RimWorld

RimWorld

SNS AOTC: Combat Extended Patch
45 Comments
astolfo_hue 27 Jan, 2023 @ 8:04pm 
Thanks @Get Donked On
Get Donked On 27 Jan, 2023 @ 7:44pm 
@astolfo_hue I updated the patch to 1.4 and put it on workshop just look for ambition of the cosmic comabat extended patch
astolfo_hue 27 Jan, 2023 @ 7:09pm 
The error exception is when pawns try to shoot:

Exception ticking Rennie (at (154, 0, 145)): System.InvalidCastException: Specified cast is not valid.
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
astolfo_hue 27 Jan, 2023 @ 7:00pm 
Hey @Rogstin

The current problem is the bullets is broken (idk if there is other problems)

I followed your tip, patched the names, the bullets are not spawning on the edge of the map anymore but I got a new exception https://pastebin.com/iteE7bke

Do you guys have another tip ?

Seems like invalid value in somewhere because of casting error

I'm not a modder :D
Rogstin 20 Jan, 2023 @ 7:30am 
For anyone looking, for 1.4 a general problem is the names of the mods are different so many patch operations do not trigger. You'll have to look at the About files in AotC and TPoC, and use those to replace the old names in the different xmls containing patch operations that look for those mods.
explodoboy  [author] 19 Dec, 2022 @ 12:24pm 
look up a tutorial or something
Giovanni 19 Dec, 2022 @ 10:21am 
how? I don't know how to mod
explodoboy  [author] 18 Dec, 2022 @ 6:36pm 
patch isn't getting updated. if you want a 1.4 patch, you're free to make one yourself.
Giovanni 18 Dec, 2022 @ 2:48pm 
but I want it for the 1.4 =(
explodoboy  [author] 1 Nov, 2022 @ 9:58pm 
I have stopped supporting this patch. I will make no further changes to it.
Adrian.Lindgren 5 Sep, 2022 @ 8:51am 
would nice if you could print fsx in utopia mashine
explodoboy  [author] 21 Aug, 2022 @ 10:42am 
I can do that.
Kaito 21 Aug, 2022 @ 5:52am 
Since you're dropping support, think you could put a list of known issues in the description? It would both help users assess the situation, and help anyone thinking about adopting the mod figure out how much work is still on the table.
explodoboy  [author] 24 Jun, 2022 @ 11:55pm 
@RalLifeHobgoblin
Because I'm not going to bother with it.

@Mildly Adequate
As I've just decided to stop supporting the CE patch, this will remain unfixed until somebody decides to adopt this / make their own SNS: AOTC CE patch.
explodoboy  [author] 24 Jun, 2022 @ 11:54pm 
I have decided to stop updating the CE patch, this discontinuing the patch. It will likely remain to function until the next major update of SNS: AOTC.
Mildly 11 Jun, 2022 @ 1:37pm 
I noticed that there is no melee values for at least the stellar guns. If something enters melee range and the colonist tries to punch they will get locked up in an attack and either need to be moved away or downed to fix.

For anyone who wants their armor to have bulk and capacity increased as well as the toxic sensitivity buffs you can use the Character Editor mod to put the values in. The only thing you need to note is that the character editor does not like putting in negative values so you need to copy and paste them from another armor such as cataphract armor.
RealLifeHobgoblin 21 Feb, 2022 @ 12:08pm 
Why not have this on the combat extended git, rather than as its own separate mod-patch?
explodoboy  [author] 4 Feb, 2022 @ 12:30pm 
@texasreagan

I will definitely fix the turret height with the next major update; which will be a while. A weapon rebalance will also probably come with that.
explodoboy  [author] 4 Feb, 2022 @ 12:30pm 
@texasreagan

I will definitely fix the turret height with the next major update; which will be a while.
texasreagan 22 Dec, 2021 @ 1:40pm 
I don't think so, at least not meaningfully. I think the rifles from SNS just have poor stats. I compared them to the M16A4 just since it's a good midgame weapon people use.
texasreagan 22 Dec, 2021 @ 1:38pm 
For anyone wondering, I figured out the turret thing. Turrets are shorter than normal turrets, they're 0.7m but cover is generally 1.0m, too tall for them to fire over. Normal turrets are taller. Place them on the other side of barricades.
explodoboy  [author] 22 Dec, 2021 @ 1:34pm 
Honestly, I hadn't touched the stats of the weapons from the base SNS, and I don't use CE. From what I understand you're saying, CE buffs weapon damage?
texasreagan 22 Dec, 2021 @ 1:31pm 
Am I missing something? All the weapons from SNS, at least gen 1, (gen 2 seems pretty bad on paper, but I haven't made any yet so I don't know for sure) suck now, there's zero reason to use any of them. Why does a stellar rifle fire at the half the rate of an M16A4, with fewer rounds in a burst, have less range, and deal less damage?
explodoboy  [author] 13 Dec, 2021 @ 10:48pm 
Eventually.
texasreagan 13 Dec, 2021 @ 7:39pm 
Can the power armor get some capacity/bulk modifiers? It's an issue
UntouchedWagons 31 Oct, 2021 @ 6:28pm 
The power armour added by SNS doesn't get any bulk or capacity modifiers by this mod which made SNS' armour more or less unusable for me.
TheSpookiestSkeleton 3 Sep, 2021 @ 6:26pm 
thanks for the updoot, I've been wondering where to go next in my game
explodoboy  [author] 8 Aug, 2021 @ 1:28am 
Eventually.
Anarqy 7 Aug, 2021 @ 4:09pm 
1.3?
explodoboy  [author] 19 Jun, 2021 @ 2:21pm 
Might be some sort of mod incompatibility, something between the turrets, or something else that is way over my head.
Kiyoshi Senpai 19 Jun, 2021 @ 10:26am 
The turrets wont fire, and yes I did put the ammo inside.
ShoZaNax 18 May, 2021 @ 1:54pm 
Found:steamhappy:. Thanks.
explodoboy  [author] 30 Apr, 2021 @ 4:30pm 
I've done some testing on my end, and haven't come up with anything. I've in fact sent multiple waves of Scythers at a pawn equipped with Zenith arms, and also sent one at human pawns, and haven't encountered any issues.

