Rimworld combat extended ammo reddit. Getting to choose your ammo subtype to make weapons more potent against armored raiders or tribals is awesome, having to clutter the shit out of my stockpiles with all these arbitrary calibers (thousands of years after their creation) is stupid and forces you to have everyone using the same gun to keep down the clutter. The changes that combat extended applies are wide in nature and better explained on the mod page itself, but overall, reworks ranged weapons and adding an ammunition system to them, reworks melee to account for several varieties of in combat attacks, reworks how damage is recieved with and without armor, reworks cover, and reworks inventory We would like to show you a description here but the site won’t allow us. That would be great 馃憤 Archived post. Discussion, screenshots, and links, get all your RimWorld content here! Combat extended changes to combat and adds some tactic elements like suppression. 4. Don't be cheap with EMP ammo. Using Combat Extended without the ammunition option. Combat Extended is a fair more complex mod, vastly changing the feeling of combat in the game. Mod Options screen You can find We would like to show you a description here but the site won’t allow us. I have 700+ hours, i play cassandra or randy, losing is fun and manage to escape reguraly without min maxing and with only graphic mods. This is a write-up of some Combat Extended mechanics as I understand them after p Jan 7, 2022 路 Vanilla's system of a flat % is so much more user and modder friendly, Rimworld does not need 3 stats for accuracy "sight efficiency, sway factor, shot spread" which all independently change accuracy at different rates (nothing is linear) and then there's a recoil stat which I'm pretty sure may effect the accuracy of the subsequent shots. I would build this first. While CE offers a deeper and more challenging experience, the ammunition requirement can sometimes be cumbersome or unwanted. Additionally, the output of each recipe has been reduced to a more balanced and realistic level. All ammo loaded (crafted) at loading bench. There are 6 types of ammo for the rifle, they are made at a loading table. In the mod options for CE there is a toggle to disable the ammunition system. Includes: - CE ammo integration for vehicle turrets - fixed steel ammo issue - fixed turret reload issues - fixed chargePerAmmoCount config errors Vehicles use proper Combat Extended ammunition: - 37x223mmR (Stuart, Greyhound) - 75x350mmR (Sherman) - 76mm (Hellcat 13 hours ago 路 Understanding Combat Extended in RimWorld Combat Extended is a comprehensive overhaul of RimWorld’s default combat system. Mechanoids were OP Hello, I'm new to Rimworld and I've seen in here that many people talk about Combat Extended. 50 BMG with Sabot, HE and AP-I types? Archived post. Also I checked "Use generic ammo system" and unchecked "Display weapon caliber", but they are not what I wanted. 3 days ago 路 Description Standalone Combat Extended version of RimThunder - Westline Green. What exactly does this do? If it's disabled, are all the bullets automatically AP now? Archived post. New comments cannot be posted and votes cannot be cast. Furthermore, only use single or burst shot. Colonists never fucking AIMED. Just in case. Any armor like grenadier or phoenix armor requires a 30x64 capsule from the same mod to reload, which I don’t understand where and how to do Archived post. I obviously know about it and aside from adding ammunition, what’s the main attraction for why I should use it? This is possibly the best anti-armor gun in the game, with the 8x35mm round offering great damage and penetration on the armor piercing variant ammo, and an EMP option available. Searching on the internet I've found two possible solutions (moving CE higher up and deselect any trade mod) but neither one worked for me. It shifts the balance greatly making mechs a tougher threat than vanilla and reducing balance in other spots. If you ever wanted to use the new features of the mod but didn't like having to micromanage almost 10 different calibers of ammo (with CE Guns), maybe now's the time to give the mod a try. New textures for the RPG-7 and rifle grenades. gg] Combat Extended completely overhauls combat. 56x45mm NATO bullets for my turrets, and I can see them being either HP, FMJ and AP. Without it RimWorld is a ColonySim with Combat. Chews through expensive ammo very quickly, but it's worth it. Melee seemed pretty useless 3. g. If anyone knows how fix Character Editor from overwriting weapon labels or how to force a re-patch, please let me know. With a good spotter, artillery becomes pinpoint accurate. 490K subscribers in the RimWorld community. Combat extended with the ammo setting off so im aware its off but is there a way to change the ammunitions' from FMJ by default to something like AP even though ive turned the setting off maybe another mod or something (this is my first post on the sub and i havent really seen this question asked elsewhere so i figured to get help from you guys) 11 votes, 13 comments. Apr 14, 2025 路 In CE, if you rush the Machining technology and build the loading bench, you can quickly get access to AP rifle ammo which makes short work of them. After smithing, I give people some gladius+shield and setup people with scavenged guns and ammo around them. I disabled ammo for Combat Extended but my pawns when reloading just don't equip back their weapon and get gunned down, Should I just play without it? It just seems like Combat Extended is one of the most controversial mods since some people hate it and some can't play without it, I just really like the targeting and fire modes, they