RimWorld

RimWorld

Medieval Times + Combat Extended Compatibility Mod
N7Huntsman 13 May, 2018 @ 1:43pm
Report Bugs Here!
If you encounter any errors related to the this patch, please report them here. Include the relevant error log whenever possible.
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Showing 1-15 of 18 comments
aebed 22 May, 2018 @ 11:45am 
Hey, I'm getting a couple of issues around arrows with this mod. I'm using it with medieval times, combat extended and medieval world in the suggested load order and I'm not using any other weapons affecting mods.

I don't seem to be able to craft any arrows. The normal arrows simply aren't an option and bodkin/black(?) arrows I can select from the blacksmith however once the blacksmith finishes crafting there's nothing there, just wasted resources. I can't spawn them manually either however they are present (in limited quantities) with raiding parties.

Is this anything you're aware of or that I could be doing wrong? Would this be a more suitable question elsewhere?
N7Huntsman 22 May, 2018 @ 4:49pm 
Hello Aebed, thank you for the report. All "normal" arrows (for the greatbow, shortbow, compositie, etc.) are made at the crafting spot, rather than at at the forge.

While we have had the issue of arrows disappearing after crafting in the past, after a quick playtest, I've found that with the 5/18 update things seem to be working as intended. I was able to craft Bodkin, Black (for a unique longbow), and Bolts at the normal and improved forges without any issues.

[Refreshing Your Local Version of this Patch]

I'd recommend you first check your load order to confirms it's right (which is sounds like you already have) and ensure you're running the most recent versions of Combat Extended and Medieval Times. While you're at it, check the CE + MT Patch description and take note of the "last updated" date, it *should* be 5/18. Also ensure you're running the Steam Workshop version, as opposed to one saved to your computer.

If it says any date older than that or you haven't identified the problem at this point, please go into the folder where your Rimworld Steam Workshop content is stored and delete folder "975316762" (this patch) and all its contents. Once Steam updates your Rimworld Workshop content you've effectively forced it to download the most recent version from the Workshop. This should fix any issues with the patch itself.

If, somehow, the issue persists beyond this point, please let us know. Also, please report back on your findings.
Last edited by N7Huntsman; 26 May, 2018 @ 9:45am
general kitten 9 Jun, 2018 @ 1:06pm 
Hello, i ecountered a bug:

my colonist cannot wear heater shield when he has a bionic arm, it says "missing body part".

my save is bloated with all kinds of mods(and (propably) irrelevant errors) so therefore i will try to do expirimenting with clean game. Thank you for your time!
N7Huntsman 10 Jun, 2018 @ 5:56pm 
Hi General,

Please let me know what mod the bionic arm comes from, and if it has a CE patch. Also, can the same colonist equip other shields from Combat Extended without a problem? I ask because CE added a couple of body parts related to the shields.
general kitten 15 Jun, 2018 @ 2:32am 
Originally posted by 219 - Clyde C.:
Hi General,

Please let me know what mod the bionic arm comes from, and if it has a CE patch. Also, can the same colonist equip other shields from Combat Extended without a problem? I ask because CE added a couple of body parts related to the shields.

the bionic arm was produced by EPOE bionic bench (the arm is the normal bionic arm, unless EPOE changes that). also the bug extends toatleast heater shields.
N7Huntsman 15 Jun, 2018 @ 4:47pm 
Alright, it seems like the MT shields may've used an older .xml structure or something like that. Some changes have been made which should hopefully resolve the issue.

However, there is/was a known issue with the way EPOE handles bionics--they "fill" the slot for the shoulder body part, rather than the arm. As a result, the game doesn't view that pawn as having fingers, a hand, or a proper arm, b/c all those parts are reliant on one another, if that makes sense.
Last edited by N7Huntsman; 16 Jun, 2018 @ 8:46am
mikeydmc 3 Feb, 2019 @ 5:53pm 
Projectiles for many of the weapons are not working ammo off or not, ballista, longbow, blackbow, others. Interestingly the flaming bodkin seems fine.

I tested it with completely new fresh installs with only core, medieval times, combat extended, and this mod installed.

Unrelated to my earlier issue I told N7 about
jommy 9 Feb, 2019 @ 11:24am 
Originally posted by mikeydmc:
Projectiles for many of the weapons are not working ammo off or not, ballista, longbow, blackbow, others. Interestingly the flaming [ammo works] fine.

