RimWorld

RimWorld

Combat Extended
1,121 Comments
xcrafter09 23 Jan @ 1:42am 
Is this CE compatibe?
Heckerpecker 28 Oct, 2024 @ 2:11pm 
@edward when 1.6?
c 12 Aug, 2024 @ 12:14pm 
idk
c 12 Aug, 2024 @ 12:14pm 
Tears of Joy | CharShel 12 Jun, 2024 @ 9:37am 
1.5 here.
hj5 16 May, 2024 @ 2:05pm 
Erm... 1.5?
Gernico 7 Dec, 2023 @ 3:28pm 
Ah yes, The good old days. Love this stuff.
ThatCoolSnek 4 Aug, 2023 @ 8:18pm 
does this work with ce?
Memory.Wipe 24 Jun, 2023 @ 10:08am 
this is a extremely dated mod, from what i am seeing, so old that it is from before 1.0
don't find yourself in my situation where you think its the new one and then find out really late that its not.
Zaeryn Carine 24 Nov, 2022 @ 9:10am 
How does this mod control how likely a particular body part is to be hit?
sumghai 15 Jan, 2022 @ 7:53pm 
Latest version of CE is available here:

https://steamproxy.com/sharedfiles/filedetails/?id=1631756268
JbotTG 7 Jan, 2022 @ 5:08am 
still waiting for the CE patch in 2022:VGRUMPY:
submeg 24 Dec, 2021 @ 4:30am 
@Hunter69, see the one by N7Huntsman.
Hunter69 27 Nov, 2021 @ 2:23am 
This is for 1.3?
Tajker 26 Oct, 2021 @ 12:38pm 
1.3 update when
ENTRLDST 12 Aug, 2021 @ 8:32am 
b19 version pls
Belial03 6 Aug, 2021 @ 6:31am 
When will this mod get a CE Patch?
Tactical Femboy 11 Jul, 2021 @ 5:04pm 
are you joking
Nyghtbrynger 11 Jul, 2021 @ 1:12pm 
Is this CE Compatible ?
DoomOfMax 16 Dec, 2020 @ 7:54am 
And this is the Steam Workshop version:
https://steamproxy.com/sharedfiles/filedetails/?id=1631756268
DoomOfMax 16 Dec, 2020 @ 6:20am 
For people trying to get an updated version, there you go:
https://github.com/CombatExtended-Continued/CombatExtended/releases
Tactical Femboy 26 Nov, 2020 @ 8:41am 
How can I disable bulk?
Bombidil 17 Nov, 2020 @ 5:38pm 
Love it, can't play without it. However, the inferno cannon/auto inferno turret needs a look. The combined explosive and incendiary effect leaves no avenue for the player to counter it.

If it had the explosive power that removes all defensive turrets and cover OR the incendiary power that burns through cover and blocks off areas that it has, it would seem entirely balanced.

