RimWorld

RimWorld

Medieval Times + Combat Extended Compatibility Mod
142 Comments
Vicemachine 17 Oct, 2021 @ 5:31pm 
1.3 :steamthis:
Yuuka 23 Sep, 2021 @ 3:46am 
1.3plz
Zoidberg 12 May, 2021 @ 4:49pm 
update please
xajus 17 Feb, 2021 @ 9:48am 
plz uptade
Gloop 4 Nov, 2020 @ 7:37pm 
update
Jaca 21 Jul, 2020 @ 10:56am 
Pleasee make it for 1.1!
SNDWVGY 19 Jun, 2020 @ 1:55am 
1.1 pls
J12341 30 May, 2020 @ 4:50am 
Anyone have error codes about the basic stone arrows? The only arrows Im able to make are for Longbows
Cross - Eyes 20 May, 2020 @ 6:36am 
need update
1351826225 2 May, 2020 @ 10:43pm 
1.1???
Dan van Dante 6 Sep, 2019 @ 7:22am 
No arrows on raiders, why ?
Mister Good Vibes 30 Jun, 2019 @ 3:58am 
@FireCow i had that problem when i uninstalled rimworld:medieval edition. not sure if thats the problem but thats what helped me.
AlwaysHungry815 28 Jun, 2019 @ 4:50am 
Longbow ammo doesn't work. I used both. They do the animation but nothing gets consumed or useled.
Tai Gambol 27 Apr, 2019 @ 2:31pm 
Just had the following error when trying to shoot smoothbore muskets

Exception ticking Mosquito (at (243, 0, 155)): System.InvalidCastException: Cannot cast from source type to destination type.
FireCow 15 Apr, 2019 @ 7:54am 
hey I cant build great arrows or normal arrows in the crafting spot? any idea why? would appreicate any help? also where to build a longbow?
a.francis1 14 Apr, 2019 @ 8:08pm 
Hey how do I get musket ball ammunition, i was looking for it through the item list and couldnt find the rounds for smoothbores. Do you have to make them somewhere
Kestral 3 Apr, 2019 @ 7:26am 
This patch currently doesn't include full balance adjustments, just a port of MT content into CE. I believe it will be updated for balance at some point, but in the mean time there is a balance patch: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1662288023
Theplahunter *Spitfire 26 Mar, 2019 @ 6:56pm 
The armor seems EXTREMELY overpowered, I use CE and Rimmunation, and the armor is stopping 7.62 Armor piercing rounds easily. 100% armor is extremely unrealistic and requires RPGs and .50s to break, the chainmail easily stops anything below armor piercing 7.62. IMO this needs a rebalance to not make guns completely useless.
zozilin 18 Mar, 2019 @ 12:10pm 
I think you should be able to wield pavise with two handed ranged weapons. Its stats already favor ranged combat, but you can't actually use it with anything decent, I mean rifles and crossbows that you are supposed to put on it.
Tamias  [author] 12 Mar, 2019 @ 6:58pm 
Updated 03/12/19: Various bugfixes, and updated the requirements to include the CE 1.0 instead of CE B18.
Kestral 3 Mar, 2019 @ 10:18am 
@snefrukai Yep, normal; you can ignore that one. It's because CE adds hand/foot protection to plate armor and Medieval Times adds gloves to those 2 pawn types that also wear plate armor.
snefrukai 22 Feb, 2019 @ 12:40pm 
Config error in Tribal_ChiefMelee: required apparel can't be worn together (MedTimes_Gloves_Tribal, Apparel_PlateArmor)
similar info including chiefMelee and ranged
is that normal?
Kestral 19 Feb, 2019 @ 9:48am 
This compatibility patch doesn't add any new bombs. If you're talking about "stick bombs" I believe they are part of CE.
Sten Knight 18 Feb, 2019 @ 1:17pm 
what are these sticky bombs can i disable them?
Kestral 18 Feb, 2019 @ 8:48am 
Is this going to be updated to require the 1.0 version of CE instead of the B18 version? I'm confused because this mod itself is marked as 1.0. Is there any other difference between this and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1581677051 ?
Xandros 17 Feb, 2019 @ 1:46pm 
Seems to me the armor penetration values are significantly OP against vanilla weapons. Other than that, amazing mod.
VatskiySas 3 Feb, 2019 @ 4:07am 
Catapult doesn't shoot, too. (With ammunition off)
VatskiySas 2 Feb, 2019 @ 6:32am 
Ballista doesn't work. Idk why, i have this mod under the CE. I turned off the ammo system, but i think it might work without ir or what? If you wanna tell me that i should make big arrows for ballistas even with ammo turned off, than how does my colonist reload ballista with nothing and then just don't shoot?
Sten Knight 31 Jan, 2019 @ 12:16pm 
Are the melee weapons in Medieval Times also reworked for CE?
Tamias  [author] 28 Jan, 2019 @ 6:37am 
Updated to support Rimworld V1.0. Several clothing errors still exist, but they are being triggered by Medieval Times, and not this mod.
Warlord Indlovu Mgwazeni 6 Dec, 2018 @ 3:51am 
arrows for weapons not showing up :steamsad:
N7Huntsman 3 Dec, 2018 @ 4:01pm 
The [1.0] version can be found at the link below. That version will stay up until I can get a hold of Tamias and get him to update this version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1581677051
N7Huntsman 18 Nov, 2018 @ 2:12pm 
There will be an update later tonight that will update this mod to 1.0, which will work for the official CE 1.0 when it releases. It *may* work for the CE 1.0 posted by InsertKey, but that's unconfirmed and reliant upon what changes Key made to his version.
N7Huntsman 18 Nov, 2018 @ 11:37am 
While this patch will be updated for 1.0, we will not be supporting the unofficial release by InsertKey.

