RimWorld

RimWorld

Combat Extended [1.4]
 This topic has been pinned, so it's probably important
Temenat 27 Jan, 2019 @ 4:21am
Compatibility patches needed
A discussion to keep track of mods that need a compatibility patch for CE in case someone wants to work on them.
Last edited by Temenat; 8 Jul, 2021 @ 7:17am
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Showing 61-75 of 712 comments
N7Huntsman  [developer] 27 May, 2019 @ 8:55am 
Turret Extensions doesn't work with Combat Extended, it says so in the description. All that mod really does is display stats on turrets, but CE completely overhauls turrets and their stats anyway. XND is a fairly active person in the Combat Extended discord, so if there were a simple way to patch it in a meaningful way, I'm sure XND would've done so.
Would it be possible to patch compatibility with zombieland from CE's end? I reached out to zombielands creator and they said that it would be difficult to do from their end and that they didn't have enough time. It may be the same case here but I figure its worth an ask. Thanks for keeping this awesome mod alive!
Legion 29 May, 2019 @ 6:40pm 
Would a patch for RT's Weapon Pack be possible?
Lunavaen 30 May, 2019 @ 6:41am 
A patch for Rimatomics would be nice. Rimatomics adds a variety of endgame defensive weaponry, I love using it for the power and pod scatter but allowing the anti mortar defense and the 'turrets' to allign to CE would be great.

What the hack!? would also be a nice thing to have working with it. There seems to be a load order that sometimes works but other times it doesn't. I've had it work fine one session and then not the next, without changing my modlist.
Last edited by Lunavaen; 30 May, 2019 @ 6:42am
N7Huntsman  [developer] 1 Jun, 2019 @ 8:54pm 
I've completed a guide to walk first-time modders through the process of creating a patch, for those of you feeling adventurous enough to create your own patches. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1758482195
bleh 1 Jun, 2019 @ 9:10pm 
combat extended fix for multiplayer? it desyncs other players sadly.
MaleficVisions 2 Jun, 2019 @ 5:51am 
Originally posted by N7Huntsman:
I've completed a guide to walk first-time modders through the process of creating a patch, for those of you feeling adventurous enough to create your own patches. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1758482195

THANK YOU.

I was looking for this. Me and a friend both wanted to do this if we have resources to learn.
Xeros08 3 Jun, 2019 @ 7:49am 
How does one add compatibility for a mod with combat extended?.
My mod "XI:Mechanite District" adds a couple guns wich I would like to add a compatibility a patch for.
Xeros08 3 Jun, 2019 @ 7:50am 
Originally posted by Xeros08:
How does one add compatibility for a mod with combat extended?.
My mod "XI:Mechanite District" adds a couple guns wich I would like to add a compatibility a patch for.
Ive said nothing, just read above :steamfacepalm:
Rimmunation.
biggestboss 13 Jun, 2019 @ 9:30am 
More Vanilla Turrets (1.0)
Plurples 16 Jun, 2019 @ 5:46pm 
No Carried Food
Batou 18 Jun, 2019 @ 10:04am 
A patch for SY4's Vanilla-friendly weapon pack would be lovely
Plurples 19 Jun, 2019 @ 7:57pm 
Animal Cybernetics [AnyC]
Or otherwise an other animal prosthetic solution(ideally vanilla like)

edit: maybe animal cybernetic already work since it's supposed to make human parts installable on animals too, idk.
Last edited by Plurples; 19 Jun, 2019 @ 7:59pm
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