RimWorld

RimWorld

145 ratings
No Bulk for Combat Extended
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Mod, 1.5, 1.6
File Size
Posted
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130.442 KB
29 Oct, 2024 @ 8:07am
15 Sep @ 3:47pm
10 Change Notes ( view )

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No Bulk for Combat Extended

In 2 collections by turkler
turkler's Combat Extended mods
12 items
The best of the Experience
43 items
Description
Interested in participating in the development of my mods? Join the Discord server!
[discord.gg]

Bulk is one of Combat Extended's many convoluted mechanics. The assigned bulk values of items can feel quite arbitrary sometimes and many players would simply wish it wasn't there. This mod does exactly that!

A brief list of features
- No bulk!
All bulk stats, bars etc. have been hidden away from view and the effects of bulk on stats like work speed have been completely removed! Loadbearing gear that used to give bulk capacity now adds carry capacity to the pawn, the descriptions of multiple items have been rewritten to reflect this change.

- Extensive compatibility!
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 screenshots, it is no longer a factor in inventory management. You won't see it in stat cards, in item descriptions, in loadout/assignment tabs, or anywhere else.

Patches for many mods, including the whole Combat Extended and Vanilla Expanded suite, have been made to ensure any former loadbearing gear now adds carry capacity instead.

- Cohesive design!
This mod doesn't just remove bulk, it rebalances many things - from the weight of individual items to the stats of loadbearing gear and the carrying capacities of pawns - to build a cohesive experience around a single unit of inventory mass.

Recommendations

- Load this mod towards the bottom of your mods list. Above mods like Rocketman but below any mods that add weapons, apparel, buildings, any tangible item really. Most items do not require manual patching so a handful of general patches are applied to every item, though these patches can't be applied if a mod is loaded after this mod.

Credits
A massive shoutout to Nuff. They were a massive help with advanced coding - seriously, transpilers are black magic to me - and this mod simply would not exist without their help. Check out their work here!
64 Comments
ExcavatorMan 23 Sep @ 9:51pm 
Sorry about that. Thanks for doing the testing, I did similar tests on a new save with only Harmony and CE and found that the culprit is CE itself, not this mod.
turkler  [author] 22 Sep @ 2:48pm 
oh btw this is why I usually don't take troubleshooting requests from steam comments. I gave this one a pass as I didn't have the disclaimer in this mod's description, but nine times out of ten it's user error. excavator man here is probably using some sort of inventory mod that implements a load shedding mechanic. ce has none. hell, ce doesn't even have a weapon mass check on weapon equips, so a pawn with 20 kilos of carry capacity can pick up and fire a 200 kilo weapon just fine
turkler  [author] 22 Sep @ 2:45pm 
@ExcavatorMan I can't replicate your issue. steam comments won't let me embed images, but I've fired off a bunch of visitor events and got this guy:

https://i.imgur.com/7v9ZZuG.png

mind you, this is pretty rare. you may have noticed that visitors are noticably more likely to wear backpacks/tactical vests with this mod, pawn generation will try to give load-bearing gear to pawns as needed. this pawn is over their weight limit due to having injuries that reduce their carry capacity and spawning with three reinforced barrels. the game assigned all loadbearing gear the pawnkind was allowed to have and it just wasn't enough (1/2)
turkler  [author] 22 Sep @ 2:44pm 
and yet, they did not drop their weapon
I should also add, they spawned with the gas mask they're wearing there and took it off after a brief moment (that is normal ce behavior) which updates the pawn's inventory, surely any 'look at the inventory every time the inventory is updated and shed gear if over the limit' function would kick in then, but nope. so, at most, this is just somewhat immersion breaking
as I can't replicate this issue and have confirmed through testing that what you're describing simply does not happen, I'm going to wrtie this off as a you issue (2/2)
ExcavatorMan 22 Sep @ 2:17pm 
*The pawn spawned in already over their mass limit because they had three reinforced barrels in their inventory
ExcavatorMan 22 Sep @ 2:16pm 
Has anyone else found a bug where a visitor with trade goods just drops a weapon on the ground because they are over their mass limit? I changed the default mass to 40 kg but then the pawn still dropped the gun when I tried to gift it back.
TundraMoth 13 Sep @ 5:26am 
casual moment
Diver 13 Aug @ 3:03pm 
1.6?
turkler  [author] 21 Jul @ 2:23am 
@Shibby information that you can already find on the mod's description, yes
Shibby 20 Jul @ 6:43pm 
Sound like a douchbag Turk.. He was just providing information.