RimWorld

RimWorld

CEGE - DEPRECATED
96 Comments
Samael Gray  [author] 21 Jun @ 10:14am 
You can subscribe to this now, thanks for sticking around!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3495749827


The changes made in CEGE will probably go into a patch mod in the future, no exact date on that.
Evono 17 Jun @ 9:00am 
Is this https://github.com/CombatExtended-Continued/CombatExtended/pull/3927 already included here ? or 1.6 material?
Samael Gray  [author] 10 Jun @ 4:15pm 
Copy pasting the log or grabbing the Hugslog link of it will do, otherwise message me on discord.
joni2010 10 Jun @ 5:58am 
if you tell me how i can send a picture ill do so
joni2010 10 Jun @ 5:49am 
I tried it and it still has this bug but ill send the debug log mby you can do something or know how to fix it
Samael Gray  [author] 9 Jun @ 1:56pm 
There are probably red errors associated with it in your logs, post them here if you want and I'll check.
joni2010 9 Jun @ 8:08am 
or do you not know?
joni2010 9 Jun @ 8:06am 
Combat Extended makes my Float menu not work is this issue fixed here?
Samael Gray  [author] 27 May @ 12:59am 
The CIWS system is present in CEGE too, implementing it for the turrets themselves is on the patchers of the CE team tho, same as how mods with built-in CE patches can potentially have CIWS-capable turrets like amaoto's highfleet and my own PCA turrets.
Birdinmotion 26 May @ 5:15pm 
follow up question, will this have that new feature where some manual turrets can target drop pods?
Samael Gray  [author] 26 May @ 2:40pm 
Nope, it's all the same in that regard.
Birdinmotion 26 May @ 2:30pm 
does this have any different overhead on performance from the git page version of CE? I'm seeing alot of harmony patches to soyuz.patches.Pawn_pathFp;;pwer_patch+Pawn_PathFollower_PatherTick:postfix

which i hadnt seen before switching to this.
Samael Gray  [author] 24 May @ 12:45pm 
Nope, you can safely switch to CEGE from normal steam or dev CE and vice versa with a small note about the steam CE being that the more time passes from the last update that version gets, the bigger gap the between the changes and the contents to it becomes so it won't be as safe to switch back to it anymore.
SFH 24 May @ 10:27am 
Does it affect saved game? If i switch from CE to this one?
Samael Gray  [author] 21 May @ 11:39am 
With ammo disabled you win some and lose some, on one hand you get reloadable rocket launchers with infinite HEAT ammo but lose advanced ammo types for normal firearms so mechs don't strictly become harder to deal with depending on the situation.
Marqin 21 May @ 9:21am 
Does this mod make mechs harder if ammo is disabled?
Nekrux 20 May @ 3:12am 
Ay ay ay, caramba che fortuna!
Samael Gray  [author] 20 May @ 1:10am 
The compatibility issues caused by the different mod name of CEGE is fixed for good now, there's no need for patch changes on my end or getting other mods to fix the issue. Mods looking for CE now work with CEGE again too out of the box so enjoy!
Samael Gray  [author] 19 May @ 12:21am 
The radio pack is only required for shelling other world map tiles, only binocs on a skilled shooter to mark the target are needed for shelling the same map tile. Don't target multi-tile builds tho since those are bugged, target right next to them.
Farbott 18 May @ 5:27pm 
Do I need the radio pack with the spotter kit for mortars to not be doodoo? my 20 shooting bionic sniper is doing the marking but the mortar squad still cant hit shit
Nekrux 18 May @ 4:07am 
This looks spicy.
Le pp baguette De wewe 18 May @ 3:43am 
Ill add i got those same error logs as GIBBY but i have not noticed any issues in game.
Samael Gray  [author] 18 May @ 12:11am 
@GIBBYDAMAN That's odd, I'll take a look.

