't penetrating armor correctly? Not sure but it doesn't seem right.
Bob 14 Feb, 2019 @ 11:40am 
Some of the armor's seem excessively strong.
N7Huntsman  [author] 14 Feb, 2019 @ 9:13am 
@Ruat You'd have to inquire with the author of that mod more directly.
ruatmap 13 Feb, 2019 @ 6:13pm 
DO you know when Medieval World update????
Kestral 7 Feb, 2019 @ 9:42am 
Yeah, it's a bit of an "oh s***" moment when you realize there are now raids that will hard-counter your spike-traps, but I think that's ok. Without CE, enough spike traps can kill literally anything, but it makes sense that they would be ineffective against a knight with full steel plate armor + steel boots and the works.
Not so sure about the wood armor set though...that still seems very good for its tech/accessibility level (made at a crafting station, requires 0 skill, needs no resource except wood) and it's strength results in even non-tank medieval pawns like crossbowmen being tank-ier than I'd personally expect.
Thanks for your quick reply and thanks so much for maintaining this mod as well as CE!
N7Huntsman  [author] 7 Feb, 2019 @ 7:59am 
I'll glance through the stats to ensure there's nothing too crazy, but some of it stems from the b fact almost all of them wear armor of some kind that generally covers their head, torso, and arms at minimum. Whereas for raiders wear better armor, buy they seldom have the same coverage and far fewer wear armor at all.

And HP is awful against armor of really any kind.
Kestral 7 Feb, 2019 @ 6:42am 
Medieval Times armor seems very, very powerful in this version...is it normal for a raider knight to walk over half a dozen spike-traps and not take a single injury of any kind?

Medieval raiders just seem many times more deadly than more "high tech" pirates, mainly because of the superiority of medieval armor against an early-game defense of traps, arrows, and even scavenged guns (.44 magnum with HP rounds is ineffective even against the wooden helmet you can make at a crafting station - headshot became a crack on the jaw).
Хуго Штиглиц 6 Feb, 2019 @ 11:06am 
Pawns from caravans, and possibly raiders. Still haven't been raided by medieval warband.
N7Huntsman  [author] 6 Feb, 2019 @ 8:59am 
"Some pawns" being who? Raiders? Colonists? Visitors?
Хуго Штиглиц 5 Feb, 2019 @ 1:35pm 
I have an issue with bolts for crossbow and bodkin arrows for longbow, some pawns have 4 or 5 flame bolts and, sometimes, they don't have any ammo at all.
raptorhunter 5 Feb, 2019 @ 9:09am 
Thank you; great work you’ve done btw!
N7Huntsman  [author] 5 Feb, 2019 @ 6:46am 
@Raptor Don't worry about it--I made the fix but forgot to push the issue. It'll be fixed by tonight.
raptorhunter 5 Feb, 2019 @ 5:32am 
@mikeydmc I’m a noob at file editing. How do I change that myself?
mikeydmc 3 Feb, 2019 @ 2:55pm 
@N7 Found the issue, the tech level for ammobaseMT file was Industrial,. I switched it to medieval and it started to work
mikeydmc 31 Jan, 2019 @ 8:07pm 
THanks, I appreciate it
N7Huntsman  [author] 31 Jan, 2019 @ 8:03pm 
Hmm. Alright, I'll look into the issue when I have some time.
mikeydmc 31 Jan, 2019 @ 7:55pm 
N7Huntsman  [author] 31 Jan, 2019 @ 6:03pm 
@Mikey I'll look into it, but does Third Age even have a CE patch?
mikeydmc 31 Jan, 2019 @ 4:55pm 
This is incompatible with Third Age Lord of the Rim, it removes the bodkin and I think the black arrows from the game. Would love any advice on how to get them to play together
Emperors Champion Dragos 29 Jan, 2019 @ 8:50pm 
I believe my load order is correct, but ill check again next time i'm in game.