In its current state, it instantly destroys cover and turrets, removes flak guns with both explosive damage and inextinguishable fire since it douses the area in flammable material, can penetrate cataphract armour with the bomb and burn through it with fire, and sets huge areas on fire that cannot be extinguished. The combined effect removes any ability the player has to respond to them.
Bluewolf 3 Nov, 2020 @ 3:48pm 
after installing this many of my orassan colonists opposite gender bodies
Reginald Van Buren VI 11 Aug, 2020 @ 4:24am 
ill see you guys in 7 months when a compatbility patch comes out for 1.2
Burning Pyromaniac 10 Aug, 2020 @ 7:51pm 
Have you made a sandwich yet?
Adori 28 Jul, 2020 @ 7:24pm 
Also it'd be cool to be able to aim for the arms to disarm an enemy, to get rid of their weapon and or so they have less arms lmao
Adori 28 Jul, 2020 @ 7:22pm 
Just couldn't find any mods that were anything close to what I was suggesting
Adori 28 Jul, 2020 @ 7:22pm 
[Suggestion] When attacking you can select which general area you wish to aim for, i.e. set a colonist to aim for the legs to cripple an enemy for easier capture or for when one of your colonists is being bad ;)
Buggy Prophet 22 Jul, 2020 @ 11:52pm 
Hi, is CE compatible with Multiplayer?
AUZAZURZ 19 Jul, 2020 @ 7:47am 
Usually good mod which turns the game into a clownery when appears at least one pawn in any armor. 5,56mm FMJ cannot pierce a plate armor? I always knew that knights would defeat riflemen! A human wearing helmet is immune to headshots? Well, he must have really strong bones if bullet's kinetic energy doesn't break his neck hitting the helmet. A pawn wearing a power armor is a walking tank - well okay, that's not a complete nonsense, but where is my nuclear bomb then?
Pathetic.
TwoShades 9 Jul, 2020 @ 1:21am 
NOT UPDATED AGAINNN GAHHHHHH
stelle307 7 Jul, 2020 @ 12:25am 
I have and issues with this mod.
Suppression, while an interesting feature, makes AI go fucking bonkers. Typically, when you're being shot at (especially if we're roleplaying with high shooter skill implying high tactical awareness), you would crouch down and retreat. Instead, in this mod, colonists will walk somberly toward the enemy, and then "hunker down," no matter how often i tell them to retreat.
Comrade Smartass ☭ 25 Jun, 2020 @ 4:39pm 
Was offended to see no Steam awards here yet so I gave ya all of em. Keep up the great work!
engy 14 Jun, 2020 @ 6:25pm 
the only problem have with this mod is bulk affecting global work speed. just wearing clothes brings a colonists base work speed down 20 percent without armor. I would love to see an option to remove bulk. the combat itself is sublime and I would hate to have to remove it from my future play throughs.
troubled_offspring 12 May, 2020 @ 5:07pm 
is this up to date with the current game version?
Hobostabbins 5 May, 2020 @ 10:19pm 
12x64mm charged ammo that mechanoids use seems pretty overpowered since they fire it fully automatic and it penetrates 30mm of armor. Basic power armor can only stop 20mm so it seems pretty brutal since most mech drops will have at least 4 things that can fire it. Lot of exploded pawn heads.
Emma Waddleson 5 May, 2020 @ 1:20am 
Would you guys be able to make a compatability patch for Glitterworld mod? Log issues are here: https://gist.github.com/14f182bb9c83419f43ba3a386a855c88
Tomoyboy 30 Apr, 2020 @ 7:21pm 
Is there a way to remove or disable certain weapon types?
wesyoung98 30 Apr, 2020 @ 9:30am 
Is CE not compatible with Prepare Carefully? I tried starting up a new colony and it was having issues when I tried to use Prepare Carefully
MrBigBoy 27 Apr, 2020 @ 7:52am 
Just made a new colony and the colonists are pretty good it says CE is for 1.1 which is what im playing on but it seems to crash..
MrBigBoy 27 Apr, 2020 @ 7:51am 
anybody else had rimworld completely crash even though it was perfect before you put C E in?

Redlilycat 26 Apr, 2020 @ 12:40pm 
I should be able to use mortars, shells, and turrets while having ammunition turned off. I don't like having to reload pawns guns with crafted ammo, but I do like making kill boxes with combat extended. Please let us use shells and turrets.
Tomoyboy 22 Apr, 2020 @ 1:32am 
@theflyingdragon24

You can change that option in the simple sidearms mod settings
xTRACKERx 10 Apr, 2020 @ 5:03am 
sad that this mod will conflict with "facial stuff" :( Backpacks do not show up and Hair/Hats dont work together if i enable both mods..
Bucket King 7 Apr, 2020 @ 11:03am 
Is there any way to increase the bulk? For some medieval mods, it's basically impossible to put a full set of armor on with a shield cause of armors over all bulk.
dudeitsmason 2 Apr, 2020 @ 9:58am 
Is there a special method of installing the patches built into this mod? My mortars aren't being reloaded, and I think I need to turn on the glitter tech patch for CE (it's in the patches folder, but do I need to copy those files somewhere?).