The CE Team is actively working on CE 1.0, and from a technical standpoint, InsertKey's version of CE will be significantly different from the official release. Since it would require us creating and supporting a second version of this mod, we'll simply be waiting until the official release.
daNNux 18 Nov, 2018 @ 9:39am 
There is a new author that updated and released combat extended just now. Will this mod be updated to 1.0 again?
N7Huntsman 20 Oct, 2018 @ 6:45pm 
As an update, there will not a B19 version of this mod because Combat Extended was not updated to B19. Instead, work is underway on CE to update it to 1.0--we'll have this patch updated as soon as possible once CE for 1.0 is released.
Kaleri 28 Aug, 2018 @ 1:10pm 
thx for the information
Tamias  [author] 28 Aug, 2018 @ 5:48am 
Hey guys, I was still under the impression that the next update was going to be 1.0, but it looks like Tynan changed his mind. We'll update to B19 as soon as possible, but we can't provide an ETA just yet. Stay tuned!
Kaleri 28 Aug, 2018 @ 5:12am 
0.19 ?
Marshall 30 Jul, 2018 @ 6:55pm 
So... Where do you make the musket balls?
Hoolio 8 Jul, 2018 @ 3:08pm 
Can you also do so we can wear and carry more... It gets kinda ridicoulus when you can only wear gambeson armor... And not anything else.
Hoolio 8 Jul, 2018 @ 12:42pm 
Can you redo the layers of armor mechanic? Like making it so it allows you to manually put armor on your settlers, and also redo the tabard, as it looks silly, and make a padded coif.
Tamias  [author] 15 Jun, 2018 @ 11:37pm 
Updated 6/16/18: Rebalanced medieval shields
alemismun 5 Jun, 2018 @ 3:56pm 
Im not sure if Im just not looking hard enough or not.
But wasnt there before a murder hole/embrasure that could not be climbed over?
I opened the game today (started a new game) and the structure was missing.
alemismun 29 May, 2018 @ 7:08am 
aww
Tamias  [author] 29 May, 2018 @ 4:47am 
@alemismun Medieval Times adds a ballista, a catapult, and a murder hole as far as artillery goes.
alemismun 29 May, 2018 @ 3:57am 
Is there turrets in this mod? like cannons?
N7Huntsman 26 May, 2018 @ 9:06am 
Super, please following the steps listed in 'Report Bugs Here!' to refresh your version of the patch.
Supershutze 18 May, 2018 @ 4:40pm 
My ranged weapons are still broken: They throw an error both when they fire(no projectile is spawned) and when I mouse over a nearby pawn when I have a pawn with a ranged weapon selected(100 errors a second).
Tamias  [author] 18 May, 2018 @ 7:06am 
Updated 5/18/18: Fixed all functional issues with the ranged weapons, added ammo recoverablity stats to all relevant ammo types, and moved the crafting of the musket balls over to the fueled and electric smithies from the reloading bench.