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Merge pull request #4491 from CombatExtended-Continued/Development
Dev to Master PR
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.github/workflows/duplicates.yml

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name: LoadFolders.xml validation
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on:
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pull_request:
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branches: [ master, Development, backports-1.4 ]
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# Restrict the permissions of the ephemeral GitHub token used by this workflow
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permissions:
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contents: read
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jobs:
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build:
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runs-on: ubuntu-24.04
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steps:
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- uses: actions/checkout@v6
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with:
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fetch-depth: 0
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- uses: actions/setup-dotnet@v5
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with:
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# Note: Runners may have different, newer .NET SDKs preinstalled.
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# Use global.json to control the maximum acceptable version.
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dotnet-version: '9.x'
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- name: Validate LoadFolders.xml
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run: dotnet test Source/CombatExtended.sln

.gitignore

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.idea/
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__pycache__
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ModPatches/*/Assemblies/
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.vs/

About/About.xml

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<li>1.6</li>
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</supportedVersions>
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<packageId>CETeam.CombatExtended</packageId>
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<modVersion>16.7.1.0</modVersion>
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<modVersion>16.7.2.0</modVersion>
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<description>Extends combat mechanics to make them deeper and more tactical.</description>
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<modIconPath IgnoreIfNoMatchingField="True">UI/Icons/CE_ModIcon_JustHat</modIconPath>
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<modDependencies>
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<li>sarg.alphagenes</li>
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<li>sarg.alphabiomes</li>
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<li>accurex.medievalempireoverhaul</li>
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<li>BlackMarket420.Kerberos</li>
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<li>BlackMarket420.Kerberos</li>
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<li>van.beasts</li>
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</loadBefore>
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<loadAfter>
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<li>brrainz.harmony</li>
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<li>oskarpotocki.vfe.medieval2</li>
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<li>rooboid.faun</li>
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<li>rooboid.satyr</li>
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<li>det.spacerarsenal</li>
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<li>det.venators</li>
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<li>DankPyon.Medieval.Overhaul</li>
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<li>vanillaquestsexpanded.deadlife</li>
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<li>vanillaracesexpanded.android</li>
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</loadAfter>
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</ModMetaData>
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</ModMetaData>

Biotech/Patches/Biotech/Bodies/Bodies_Mechanoid_Medium.xml

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<Operation Class="PatchOperationReplace">
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<xpath>Defs/BodyDef[defName="Scorcher"]/corePart/parts/li[def="FluidReprocessor"]/coverage</xpath>
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<value>
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<coverage>0.05</coverage>
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</value>
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<coverage>0.05</coverage>
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</value>
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</Operation>
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<!-- ==================== Apocriton ==================== -->

Defs/Ammo/Advanced/12GaugeCharged.xml

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<armorPenetrationBlunt>14.4</armorPenetrationBlunt>
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<pelletCount>6</pelletCount>
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<spreadMult>8.9</spreadMult>
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<shieldDamageMultiplier>0.25</shieldDamageMultiplier>
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</projectile>
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</ThingDef>
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<pelletCount>6</pelletCount>
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<spreadMult>8.9</spreadMult>
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<empShieldBreakChance>0.025</empShieldBreakChance>
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<shieldDamageMultiplier>0.25</shieldDamageMultiplier>
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</projectile>
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</ThingDef>
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<!-- ==================== Recipes ========================== -->
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<RecipeDef ParentName="ChargeAmmoRecipeBase">
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<defName>MakeAmmo_12GaugeCharged</defName>
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<label>make 12 gauge Charged shell x200</label>
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<description>Craft 200 12Gauge Charged shells.</description>
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<jobString>Making 12Gauge Charged shells.</jobString>
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<label>make 12 Gauge Charged shell x200</label>
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<description>Craft 200 12 Gauge Charged shells.</description>
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<jobString>Making 12 Gauge Charged shells.</jobString>
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<ingredients>
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<li>
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<filter>
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<RecipeDef ParentName="ChargeAmmoRecipeBase">
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<defName>MakeAmmo_12GaugeCharged_Slug</defName>
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<label>make 12 gauge Charged (Slug) shell x200</label>
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<description>Craft 200 12 gauge Charged (Slug) shells.</description>
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<jobString>Making 12Gauge Charged (Slug) shells.</jobString>
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<label>make 12 Gauge Charged (Slug) shell x200</label>
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<description>Craft 200 12 Gauge Charged (Slug) shells.</description>
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<jobString>Making 12 Gauge Charged (Slug) shells.</jobString>
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<ingredients>
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<li>
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<filter>
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<RecipeDef ParentName="ChargeAmmoRecipeBase">
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<defName>MakeAmmo_12GaugeCharged_Ion</defName>
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<label>make 12 gauge Charged (Ion Shot) shell x200</label>
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<description>Craft 200 12 gauge Charged (Ion Shot) shells.</description>
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<jobString>Making 12 gauge Charged (Ion Shot) shells.</jobString>
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<label>make 12 Gauge Charged (Ion Shot) shell x200</label>
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<description>Craft 200 12 Gauge Charged (Ion Shot) shells.</description>
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<jobString>Making 12 Gauge Charged (Ion Shot) shells.</jobString>
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<ingredients>
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<li>
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<filter>