make sense. Every ammo caliber has different damage and penetration. com]. This article We would like to show you a description here but the site won’t allow us. Discussion, screenshots, and links, get all your RimWorld content here! We would like to show you a description here but the site won’t allow us. 450K subscribers in the RimWorld community. Added mod icon. Problem with armor piercing? : r/RimWorld r/RimWorld Current search is within r/RimWorld Remove r/RimWorld filter and expand search to all of Reddit I'm dipping my toes into the combat extended mod for the first time, and I see there's a "generic ammo" option for it which keeps ammo in the game, but reduces the variety of it. EMP/Ion ammo not only stuns mechs, but damages them. Brief rundown: FMJ is standard, AP is higher armor piercing for weaker damage, Sabot is extreme AP, HP is hollow-point, shit against armor amazing against fleshy targets. Nov 21, 2024 路 How to Disable Ammo in Combat Extended: A Comprehensive Guide The Combat Extended (CE) mod for RimWorld drastically overhauls the combat system, introducing realistic projectile physics, armor penetration mechanics, and, most significantly, ammunition. Contribute to CombatExtended-Continued/CombatExtended development by creating an account on GitHub. Hey, I had a few questions in regards to what guns should be used for most colonists using Combat Extended, with the CE Guns module. com/wiki/Weapons Ranged Sidearms Rifles Machine Hi everyone! I have updated the "Ammo Tweaks" mod by SladkiSlivki to work with 1. Imaginations is what Rimworld is all about, not some highly-detailed micro-managened wanking. Use it wisely. The only thing I can make are arrows. We would like to show you a description here but the site won’t allow us. 1K votes, 244 comments. If you're worried about complexity, there's an option in the main menu settings to change the ammo from actual calibers to generic ammo types (7. I agree the ammo system and the variety of guns can make it a bit tedious, but its changes to the combat system at its core are huge. DO I need to unlock Gunsmithing? Archived post. Discussion, screenshots, and links, get all your RimWorld content here! You have to first research “advanced ammunition”, which comes after precision rifling. Try it. In terms of compatibility, the CE actually does a pretty good job of making patches for a massive amount of mods that are incompatible. Whilst I have researched every bit of research available for guns, I can't seem to craft any ammo, unless it's wooden/steel arrows and some other high explosive stuff. This wiki is dedicated to providing easy access to information on core mechanics of the mod, as well as information on weapons, ammunition and more. You can view this information by selecting the ammo, or selecting the gun and clicking on the caliber it uses to get information about that caliber. Suppression is now a thing with CE. For example, you can make a set of equipment for a combat medic which consists of an SMG and an appropriate mix and amount of ammo, a knife for melee defense, 5 med kits, 2 smoke grenades (for setting up cover), some combat drugs, and a meal for in-the-field emergency snack time. Unlike one-off challenges, extended combat scenarios—characterized by prolonged exposure to enemy raids, resource scarcity, and continuous tactical demands—exert compounding effects on colony productivity, worker morale, and Mar 14, 2023 路 Combat Extended Issues? I tried out the mod some time ago and I did like it but some things were off I felt like 1. So if anyone has any tips for dealing with ammo or defence. Ammunition manufacture also requires Machining and a special bench, but most ammo only requires steel to make. I got machining because I thought that must be it but there were only like grenades and explosive mortar shells. The mod takes the combat from bullshit slow as hell pew pew bullets with totally arbitrary mechanics and makes it brutally (un?)fair. CE pushes the difficulty up, while giving more pleasure from realistic fights. AP-HE isn't actually armor-piercing, in fact it has the same penetration power as FMJ ammo, which is mediocre. 4. But they are expensive and their ammo is expensive too, so replacing all weapons with charged (if desired) will take quite a while. With it, you got a CombatSim with a Colony. I'm torn between two mods and what your guys opinions on them. I really like ammo in early-game, makes me ration my shots and it feels like you're low on resources and just scrounging by. Mid game or late game, try to plant Blazebulb to get resource called to Prometheum to make ammunition and Devilstrand to craft recon armor or marine armor. 12ga slugs also work well. Any tips for using Combat Extended? I've just installed CE having never used it before. [discord. It adds completely new shooting and melee mechanics, an inventory system and rebalances the health system. Not yet. 18 votes, 54 comments. Yes I have read the two big guides people have made that are often sited, but those are over a year old and don't even meantion certain guns like the mounted machine guns. Any one can point me in the right direction? Feb 18, 2025 路 This Mod rebalances ammunition crafting within Combat Extended. CE research projects now support schematics. Jun 10, 2025 路 Forewarning: I ran out of steam to play Rimworld, so this is largely unfinished. Other mods: - Combat Extended Propellant - adds propellant as an ingredient for ammunition. But I am going to publish it anyways. (game play is pretty much vanilla). heating/freezing). Firstly, some people say most non specialized colonists should have an AR, and some people Combat extended performance impact in RimWorld is a critical consideration for players aiming to build resilient, high-performing colonies under sustained pressure. 