RimWorld

RimWorld

[1.1] Combat Effects for Combat Extended
89 Comments
Latte macchiato  [author] 30 May, 2022 @ 2:05pm 
Heh, so do I.

Everytime I see it I'm reminded that I never want to touch Combat Extended modding again, it's horrible.
MedicalPol 30 May, 2022 @ 1:09pm 
i miss this mod
KonKon 22 Aug, 2020 @ 10:50am 
it works fine for me
ЯEБAЛ 16 Jun, 2020 @ 6:39pm 
really hope this will get fixed someday
Latte macchiato  [author] 15 Jun, 2020 @ 8:15am 
The best option is to not use this mod at all.
Je suis DedPol 15 Jun, 2020 @ 7:56am 
Is there option to only use the effect but not the combat system?
Yezus 24 May, 2020 @ 4:12pm 
if all this mod does is add effects then ill keep using it, won't matter. but if it has actual effects on damage and armor and such then ill have to not use it
Latte macchiato  [author] 24 May, 2020 @ 2:43pm 
Your choice. It may work, it may not.
Yezus 24 May, 2020 @ 2:12pm 
ah. so i shouldn't use it?
Latte macchiato  [author] 24 May, 2020 @ 12:24pm 
There's a lot more wrong with this than the particles.
The whole damn armor system breaks with this mod.
Yezus 22 May, 2020 @ 12:13pm 
edit the xml file called particles(particles.xml) and delete this
<ThingDef ParentName="MoteBase">
<defName>Mote_BloodSplash</defName>
<graphicData>
<texPath>Things/Pawn/Wounds/WoundFleshA</texPath>
<color>(131, 34, 34, 180)</color>
</graphicData>
<altitudeLayer>MoteOverhead</altitudeLayer>
<mote>
<fadeInTime>0.04</fadeInTime>
<solidTime>5.6</solidTime>
<fadeOutTime>3.4</fadeOutTime>
<growthRate>0.0</growthRate>
<collide>true</collide>
<speedPerTime>-22</speedPerTime>
<rotateTowardsMoveDirection>true</rotateTowardsMoveDirection>
</mote>
</ThingDef>

its the first thing under <defs> don't delete the second set.
It seems to work but idk, i might be a tard.
Yezus 22 May, 2020 @ 12:13pm 
idk how this is broken, still works for me but i figured out how to get rid of blood drops. the giant ones i mean. I'm not uploading it because im a tard but it's easy.

Go to this mod folder:C:\steamstuff\steamapps\workshop\content\294100\1983025846\1.1\Defs
(steamstuff is my folder. just go to program files or where ever you keep your steam folder)