Defs/Ammo/Advanced/12mmRailgun.xml

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<li>CE_AutoEnableTrade</li>
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<li>CE_AutoEnableCrafting_FabricationBench</li>
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<li>CE_AutoEnableCrafting_TableMachining</li>
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<li>CE_40K_MediumAmmo</li>
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<li>CE_40K_MediumAmmo</li>
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<!-- Railgun ammo isn't handloaded because it contains no propellant, and the sabots must be precision-machined anyway -->
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</tradeTags>
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<thingCategories>

Defs/Ammo/Advanced/70mmMechanoidGrenade.xml

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<explosionRadius>5</explosionRadius>
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<damageDef>EMP</damageDef>
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<damageAmountBase>132</damageAmountBase>
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<empShieldBreakChance>1</empShieldBreakChance>
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</projectile>
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</ThingDef>
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Defs/Ammo/AmmoInjectorOptions.xml

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<?xml version="1.0" encoding="utf-8"?>
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<Defs>
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<!-- Automatically handles duplicating recipes from the specified workbench onto the modded workbench mentioned. -->
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<CombatExtended.AmmoInjectorOptions>
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<defName>ammoInjectorOptions</defName>
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<benchesByTag>
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<CE_AutoEnableCrafting_FueledSmithy>
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<li MayRequire="vanillaexpanded.vfeproduction">VFE_TableSmithyLarge</li>
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<li MayRequire="vanillaexpanded.gravship">VGE_CompactSmithy</li>
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</CE_AutoEnableCrafting_FueledSmithy>
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<CE_AutoEnableCrafting_ElectricSmithy>
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<li MayRequire="vanillaexpanded.vfeproduction">VFE_TableSmithyLarge</li>
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<li MayRequire="vanillaexpanded.gravship">VGE_CompactSmithy</li>
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</CE_AutoEnableCrafting_ElectricSmithy>
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<CE_AutoEnableCrafting_DrugLab>
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<li MayRequire="vanillaexpanded.vfeproduction">VFE_TableDrugLabElectric</li>
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<li MayRequire="vanillaexpanded.gravship">VGE_CompactDrugLab</li>
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</CE_AutoEnableCrafting_DrugLab>
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<CE_AutoEnableCrafting_TableMachining>
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<li MayRequire="vanillaexpanded.vfeproduction">VFE_TableMachiningLarge</li>
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<li MayRequire="vanillaexpanded.gravship">VGE_CompactMachiningTable</li>
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</CE_AutoEnableCrafting_TableMachining>
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<CE_AutoEnableCrafting_FabricationBench>
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<li MayRequire="vanillaexpanded.gravship">VGE_CompactFabBench</li>
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</CE_AutoEnableCrafting_FabricationBench>
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</benchesByTag>
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</CombatExtended.AmmoInjectorOptions>
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</Defs>

Defs/Ammo/Grenade/40x46mmGrenade.xml

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<tradeTags>
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<li>CE_AutoEnableTrade</li>
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<li>CE_AutoEnableCrafting_TableMachining</li>
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<li>CE_40K_HeavyAmmo</li>
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<li>CE_40K_HeavyAmmo</li>
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</tradeTags>
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<thingCategories>
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<li>Ammo40x46mmGrenades</li>

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