RimWorld

RimWorld

Supreme Melee
111 Comments
Diamondman0607 14 Jun, 2023 @ 6:20am 
HE PUT METAL GEAR RISING IN THE THUMBNAIL?!?!?!?
Courier 28 Jul, 2022 @ 3:27pm 
i have a combat pawn with two power claws on him so does he attack with both or just one with this?
Starina 8 Jun, 2021 @ 11:57am 
Hell yeah bruh, it helps someone! That was 1 thing which stopped me from playing 1.2 :D
Mlie 6 Dec, 2020 @ 11:56am 
ZX Zero 15 Nov, 2020 @ 5:49am 
no not 1.2
Livingu Roomu 15 Nov, 2020 @ 5:40am 
Is this mod compatible with 1.2?
Jus 13 Nov, 2020 @ 11:47am 
Is there any way to make it so enemies can parry too? I'm aware this mod isn't really maintained but I bet one only has to change a few values to make it happen.
KhanKanin 12 Nov, 2020 @ 9:57am 
I really miss this mod, I've found a slight replacement but it doesn't cut it like this one does.
ultrablue 1 Nov, 2020 @ 9:10pm 
STG I followed the advice before you removed it and it ended up working for me. It just gives me a single red error when I load the game which seems harmless. The mod seems to be working fine for me after a bit of testing. Did something go wrong for you?
IficantScuba 14 Oct, 2020 @ 10:54am 
anyone have any recommendations for similar mods since this one seems to not be being updated anymore?
Gropy 19 Sep, 2020 @ 5:34am 
12
ZX Zero 18 Sep, 2020 @ 8:43am 
plz 1.2?
[MP5] Alva +0+~ 11 Sep, 2020 @ 5:44pm 
1.2 update please!
ADanniMPA 22 Aug, 2020 @ 10:35pm 
1.2?
CatLover366 21 Aug, 2020 @ 12:39pm 
1.2 or nah?
test 12 Aug, 2020 @ 11:41pm 
12
Lethaius 10 Aug, 2020 @ 1:48pm 
i do love the mod but i am hoping it gets fixed soon
Orkboi 24 Jul, 2020 @ 12:46pm 
rip
Nick 25 Jun, 2020 @ 1:29pm 
Looks like his harmony patch is broken. I'm sure he'll get it fixed
Lustique 5 Jun, 2020 @ 11:01am 
Your mod just threw an exception upon starting a new colony. I have no idea why or what this is about, but here's a HugsLib: https://gist.github.com/HugsLibRecordKeeper/878c0d4cac1c4c23c1defc2ab1a94684 (line 2563).
Icey 20 May, 2020 @ 10:59pm 
Why my colonist can parry bullets and explosion with their rifles? I have simple side army mod, every of my colonist had equipped a melee side army. Is that the reason for they can perform parry even they are not equipping it?
NineInchClawz 10 May, 2020 @ 9:20am 
@Mezz, I had no interest in this mod before but after reading your experience with BOTH Rebound and this mod installed, I'm going to install both and make a new save.

Hopefully the mod author makes a compatibility patch for both of them! The thought of bullets being either blocked or deflected would be great!
Madman666 29 Apr, 2020 @ 10:36am 
I have an error popping up, similar to one mentioned by @Ikswotok.
Mezz 22 Apr, 2020 @ 3:57am 
Thank you for this fantastic mod! I was wondering though, instead of just blocking projectiles, could you make it so pawns reflect projectiles?

Here is a mod which does what I'm saying. It's called, "Rebound"

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2068326756

when I have both "Supreme Melee" and "Rebound" installed, it sometimes reflects projectiles and sometimes blocks projectiles.

I was wondering if you could incorporate the code somehow or make it compatible?
killer 15 Apr, 2020 @ 7:43pm 
I would love a patch for combat extended! :)
killer 14 Apr, 2020 @ 5:47pm 
combat extended?
Ikswotok 3 Apr, 2020 @ 9:24am 
So i have n error, and I think this is linked to this mod
https://gist.github.com/HugsLibRecordKeeper/892371c022de2fe3e5f1a56addcc2037
JotNyangE 19 Mar, 2020 @ 9:01pm 
Damn if only I knew this mod existed before. Thanks for this awesome work!
ChJees  [author] 9 Mar, 2020 @ 11:08pm 
Maximum parry chance is 95%.
Officer zzguy 9 Mar, 2020 @ 3:23pm 
Does the option for maximum parry chance default to 95%? Or is it literally 0.95% chance?
ChJees  [author] 8 Mar, 2020 @ 1:42am 
Yes its made compatible with dual wielding mods.
The Jawesome One 7 Mar, 2020 @ 9:11pm 
I'm noticing something that nobody has brought up yet - as far as I'm aware, there is no way to dual-wield in Vanilla RW, is it made to be compatible with any mods that allow dual-wielding?
ChJees  [author] 5 Mar, 2020 @ 7:12am 
Should work. As long as you got a bionic can you block. Regardless whether you got a weapon or not.
Rhaas 4 Mar, 2020 @ 3:40pm 
Does the trait stack with the passive skill block/parry? Also does it work if i have over 15 melee skill and use ranged weapon?
LordDarthon7 2 Mar, 2020 @ 6:45pm 
What bionics do I need to make colonists parry better?
ChJees  [author] 2 Mar, 2020 @ 10:22am 
Oh boi. Gotta have to look into it as well. Add a million null checks.
Tlaloc___ 2 Mar, 2020 @ 10:09am 
This is causing a problem with Jecrell's Force Mod. Specifically, if you force push something, that something will fly forever, instead of stopping after 8-12 tiles. The pawn is impossible to select once you push it, which means that one of two things happens: it floats around until it starves to death and the body drops, or, if you have the damage-on-impact upgrade, it will fly across the entire map towards the closest wall. Neither of these is ideal.

