RimWorld

RimWorld

Combat Extended Attachments
63 Comments
can you add bayonets please.
sorry to tell you but as of today we are cutting ce support from ce attachments it is going to be rebranded to attachments and will add: sights but wont include a way to use them have fun with the mod guys!
Tye-Wynd 18 Apr @ 4:27pm 
quick question: is this CE compatible?



I'm so sorry
Retrogam3r_96 7 Mar @ 10:41am 
If I could make a suggestions
rifle grenade adapters for old school bolt actions and some of the self loading rifles would give the mid technology grenade options beyond just throwing them

luftwaffe drilling M30 to double the amount of shotguns available double barrel shotgun with a rifle barrel underneath

OICW 556 assault rifle with a 25 millimetre grenade XM8 too

I really like this mod I've got an M16 and AK GP 25 already from quests gonna be my favourite 2 guns at the moment:steamthumbsup:

M16 with a master key under the barrel I know it's meant for breaching but come on stubby shotty under an M16 why not

that pistol from kingsman that has an under barrel shotgun

MP5 with the under barrel grenade launcher they did make for the like the Navy and special forces half life 1 and the movie end of days
:steamthumbsup:
lexcpa324 28 Feb @ 5:12pm 
kinda wish we could add attachments to our weapons, would be cool
Skeleton Man 6 Jan @ 2:06pm 
Ran into a weird issue I can't seem to consistently reproduce, but I think swapping to underbarrel on an M16A4+M203 while reloading the primary weapon fed all the pawn's rifle grenades into the magazine and let them fire all of them in sequence without reloading
Nykarus 29 Nov, 2024 @ 5:32pm 
@Vasco you gotta click on "switch to under barrel" and then reload the gun.
Sofie 22 Nov, 2024 @ 5:26pm 
i've noticed the weapons from this mod gets stuck between snapshot or supressive fire if you ever toggle off of aimed shot
catmoder 1 Nov, 2024 @ 3:45am 
@oktopus if you want to help with name ideas, I can make a patch to have generic names. Msg me :steamhappy:
smorodina 1 Oct, 2024 @ 12:29pm 
good mod, will try it out soon, tho i wish the guns had more generalized titles instead of official pattern names (eg. Hunting Revolver, Survival Pistol, Dual-Tube Shotgun, Service Rifle w/ GL, Assault Rifle w/ GL, etc.)
Vasco 14 Sep, 2024 @ 8:26am 
Can anybody tell me how to use the grenade launcher in the M16? I equipped the ammo (40x46mm as the info tab for the gun suggests) but I can't see an interface anywhere to use the M203 projectile.
Arlington: Helldriver 6 Sep, 2024 @ 8:14am 
the chippa badger is now named the doble bager

ps i am bad a spelling
Mur Derer 13 Jul, 2024 @ 7:59am 
Can this be added mid-save? Also other addons for CE, excluding the core obviosly
Pan_Chemik 6 Jul, 2024 @ 9:54am 
fuck yeah
justydusty 1 Jul, 2024 @ 2:12am 
1.5 has been released!
CoolEtto 25 Jun, 2024 @ 11:32pm 
1.5
jerry807705586 1 May, 2024 @ 12:12am 
1.5
MAx0N 12 Apr, 2024 @ 4:13am 
1.5
h0tlinE 7 Oct, 2023 @ 6:57pm 
You see America? Kar_Root right here is who you want in a taxpayer dollar spending position. bullet for bullet, dollar for dollar, he's going to get the mission done, and the only thing wrong is that he probably could've done it a little cheaper, every time.
Reithan 11 Sep, 2023 @ 2:24pm 
Was expecting these to work as attachments. For example, crafting an UBG, then use M16A4 + UBG to craft M16A4+UBG, or use M16A4+UBG to craft M16A4 and an UBG.
(Or some other way to attach/remove attachments)

This just adds 'variants' with the UBGs/etc already permanently attached.
Kar_Root 25 Aug, 2023 @ 10:01pm 
agree with jinn
GL have a important role for me when raiding base. Pack few smoke round and HE round can make you quickly bypass turret and overrun enemy first line of defense while retaining the firepower of a rifle when you cant afford one more person to go. Or you will face a fire exchange against a static defense position which is risky and slow especially on early games.
Ruffles 25 Aug, 2023 @ 12:07pm 
*spongebob bwomp sfx* mod suck
jinn in outer space 12 Aug, 2023 @ 12:08am 
why is anime pfp dude so mad I dont know what this dude is talking about. The GLs are my favorite, you get your grenadier pawns to carry a few vogs along with their kit and it is extremely clutch in firefights. If theres a large group a single grenade can turn the tide, all from a safe range. The fuse delay round is my personal favorite. I also dont see how you can NOT see the use in two different loaded calibers. The Lemat and Savage are good examples of this especially early game. You load an FMJ or AP round into the regular load and then add a high flesh damage shotgun round into the underbarrel. I dont know how they didnt see the pretty obvious use case & versatility. I personally love keeping a lemat with AP and a birdshot on my non combat pawns as their sidearm. Even for combat pawns its a solid combo especially with the dynamic range mod.


my only request would be to add those shotgun shells made for vog launchers. Maybe Im just too into the underbarrel shotguns lol
Patternseeker 10 Aug, 2023 @ 1:41am 
Not recommended for two reasons:

-The sub mod is highly invasive and replaces almost every raider ranged weapon with the listed weapons. Seriously, you will see no end of TP-82 and Savage 2400 should you enable this mod, except boss types and other high cost enemies.