DevilDog 20 May, 2020 @ 11:19am 
Oke thanks for responding mods pretty cool doe
Latte macchiato  [author] 20 May, 2020 @ 11:16am 
This mod is broken and may eventually be rewritten, but not in a timely manner.
Someone else can pick it up if they wish, the source code is included in the mod.
DevilDog 20 May, 2020 @ 11:15am 
Also small comment this mod adds some annoying bloodstains i would love a setting to remove it
DevilDog 20 May, 2020 @ 10:43am 
Can you thake this off at any time? @SauceMaster64 this is a CE mod go ask ya boy yayo to make it and stop salting over people who make good mods
Vale 2 May, 2020 @ 9:11am 
Fuck CE, would love to see this compatible with Yayos Combat
BeyondFubar 29 Apr, 2020 @ 6:24am 
This mod should be standard in Combat extended. To be honest the whole thing should. I mean a game where we micro and must create almost everything, but bullets and our next drink of water magically appear? Dubs bad hygiene and combat extended for me, and this is an integral part of one of those.. Thanks for making Rimworld more evenly balanced in difficulty!
xTRACKERx 10 Apr, 2020 @ 10:17am 
i wish there was a mod for vanilla that adds effects like this :( Combat Extendet isn compatible to Facial stuff...(layers)
Latte macchiato  [author] 10 Apr, 2020 @ 8:26am 
Yeah, I might do this in the future, but don't expect a fix any time soon.
The upgraded Unity and .NET version completely breaks almost the entire mod and I don't have the free time to rewrite it completely.
Engadine Maccas, 1997 10 Apr, 2020 @ 4:17am 
Hi Private, I'm getting the same issues as reedwhisker. FMJ is only leaving bruises when hitting pawns with no armour.
xTRACKERx 6 Apr, 2020 @ 11:31am 
<3 much thx :)
Latte macchiato  [author] 6 Apr, 2020 @ 8:53am 
I'm working on fixing these issues, but it's questionable wether that is possible.
Looking at the code, the original author has decompiled another mod and built a new mod on top of it.
There are some truly unreadable sections in the source code, so a fix may take a few days. The biggest issues are currently direct usage of Unity APIs, which will be very hard to port.
So, please have patience.
Spagootnoodels 6 Apr, 2020 @ 7:27am 
Yeah, the weird floating red blob that appears when something is shot is pretty obnoxious.
Always used this mod in 1.0 because why wouldn't anyone use it, but in 1.1 I've noticed nearly all armor being completely impenetrable like the guy below says (CE with ammo disabled)
Yezus 6 Apr, 2020 @ 12:41am 
Can you get rid of the blood thing? Like the dude under me said. It's annoying and weird
AdvancedSea01 5 Apr, 2020 @ 11:58am 
Hey man! I love your mod but I'm having a bit of an issue, whenever a pawn gets hit, a large red blob appears over them and stays there for a few seconds? It's not game breaking at all, but it's just a bit odd
Latte macchiato  [author] 5 Apr, 2020 @ 6:07am 
Hmm, I'll look into that. Thank you.
Reedwhisker 4 Apr, 2020 @ 11:17pm 
idk if this only in my game, but this mod breaks armor system (i couldnt shoot through wooden
melee shield (0.08 mm RHA) with revolver (FMJ ammo= 6.00 mm RHA)). Shield had blocked all the bullets.
xTRACKERx 3 Apr, 2020 @ 12:07pm 
jippi much thx :)
Latte macchiato  [author] 3 Apr, 2020 @ 11:38am 
1.1 is out!
xTRACKERx 2 Apr, 2020 @ 9:02am 
<3
McDonald's Triple Cheese Burger 1 Apr, 2020 @ 11:40pm 
Can't wait for when the 1.1 update is released! Excited to get into Rimworld again when it gets updated.
Rokko 24 Mar, 2020 @ 10:49pm 
looking forward to 1.1
Latte macchiato  [author] 24 Mar, 2020 @ 8:23am 
I'll still wait until it's officaliy released. CE is notorious for sudden complete code changes without prior warning.
Engadine Maccas, 1997 24 Mar, 2020 @ 2:13am 
Hey, mate. Dunno if you heard, but CE has been updated on github to 1.1

https://github.com/CombatExtendedRWMod/CombatExtended/tree/zhrocks11Dev
xTRACKERx 6 Mar, 2020 @ 8:37am 
i rly love this fix/mod. hope it will be patched soon <3
McDonald's Triple Cheese Burger 26 Feb, 2020 @ 8:23pm 
Alright, thank you.
Latte macchiato  [author] 26 Feb, 2020 @ 11:10am 
Yes.
McDonald's Triple Cheese Burger 26 Feb, 2020 @ 2:00am 
Will there be a 1.1 version for this mod once Combat Extended gets updated to 1.1?
I guess it counts as a fix so this mod can work properly in 1.1 with Combat Extended if it goes to 1.1 too.
Hirasawa Yui 19 Feb, 2020 @ 3:33am 
Saved my day, thank you so much.
THE_m00n 16 Feb, 2020 @ 3:08pm 
ok,thanks:steamhappy:
Latte macchiato  [author] 16 Feb, 2020 @ 8:36am 
I pushed an update.
Latte macchiato  [author] 16 Feb, 2020 @ 3:48am 
I'll look into your XPath.
Latte macchiato  [author] 16 Feb, 2020 @ 3:48am 
You can quite literally just look at the source code by yourself. I only replaced the code broken by CE updates. I think I used Debug to build the DLL for this one.
THE_m00n 16 Feb, 2020 @ 3:22am 
can you replace the Patches/PatchCEBullet.xml xpath to this?:
/Defs/ThingDef[@Name="BaseBullet" and thingClass="CombatExtended.BulletCE"]/thingClass
THE_m00n 15 Feb, 2020 @ 11:54pm 
And my other point is you use the "Release" to build the program or you use the "Optimized encoding" or you encrypted encoding(MT)
THE_m00n 15 Feb, 2020 @ 11:32pm 
@Private [GER] Why that when I try to patch BulletCESparky ,it got error say that Object reference not set to an instance of an object. AND I think that possible is "__instance" get fail.
404 7 Feb, 2020 @ 6:13am 
@Pixy Description: "There are some errors in the console on startup if you use CE: Fast Track, but you can safely ignore them. They have no effect on the game."
Pixy 6 Feb, 2020 @ 6:38pm 
Does this work for Fast Track CE?
Latte macchiato  [author] 6 Feb, 2020 @ 8:01am 
Yeah, that is a Problem between Rim of Madness and Alien vs Predator. The Harmony patches seem to be hard incompatible. You will not be able to fix that without removing one of the two.