Is there any chance you could take a look at this? I've grown to like my colony of mecha-Jedi and their bionic bodyguards.
Tlaloc___ 2 Mar, 2020 @ 10:08am 
Exception ticking PJ_PForcePush36362 (at (136, 0, 121)): System.NullReferenceException: Object reference not set to an instance of an object
  at SupremeMelee.HarmonyPatches.Patch_Pawn_PreApplyDamage (Verse.Pawn& __instance, Verse.DamageInfo& dinfo, System.Boolean& absorbed) [0x0002d] in <5c8e90d6ee6445a28782203aae0cbc2b>:0 
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<PreApplyDamage_Patch1>?-287890432::PreApplyDamage_Patch1>(Verse.Pawn,Verse.DamageInfo&,bool&)
  at (wrapper dynamic-method) Verse.Thing.DMD<DMD<TakeDamage_Patch2>?-209158144::TakeDamage_Patch2>(Verse.Thing,Verse.DamageInfo)
  at AbilityUser.Projectile_AbilityBase.Impact (Verse.Thing hitThing) [0x00099] in <ff7579bc5c7d4f939ad8aefc31cf5706>:0 
  at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x0012a] in <ff7579bc5c7d4f939ad8aefc31cf5706>:0 
ChJees  [author] 1 Mar, 2020 @ 9:57pm 
Seems like it can safely be ignored. I will look into fixing it.
Bareback Hussein Obama 1 Mar, 2020 @ 5:45pm 
I have dual wield/supreme melee/melee hunting enables. This error is only when i spawn upon a map, doesnt generate error when the mod is enabled on the main menu screen. is this a problem or can it be ignored?
Bareback Hussein Obama 1 Mar, 2020 @ 5:44pm 
Exception while generating thing set: System.NullReferenceException: Object reference not set to an instance of an object
at SupremeMelee.HarmonyPatches.Patch_Pawn_PreApplyDamage (Verse.Pawn& __instance, Verse.DamageInfo& dinfo, System.Boolean& absorbed) [0x0002d] in <5c8e90d6ee6445a28782203aae0cbc2b>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<PreApplyDamage_Patch3>?15937280::PreApplyDamage_Patch3>(Verse.Pawn,Verse.DamageInfo&,bool&)
at (wrapper dynamic-method) Verse.Thing.DMD<DMD<TakeDamage_Patch2>?-265228928::TakeDamage_Patch2>(Verse.Thing,Verse.DamageInfo)
at RimWorld.ThingSetMaker_MapGen_AncientPodContents.GenerateHalfEatenAncient () [0x00099] in <e6bf656ce37a4c49b7f292f3b130812e>:0
at RimWorld.ThingSetMaker_MapGen_AncientPodContents.Generate (RimWorld.ThingSetMakerParams parms, System.Collections.Generic.List`1[T] outThings) [0x00074] in <e6bf656ce37a4c49b7f292f3b130812e>:0
at RimWorld.ThingSetMaker.Generate (RimWorld.ThingSetMakerParams parms) [0x00019] in
Lee Meowth 25 Feb, 2020 @ 9:09pm 
I am just waiting for search and destroy and I am good to go.
Hooded Pickle 25 Feb, 2020 @ 7:59pm 
Thank you so much for updating one of my favorite mods
ChJees  [author] 25 Feb, 2020 @ 4:34pm 
Its 1.1 compatible now.
Halt Bizqit 25 Feb, 2020 @ 2:08pm 
we need 1.1 !
Shateiken 24 Feb, 2020 @ 10:45pm 
doesnt work with 1.1
Lonfield 24 Feb, 2020 @ 5:20am 
Sad, eventually is later than I'd like to wait for this hehehe
Mezz 23 Feb, 2020 @ 10:25pm 
I look forward to it
ChJees  [author] 23 Feb, 2020 @ 9:23pm 
Eventually.