467K subscribers in the RimWorld community. Now, they do. If you turn this on, you now have to make ammo for the guns, and there is different ammo for different guns, which forces a layer of management to the pre-combat that isn't there in vanilla. The hat's there Mod settings allow some settings to be setteded Check it out: Combat Extended Important Ammo. Focus on machining reasearch as soon as you got the essentials down (e. Here's a full Steam Workshop collection of Combat Extended mods: These mods drastically change combat, making it more complex, allowing and demanding for more micro-management stuff. Toss one in any combat loadout. It looks so good but I just want, like, a list of everything it adds in the simplist way possible Combat Extended is no doubt an amazing mod. Having no ammo options to deal with armored enemies, especially the mechanoids within the mod is a death sentence. It forces the Russian name "袪械胁芯谢褜胁械褉", effectively "poisoning" the base game data. While you could enable "Simplified ammo system" before, this would basically render you useless against heavy armored enemies (like mechanoids), as it removes AP and HP ammos. Combat Extended mod for RimWorld. Because of this, Combat Extended fails to recognize the weapon as a patchable item, which completely breaks the reloading mechanic. Thanks in advance Archived post. Is it a good mod for beginners? I feel the combat is a bit wonky, especially when my level 20 shooting skill with a sniper rifle can't even land a shot on an animal for 10 minutes I started using Combat Extended but now I don't know how to make ammo. You'll like this if you always thought that RimWorld lacked ammunition system. Personally, I enjoy the aesthetic of modern weapons and such. If you're in early game you probably only have a handful of hives and megaspiders to worry about. AP-I is a direct upgrade over standard AP ammo with additional burn damage that ignores armor entirely. Bonus points for the Smokepop psycast. For close quarters combat - it is faster to aim a shotgun or SMG than a In combat extended (I don't have the CE guns mod I don't think?) I generally start with steel shivs, try to build a choke asap and then fight that way for a while. Guns are very deadly, they have there own calibre ammo, mechanicds become like tank and require anti material rifle 50cal and up, emp shotgun rounds, or launchers to effectively fight, armor values are tweaked, there is a gun suppression system which So I’m playing with the mod combat extended and I juts build a basic turrets and it says it need ammo but I can’t understand which is the right ammo for the turret. Macro gets a bit more complex too if you use Ammo Production. It adds chemfuel as an ingredient for ammo and overall makes ammo more scarce and interesting. This means that colonists need to consider factors such as cover, firing angles, and ammunition type when engaging We would like to show you a description here but the site won’t allow us. Aug 10, 2024 路 Added new ammo recipe bases for mortar and artillery shells. The ‘Give ammo to’ float menu now identifies the target pawn. Against most mechs any gun with AP ammo is generally enough, but obviously heavier weapons are the best, incendiary weapons like flamethrowers and molotovs are very good even against centipedes. 451K subscribers in the RimWorld community. I play rimworld with the combat extended mod for a more realistic armor and weapon system, so I don't include the ammo system because I don't like it. This Steam version only supports the most recent version of Rimworld. Apparel items that function as radio packs are now only logged on startup if Dev Mode is enabled. If you’ve got centipedes to worry about, research simple launchers and make either the RPG or M72. There are some modded armours that don't get Yayo's value system applied to them, Warcaskets especially are guilty of this, but that's a very minor issue anyway. Jul 7, 2024 路 Research projects for items that previously lacked them, new autoturrets and autoloaders to take advantage of Combat Extended mechanics are included as I feel like they're missing from base Combat Extended. This is not ideal in multiple ways. Full-auto chews through your ammo. Apart from that, conserve ammo by laying ambushes instead of prolonged firefights and save some money to buy ammo from traders. He laughs last who shoots first. So I’m new to combat extended and have recently reached charge weapons, and I couldn’t help but notice that unlike “ancient” weapons which are plentiful and varied both in ammunition types and weapon models, the charge weapons seem very limited in both categories. It shifts the focus. So people haven't been able to figure out how to get them to work with CE. Unless you are designing your modlist specificially around it, you'll spend more time fiddling around things than actually playing the game. It touches and tweaks many core aspects of your Rimworld experience, so it ramps up your modlist's compatibility issues to eleven. Ammo - this is optional, but its also one of the more significant changes. Tips: Recommend to use Combat Extended Gun and Combat Extended Melee to have more option the gun and melee weapon to choose. Shotguns have clear drawbacks, but extremely flexible ammo types. In this video we cover all of the changes, mechanics, concepts and preconceptions around Combat Extended and question the sanity of a man who would make a vi We would like to show you a description here but the site won’t allow us. Does anyone have some tips for CE? Archived post. Combat extended Please explain this mod to me like I'm 5, I try my best to understand and so far I know it adds: ammo and difficulty. 