@Le pp baguette De wewe Disabled ammo mode still exists within CE and in CEGE too as a result.
Le pp baguette De wewe 17 May @ 11:02pm 
Does this one allow playing without the ammunition mechanic, The main version seems to have abandoned that option. The micromanagement of ammunition was the only thing i disliked.
GIBBYDAMAN 17 May @ 5:11pm 
here some error log on startup when using this version of ce logs here [github.com]
Samael Gray  [author] 17 May @ 8:47am 
Yes, it does.
Omahawski 17 May @ 5:26am 
Hey, I'm returning to playing Rimworld again and wanted to use your mod and I've stumbled upon this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3482661338 , does it actually help compatibility wise?
Samael Gray  [author] 16 May @ 11:32pm 
Send me the error logs.
Cythisia 16 May @ 6:59pm 
Can't figure out why this won't work for me. I get VerbShoot/Aiming errors.
Deankiller Turnupseed 16 May @ 12:02pm 
ok that explains a lot, thanks for clarifying
Samael Gray  [author] 16 May @ 11:45am 
The official submods are compatible, Extra Explosion Effects probably isn't due to CEGE's different mod name and Frag Buff should be even tho it's a bit redundant nowadays, baseline frags are already as if not more effective.
Deankiller Turnupseed 16 May @ 11:42am 
is compatible with other ce mods like extra explosion effects, ce guns and fragmentation buff?
Samael Gray  [author] 16 May @ 11:33am 
That one's an easy one to "fix" too, thanks for the reminder.
overgrown palico 16 May @ 6:49am 
(Rimefeller is one of these mods, specifically, for FSX production which was handled by Rimefeller for some reason.)
Samael Gray  [author] 15 May @ 10:47pm 
Yeah that's very unfortunate and I'm sorry for the inconvenience. The only way of solving the issue would be to asking the mod authors for updating the patch checks for CEGE or doing it locally by yourself. It's the result of CEGE's mod name being different now which I wanted to avoid due to the exact compatibility issue.
FestiveEdge 15 May @ 4:05pm 
Some mods that claim to be CE compatible (which work with the steam version of CE) seem to not activate their CE patches when this mod is active?
ODevil 15 May @ 1:33pm 
cool, thanks :)
Samael Gray  [author] 15 May @ 1:05pm 
@ODevil That specific issue along with some other minor ones is fixed now, sorry for the inconvenience.
Samael Gray  [author] 15 May @ 9:56am 
It's caused by the different mod name that CEGE has and the web of patches that exist between the three mods, I'll look into it. Thanks for the report.
ODevil 15 May @ 8:00am 
The game freezes on startup for me when this mod is loaded alongside Vanilla Weapons Expanded and WPE - Grenades. Using normal CE or the dev snapshot does not have this issue.
Player.log: https://pastebin.com/SC6d2Kmd
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4A09D330]
Samael Gray  [author] 15 May @ 12:06am 
They are all listed in the description.
David 14 May @ 11:02pm 
Are all the changes in the description, or are there others left out we can view elsewhere?
Tom 13 May @ 2:39pm 
Thank you for making this mod.
tacoburger 12 May @ 5:00pm 
awesome
Samael Gray  [author] 12 May @ 1:43pm 
Yes it does.
Dante 12 May @ 6:13am 
Ye, saw that the bug got patched, thanks a lot.:Roland:
Samael Gray  [author] 12 May @ 2:48am 
@Dante The issue with Bill Doors' Plasma weapons should be solved now.

@Bunuffin Just in case you have the Tacticowl mod, replace it with the original mods it merged together. It's been known to cause problems, notably with melee combat.
Dogged 6 May @ 11:03pm 
Based mod ngl
ksuper31 6 May @ 11:45am 
For anyone wondering, I've tested it and it works with the CE pack:
Combat Extended Armors.
Combat Extended Armory.
Combat Extended Attachments.
Combat Extended Guns.
Combat Extended Melee.