I tested it with completely new fresh installs with only core, medieval times, combat extended, and this mod installed.

Unrelated to my earlier issue I told N7 about

I'm getting the same issue. Flaming arrows/bolts work fine, but regular arrows/bolts do not.

From the dev console, each time an arrow/bolt is attempted to be fired:
Exception ticking Thompson (at (46, 0, 83)): System.NullReferenceException: Object reference not set to an instance of an object at CombatExtended.Verb_LaunchProjectileCE.TryCastShot () <0x0011c> at CombatExtended.Verb_ShootCE.TryCastShot () <0x00111> at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch0 (object) <0x0006c> at Verse.Verb.WarmupComplete () <0x0003b> at CombatExtended.Verb_LaunchProjectileCE.WarmupComplete () <0x001a8> at CombatExtended.Verb_ShootCE.WarmupComplete () <0x002fb> at Verse.Stance_Warmup.Expire () <0x00022> at Verse.Stance_Busy.StanceTick () <0x0002b> at (wrapper dynamic-method) Verse.Stance_Warmup.StanceTick_Patch1 (object) <0x003bb> at Verse.Pawn_StanceTracker.StanceTrackerTick () <0x0005d> at (wrapper dynamic-method) Verse.Pawn.Tick_Patch2 (object) <0x00178> at Verse.TickList.Tick () <0x00487> Verse.Log:Error(String, Boolean) Verse.TickList:Tick() Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update()
Last edited by jommy; 9 Feb, 2019 @ 11:25am
Apostasla 15 Feb, 2019 @ 9:55pm 
I don't seem to be able to craft Quicklime Pitch or Explosive Pots, they just don't appear in the list of craftable items in the Medieval Times Crafting Station or the Crafting Spot, or any forges. They both also don't appear in the list of items to spawn when using Dev Mode. Though, using Godmode to spawn in Fire-Pot Traps and then deconstructing them will yield 3 quicklime pitch.
Last edited by Apostasla; 15 Feb, 2019 @ 9:56pm
mikuroshi 5 Mar, 2019 @ 5:21am 
Originally posted by mikeydmc:
Projectiles for many of the weapons are not working ammo off or not, ballista, longbow, blackbow, others. Interestingly the flaming bodkin seems fine.

I tested it with completely new fresh installs with only core, medieval times, combat extended, and this mod installed.

Unrelated to my earlier issue I told N7 about
Same thing is happening with musket ball ammo
EJdude 27 Mar, 2019 @ 8:56pm 
I haven't been having any issues with the hand held projectile weapons as other people are reporting, however I have had issues with the ballista, it doesn't seem to want to fire at all, I had it loaded and everything, they just seem to keep aiming at their target and never actually fire.
Will-orumaeiman 10 Apr, 2019 @ 9:15pm 
Originally posted by mikuroshi:
Originally posted by mikeydmc:
Projectiles for many of the weapons are not working ammo off or not, ballista, longbow, blackbow, others. Interestingly the flaming bodkin seems fine.

I tested it with completely new fresh installs with only core, medieval times, combat extended, and this mod installed.

Unrelated to my earlier issue I told N7 about
Same thing is happening with musket ball ammo


I have the same problem as well
Preechr 15 Apr, 2019 @ 3:18pm 
Originally posted by Apostasla:
I don't seem to be able to craft Quicklime Pitch or Explosive Pots, they just don't appear in the list of craftable items in the Medieval Times Crafting Station or the Crafting Spot, or any forges. They both also don't appear in the list of items to spawn when using Dev Mode. Though, using Godmode to spawn in Fire-Pot Traps and then deconstructing them will yield 3 quicklime pitch.

Me too. Any fix for this?

FireCow 3 Jun, 2019 @ 5:48am 
I have the same problem as Aebed and have refreshed the versions. Any other advice?
MapleDaddy__ TTV 3 Oct, 2019 @ 4:27am 
Currently noticing that the armour from Medieval times, without CE and this patch, protects the neck, but it seems CE breaks up the neck and the torso groups, and the neck is no longer protected with neither chest or helmets after installing CE and this mod, my colonists have 100% sharp protection in every section except the neck. There a possible fix for this? I've actually lost a couple colonists to just a crappy, poor quality steel knife to this, because for some reason their full platemail armour doesn't seem to protect their neck.
Last edited by MapleDaddy__ TTV; 3 Oct, 2019 @ 4:29am
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