62x51 and 5. This Mod aims to provide a greater challenge for experienced players while enhancing the realism of ammunition production. Later you will get the ability to build emplaced heavy machine guns (basically small gun turrets that need to be manned) - these use some of the largest calibres of ammo (one of them is literally a fully automatic grenade launcher), and can absolutely shred any mechs with the exception of the largest ones. Requires a new save, and cannot be removed from existing saves. Jan 2, 2024 路 Smoke grenades hide pawns from turrets. It's between combat extended and [LTS] Ammunition. I know combat extended works with alot more of the other mods but it's more of the ammunition side of it. For ammo/calibers: check their stats through the information panel to see if it would work against certain enemies, or armor. Updated mod: Combat Extended Important Ammo I’ve also referenced CE Fixes mod in the description, hope it . Hope you'll find something new there. Nov 30, 2022 路 - Traders do not carry explosive ammo - Ammo is almost a currency (trade price is closer to market value) All changes are optional. A heavily armored psycaster with skip and a Zeushammer will clean up mechs. I've never used the mod because the few times I've tried to it was just more trouble than it was worth. Colonists will not use bows or ranged weapons sometimes, will immeadietly return weapon to inventory and hold fists out. Great for stationary targets - ship parts or counter-battery fire. First time starting with combat extended and im kinda nervous about the use of ammo and how easily people can die. All credit goes to mod’s original author. *2 Depends on the caliber. In Combat Extended, what are the differences between ammo types? I'm looking at 5. Original mod author is Sladki [ludeon. It adjusts all ammunition recipes to require a specific quantity of chemfuel as a propellant. 56 changes to Rifle, Intermediate Rifle, Pistol, etc) Edit: it also fixes the most frustrating part of combat for me. I have also updated the "Ammo Tweaks" mod to work with 1. There aren't 70 different ammo types, it's pretty good about adding its ammo system to existing guns, and I've not had any issues so far in about a thousand hours of usage. Don't forget to rate! We would like to show you a description here but the site won’t allow us. I've read a lot of posts saying that is too micromanaging and unfair/unbalanced. I'm an average rimworld player. *1 Unless you have the AP-HE variant of the round, which is only available to the TAC50. If any bugs occure Dec 30, 2025 路 Combat Extended - Infinite Ammo Expanded Why would you want this? Infinite ammo exists within Combat Extended, however, to turn it on, you'd have to turn off the ammunition system. Weapons are the main focus of Combat extended, revamping each of the weapons found on this page: https://rimworldwiki. Uninstall combat extended or disable the ammo. Open game and play with combat extended mods, replace stuff and most of vanilla expanded. Check out the main categories below. Discussion, screenshots, and links, get all your RimWorld content here! It's not too expensive because you get 500 ammo per bill, and a charge rifle can trivialize all but the hardest armored targets. Regular ammo does not have any chance against armor (Is regular ammo used automatically when ammo is turned off? I just assume it is) 2. I'd like to edit my starting scenario to ensure my colonists drop with some appropriate ammo; However, I can't find any good documentation on exactly what this option does, so I don't know what ammo I should spawn So on and so forth. Unlike the vanilla version, which simplifies shooting mechanics, Combat Extended introduces realistic bullet travel, weapon recoil, and armor penetration. Yes, I know there is an option in CE settings called "Enable ammunition", but I want to use this option. Aug 8, 2019 路 The modder Owlchemist has made several mods that address Combat Extended compatibility as well as changing the way it behaves, including a mod that makes ammunition less complex. It'll one-shot tribals, for example. So, as long as you don't intend to use vehicles from the Framework in combat, yes. From what others have said here on Reddit, the way that turrets on vehicles work use some kind of proprietary coding system, and don't function as normal turrets or weapons. Combat is way more detailed and micro intensive. Currently I've just been making AP rounds because they're effective against mech cluster and don't seem to do bad against normal people and animals. Charged weapons available from Pulse-Charged munitions tech are extremely good against mechs, when using EMP ammo. Also, if you get access to a high-tech gun, then it feels more important because there's a limited amount of times you can fire it. What about the other types? And what about . - Combat Extended Fixes - mostly weapon-related changes. A barrage can deal great damage. It's not overrated in the slightest, you just don't like it. Dec 28, 2025 路 I've made a Combat Extended mods collection. Reply reply This Steam version only supports the most recent version of Rimworld. I was wandering if combat extended is worth a try. I presume AP stands for amour piercing, therefore better against mechanoids. Considering that i do not want to waste my precious rim I'm about to research advanced ammunition and I was wondering if there was an ammo type that was overall much better than the rest including cost to build. 31 votes, 33 comments.
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