RimWorld

RimWorld

Proper Polearms
174 kommentarer
Żegota IV Jamba''lumba Fufu 14. nov. kl. 9:42 
Hey, can you make spears/pikes from Tastier Armory and Guns Galore, one handed or atleast able to use along shields? Or atleast point me to mod with this features. I beg you :((
alf.lord51 25. okt. kl. 21:06 
MO patch needs update
also can you add patch for BotchJob_AncientSpear from Acient Armory
Reestock 23. okt. kl. 19:59 
HMMMM neat. I think I prefer it being just the extra-long ones, but I can respect that.
turkler  [ophavsmand] 23. okt. kl. 19:39 
@Reestock yes but only for a select number of weapons from vfe medieval and not for, say, polearms from other mods
Reestock 23. okt. kl. 19:03 
Doesn't VFE Medieval already have this?
Nectar 16. sep. kl. 9:35 
Copy that! No worries, thanks for clarifying.
turkler  [ophavsmand] 15. sep. kl. 17:14 
@Nectar this mod just implements the melee weapon system from the ve framework and nothing else. report those issues to them, not me
Nectar 15. sep. kl. 16:53 
I'm having an issue where pawns with Combat Extended Armoury shields equipped cannot attack with (even vanilla) polearms. Pawns without shields can attack just fine. Is this a known issue?
Phoenix-D 1. sep. kl. 17:15 
Time Police Officer- for me they say "looking for target" but they actually do swing...at regular melee range.

At extended range they don't auto-attack. :/ VE bug again I'd guess?
Time Police Officer 1. sep. kl. 13:54 
Are your pawns with polearms supposed to auto attack? The weapons work but I have to manually assign every target
Phoenix-D 31. aug. kl. 16:30 
Range issue is fixed on VE's end.
Frenzlin 30. aug. kl. 4:57 
I did go ahead and report it to the VE team so hopefully they can fix it
turkler  [ophavsmand] 30. aug. kl. 0:35 
@lucky_one 🍀 all this mod does is implement the melee weapon range system front the ve framework
lucky_one 🍀 29. aug. kl. 15:42 
Ah so it's their error? I was coming just to say the same lol
turkler  [ophavsmand] 29. aug. kl. 8:51 
@Frenzlin report that to the ve team
Frenzlin 29. aug. kl. 5:31 
This isn't the whole error; I wasn't sure how to post it all with the character limit. But it's most of it
Frenzlin 29. aug. kl. 5:26 
Exception in JobDriver tick for pawn Tsoi driver=JobDriver_AttackMelee (toilIndex=2) driver.job=(AttackMelee (Job_2763) A = Thing_BotchJob_UndeadColossus52127 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3740B6A7] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob
Frenzlin 29. aug. kl. 5:26 
Hi! I wanted to say that since the base game update yesterday, it seems like something is busted with trying to get pawns to attack with melee weapons that have increased range (any weapon, doesn't seem specific to a mod or vanilla weapons). If I command them to attack a target, I get the error log below and the pawn just stands there. However, AI pawns seem to be able to attack just fine, and I tested it with Drafted AI, which actually lets my pawns attack as well. But if they are player controlled, they won't attack even if an enemy comes into range. It could be some weird mod interaction, but it started happening right after last night's update. Let me know if more info is needed.
turkler  [ophavsmand] 16. aug. kl. 15:26 
@Inglix huh, I'll take a look
Inglix 16. aug. kl. 12:39 
So I know you've previously stated that this mod no longer touches Medieval Overhaul, but I'm looking right at a file in your 1.6\Patches folder named medieval_overhaul.xml. It's throwing an error on startup because it's still trying to use the old meleeRangeOverride field that VEF removed back in February. I'm guessing that file was meant to be removed a while back.
amm90 15. aug. kl. 22:59 
Can you make it compatible with Space Knights - Armor Expansion for VFE Medieval 2?
Vlad Draculea 15. aug. kl. 22:50 
melee animations compat? PLEASE
Gustufs 13. aug. kl. 9:28 
@The360MlgNoscoper a phalanx and other formations like it can be stopped and devestated by outmanouvering them as they are unwieldy and hard to manouver.
This means they are great in places where there are little opportunities for manouver and not so great on more open terain.
[MP5] Alva +0+~ 6. aug. kl. 19:23 
just curiosity, did the bug that Rims would not attack buildings when polearms equipped fix?
The360MlgNoscoper 21. juli kl. 7:59 
How do you even stop this? I mean seriously??
Kyrasuum 21. juli kl. 7:55 
Thanks for the update!
turkler  [ophavsmand] 21. juli kl. 4:59 
updated to 1.6
BigDark 20. juli kl. 22:31 
1.6 plz
1.6 plz
1.6 plz
1.6 plz
1.6 plz
:(
Geneva 17. juli kl. 0:15 
awwww
PremierVader 15. juli kl. 10:14 
Hello would be awesome if you update this mod, its really great!
김야요 14. juli kl. 19:05 
1.6?
turkler  [ophavsmand] 11. juli kl. 22:50 
I will update tomorrow idk
Geneva 11. juli kl. 22:37 
lesgooooo
Mycoscopic 25. juni kl. 10:04 
lol...what's up with the PackageID being lovelydoveymating.withmysuccubuswife? It made it so hard to find when I needed to restore my modlist from scratch with RimSort, since it isn't in the RimSort database
turkler  [ophavsmand] 27. maj kl. 15:27 
@Axon no
Axon 27. maj kl. 15:27 
Yeah i checked after commenting that. I wasnt aware of what the other mod was about i thougth it was just some tweaks for generic ammo and not the ammount of content that i has, my bad. Any chance you can make that little change an addition to this mod?
turkler  [ophavsmand] 27. maj kl. 15:24 
@Axon no
Axon 27. maj kl. 15:10 
ok cool can that mod be used without having to use generic ammo in CE? i use CE but with default ammo options, 1-handed spears as a feature feels out of place there lmao anyways i love your work man have a nice day
turkler  [ophavsmand] 27. maj kl. 12:23 
@Axon that change is from my buffs and nerfs for the generic ammo experience mod
Axon 27. maj kl. 11:35 
Does this mod allow for 1-handed spear or that was just for the image?
turkler  [ophavsmand] 27. maj kl. 9:16 
updated with patches for the new tasty armory mods
vin 24. maj kl. 12:05 
bad ass
turkler  [ophavsmand] 23. maj kl. 11:10 
@神说万岁 yeah I'll patch them sometime
神说万岁 23. maj kl. 7:21 
Tasty Armory has been completely refurbished, would you make patches for them?
turkler  [ophavsmand] 23. maj kl. 6:26 
@SoakieCat yeah, the same system oskar added for vfe medieval 2 and their polearms. I'm just adding the relevant stats to more weapons, the hard work behind the scenes is done by the ve framework
SoakieCat NotFound.Tech 23. maj kl. 2:32 
Oh I see, it uses the vanilla expanded stuff huh
turkler  [ophavsmand] 21. maj kl. 15:03 
@SoakieCat report that issue to the vanilla expanded team
SoakieCat NotFound.Tech 21. maj kl. 15:01 
All my pawns seem to break after using this mod, they try to sleep 2 tiles from their beds, use work stations 2 tiles away, eat at tables but are 2 tiles away
Head 20. maj kl. 13:54 
Excellent mod!