Can you make a recording of your issue, and upload it to Youtube or some other video sharing site so I can see exactly what's going on? I'll also need to know all of the mods you're using, to make sure that there isn't a mod conflict going on between SNS AOTC: CE and another mod.
Amaychan ♥ 17 Apr, 2021 @ 8:03pm 
@explodoboy I forgot to mention; it doesn't *always* happen, it seems kinda random when it happens during an attack. I tried spawning a group of ~10 enemies and it happened on the 6-7th.
explodoboy  [author] 17 Apr, 2021 @ 7:00pm 
I have no idea why that's happening. I'll try to replicate it within the relatively near future.
Amaychan ♥ 17 Apr, 2021 @ 1:56pm 
at Verse.HediffComp_VerbGiver.CompPostTick (System.Single& severityAdjustment) [0x00007] in <c36f9493c9844ddaa7fb5c788416098f>:0
at Verse.HediffWithComps.PostTick () [0x00024] in <c36f9493c9844ddaa7fb5c788416098f>:0
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.HealthTick_Patch1(Verse.Pawn_HealthTracker)
Verse.Log:Error(String, Boolean)

After the error is thrown it removes the arm entirely.

(2/2)
Amaychan ♥ 17 Apr, 2021 @ 1:55pm 
I get this error when a pawn tries to attack something with Zenith Arms from the TPOC addon. Looks like combat extended is complaining about something.

Exception ticking hediff (SNS_Hediff_BionicArm_GenIV right shoulder ticksSinceCreation=429) for pawn Ami. Removing hediff...
Exception: System.NullReferenceException: Object reference not set to an instance of an object
at CombatExtended.Verb_MeleeAttackCE.TryCastShot () [0x00535] in <818ae093499a4140b0159bf9e706c495>:0
at (wrapper dynamic-method) Verse.Verb.Verse.Verb.TryCastNextBurstShot_Patch1(Verse.Verb)
at Verse.Verb.VerbTick () [0x00034] in <c36f9493c9844ddaa7fb5c788416098f>:0
at (wrapper dynamic-method) Verse.VerbTracker.Verse.VerbTracker.VerbsTick_Patch0(Verse.VerbTracker)

(1/2)
someoneinapt 13 Mar, 2021 @ 11:34am 
Thank you!
explodoboy  [author] 13 Mar, 2021 @ 11:20am 
I'll look into them and do my own testing to see if I was a bit overzealous with the spread. Damage will be kept as-is for the rifles, though I may consider turning up the firerate/decreasing spread.
someoneinapt 13 Mar, 2021 @ 7:16am 
Hi, sorry to be a nuisance, but would it be possible to look into rebalancing the weapons? In particular, the spread. Currently I'm only up to cosmic & stellar, but the only weapons worth using are the shotguns and maybe the handheld cosmic lance. The rifles have poor fire rate, extremely poor damage, low range, very poor ranged cooldown, and spread that is 10x worse than even mid-game weapons. There is no reason to use this over the battle rifle, unfortunately. The sniper has extreme range, sight efficiency and great damage. However, the spread is 4x (stellar) or 2x (cosmic) worse than the base game sniper rifle, and when we consider a base game endgame weapon, something like the charge driver, then it becomes a bit of a comical difference - the charge driver having 0.01 degrees spread compared to the cosmic sniper's 0.10 degrees, a ranged cooldown of 0.39 compared to the cosmic sniper's 1.75! I love this mod, but it needs to feel rewarding to research those higher technologies!
explodoboy  [author] 18 Feb, 2021 @ 2:50pm 
You're welcome. Gotta make sure the mod's working as intended!
explodoboy  [author] 18 Feb, 2021 @ 10:33am 
No issues on my end. I have all AOTC modules active, and a dozen or so additional quality-of-life essential mods so it's probably a conflict with your VFE patch.
explodoboy  [author] 18 Feb, 2021 @ 10:13am 
Not yet, forgot to look into this while making the last set of hotfixes. I'll try and see if I can encounter your issues, but it's entirely possible that the VFE patch you're talking about is messing with other mods.
explodoboy  [author] 24 Dec, 2020 @ 5:43pm 
@Birb

I'll have a look at this eventually, and make sure the turrets are working properly.
explodoboy  [author] 24 Dec, 2020 @ 1:38pm 
@Birb

You need to re-build the turrets if they were already built.