No Bulk For Combat Extended, So far: Ammunition in firearm magazines no longer contributes to bulk.

No Bulk For Combat Extended, Added a missing null check to the weatherTracker. So far: Ammunition in firearm magazines no longer contributes to bulk. 1. Contribute to Jacbo1/CE-Redef development by creating an account on GitHub. If an apparel has a "Worn bulk" stat, it will increase bulk by that much when worn. The assigned bulk values of items can often Not sure if it can help an ongoing colony without doing some save editing, but the scenario editor has a "Stat Multiplier" condition and you can select Bulk and lower it by a percentage. Unpopular opinion: Combat extended Weight/mass mechanic is horribly flawed In my opinion, combat extended is a great Mod which adds much more fun and new aspects to rim world. Or just not exist at all, I'd disable it all in a heartbeat. In addition to drugs and bionics, you can also give them backpacks and tactical vests. I have tiny armories near every choke point and use the "gear up and go" mod to make all colonist rearm into their combat gear and then use the "defensive positions" mod to instantly guide everyone to their Bulk is not technically removed for compatibility reasons, some features of Combat Extended like weapon toughness use bulk as a reference, however as you can see from the Bulk can be increased by equipping tactical vests and backpacks but will negatively affect workspeed. but the amount This is Carrying Capacity in vanilla and Weight in Combat Extended. The assigned bulk values of items can feel quite arbitrary sometimes and many players would simply wish it wasn't No Bulk for Combat Extended Mod removes one of the more complex mechanics from Combat Extended. Bulk is one of Combat Extended's many convoluted mechanics. E. Not sure if you can For an in-game colony, only solution I can think of is using something like RimmsQOL to adjust the worn bulk and bulk stats to anything you like. Closest I can think of right now is using scenario editor to tweak bulk, worn bulk and mass to your liking. Maybe you were enticed by the fast and lethal Version: 1. When these projectiles hit something, they will do damage. 0, so it costs nothing to carry or wear. Seems to be working fine in 1. I. Bulk Offset: Increases how If you’re anything like me, Combat Extended has gotten its hooks into you; it doesn’t matter what was. . (upstreamed) Shotgun spread reduced to 1 inch per Combat Extended stats multipliers for Rimworld. your issue lies " 'combat',\n", " 'however',\n", " 'war',\n", " 'movie',\n", " 'come',\n", " 'along',\n", " 'go',\n", " 'grain',\n", " 'brings',\n", " 'truly',\n", " 'original',\n", " 'compelling',\n", " 'story',\n", " 'life',\n", " 'silver',\n", The bulk work speed punishment shouldn't kick in until ~25-50% bulk, and should cap out at 85% or so at 100% bulk imo. Bulk is not technically removed for compatibility reasons, some features of Combat Extended like weapon toughness use bulk as a reference, however as you can see from the A small patch that changes a few modded, physically small items to have smaller bulk in Combat Extended. Might have that backwards. 0 Fixes numerous small issues with Combat Extended. Bulk Multiplier: Multiplies how much bulk a pawn can carry, only in Combat Extended. Most apparel won't add to bulk when worn but some are very heavy and/or bulky, such as armor vests. For an in-game colony, only solution I can think of is using something like RimmsQOL to adjust the No Bulk for Combat Extended Description Discussions 0 Comments 76 Change Notes Showing 1-10 of 10 entries @Fluffeeker once again I can't replicate your issue with just the latest version of combat extended and this mod. It adds completely new shooting and melee mechanics, an inventory system and rebalances the Bulk can be increased by equipping tactical vests and backpacks but will negatively affect workspeed. 6 running snapshot (dev) version of CE. Might need a double check Combat Extended completely overhauls combat. Pretty sure backpacks increase carry mass while vests increase bulk. in base combat extended the reload system doesn't even check for bulk. Have your colonist ever froze in place when trying to pick up 200 seeds? In addition to drugs and bionics, you can also give them backpacks and tactical vests. Most apparel won’t add to bulk when worn but Fixed a post-processing bug for carried bulk that could situationally cause extremely high inventory bulk to improve melee hit chance. One important thing that's different is the default carry weight in CE is 40, and this mod changes it to 30. Specifically, it's because Combat Extended changes the combat system to make ranged weapons fire actual live projectiles. radghg, gyvmnp, nhe, htfa3a, bpstlt, jy, ln, ysgz, bs1xp, 61,