-None of the guns find their niche, which indicates that the implementation of the attachment system suffers from bad design. You will never have to shoot two different calibers out of one gun in this game, especially when said different calibers are abysmally tiny (.22lr? Come on). The underbarrel grenades are difficult to use and have their own set of issues, but are ineffective in general.

This mod should absolutely be treated as a tech demo and only as a tech demo to not be used in regular gameplay. The mediocre crap guns need gone and a real mod needs to be made based on this. Do not install.
savageline 6 Jul, 2023 @ 7:10pm 
Seems like a great mod but I cant seem to find out how to use the under barrel GL's? I can shot the rifle just fine but cant find a button to switch to grenades.
cenzmail3 22 Feb, 2023 @ 2:08am 
Having issues making the gp25 take grenades. Tried using hedp 40x35mm if I remember properly. Can it only use he?
Kimchi-Shōgun 28 Jan, 2023 @ 7:20am 
Thanks for good mod! Perhaps, is it possible to make Underbarrel grenade launchers can target the ground?
Andraus 5 Dec, 2022 @ 3:14pm 
same as @xQT what happened to 1.3???
Blue 5 Dec, 2022 @ 2:25pm 
How come this is no longer compatible with 1.3?
AbsynthMinded 4 Dec, 2022 @ 1:00pm 
Anyone verified if this is working under 1.4?
AbsynthMinded 27 Nov, 2022 @ 11:47am 
Anyone in the Discord, to poke a lil bit? I do not use Discord.
HIVEMIND 20 Nov, 2022 @ 6:34am 
wake up samurai
AbsynthMinded 20 Nov, 2022 @ 6:32am 
CE 1.4 is Live! Time to update
Retr0 20 Nov, 2022 @ 2:20am 
1.4?
Wild colonial boy 20 Nov, 2022 @ 12:45am 
Is it working with 1.4?
Tackdriver Tim 30 Oct, 2022 @ 12:37am 
Hey bud, can I use your code for my own mod? I want to add several weapons with underbarrel M203, such as a M16A1 with it
z23 21 Oct, 2022 @ 7:34pm 
Wanted to know if it'd be cool if I used some of your code for a weaponry mod I was planning on making? You'd be credited as I am... very new to Rimworld modding, but also would want this mod to be compatible with mine, and also so I don't gotta code an entire new attached-weapon system. Sorry if this is a tad incoherent, have a good one
Samul 24 Sep, 2022 @ 2:27am 
NTR Huntsman more like
Das GromGrom 26 Aug, 2022 @ 5:31pm 
Ah, latest GitHub version of Combat Extended is 1.3.4.8.1, while the Steam Workshop version is apparently still 1.3.4.7.1.

Welp, there's your problem xD
Das GromGrom 26 Aug, 2022 @ 4:32pm 
Okay, so, I've looked everywhere and can't find a solution.

underbarrel/secondary weapons feature doesn't work for me, at start of game I get

"Could not find type named CombatExtended.CompProperties_UnderBarrel from node"
Peasant_Heist 23 Aug, 2022 @ 10:54pm 
chainsaw bayonet?
HANS 20 Aug, 2022 @ 9:06am 
Underbarrel? bayonet?
HANS 20 Aug, 2022 @ 8:48am 
???What did I just find???
sigmaMGE 2.0 19 Aug, 2022 @ 10:10pm 
such a forearm for the m203 can only be noticed in the m16a1 and m16a2 or m16a3, the m16a4 has a completely different forearm, so you also noticed, as well as a slightly different handle for carrying
Hawty_Hans 19 Aug, 2022 @ 7:40pm 
@abrikos thats actually an m16a1 it has the same hand guard (the part the m203 is attached to)
Darkequation 19 Aug, 2022 @ 4:44pm 
Bayonet?
sigmaMGE 2.0 18 Aug, 2022 @ 1:03am 
although I may be wrong, some m16a4 looks the same as m16a2, for some reason they are often confused, apparently, in my opinion, there really is no difference
sigmaMGE 2.0 18 Aug, 2022 @ 12:58am 
@Coriux, https://www.youtube.com/watch?v=tGlClxdx3Zc , as you can see, the m16a4 has a completely different handguard and the ability to quickly remove the handle for carrying, as well as the presence of a picatini strap
sigmaMGE 2.0 18 Aug, 2022 @ 12:52am 
@Coriux, the m16a4 with the m203 has a different forearm, you can see, and the m16a2 m203 has just such a forearm