RimWorld

RimWorld

[CP] DOOM - Glory Kill Takedown
99 Comments
Chicken Plucker  [author] 24 Jul, 2024 @ 3:41pm 
@Aech - Someone asked a similar question below, and I refer you to the link in my answer:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556532381

I understand it's not easy to be up-to-date in RimWorld mods, we all have better things to do, but just a little more effort in checking previous comments would have pointed you to the right direction.
Aech 24 Jul, 2024 @ 3:09pm 
still works in 1.5 ? this mod list have the most content that never seen updates.
Darth Ceveo 11 Aug, 2023 @ 6:13pm 
@Chicken Plucker I was hoping for an updated Glory Kill lol, but ty this works too
Darth Ceveo 11 Aug, 2023 @ 4:20am 
So uhhhh...we gonna get an update orrrrrr...?
megacoosboy 14 Apr, 2022 @ 3:54pm 
If you guys are using the mod (Think its from the UAC kit mod but might be doom mod as well) that gives you the uac SHIELD BELT.
Don't let pawns equip them!!!
It will remove their action menu U.I. and they become permanently un-draftable.and the belts become unremovable.
Not sure but i think it might be a conflict with JecsTools
Sorry for posting here but the Doom and UAC KIT mods have discussions disabled.
shadow2neutro45 22 Oct, 2021 @ 3:17pm 
@Chicken Plucker thx take you time for the DOOM mod, really is powerfull.
Jon 5 Aug, 2021 @ 2:39pm 
@Chicken Plucker Thanks for the transparency at least and I know it's probably annoying to constantly get questions about updating the version. Hopefully that post can be viewed by everyone wondering then to stop the question lol But I can really understand being busy so it's alright. I appreciate what you do and enjoy the mod, so I'm looking forward to seeing whatever you come up with. Thanks again for the mods!
Chicken Plucker  [author] 5 Aug, 2021 @ 7:33am 
@Chuck Greene - Hello Chuck, I appreciate your enthusiasm with the DOOM mod series. I get this question all the time and its frustrating me because of course I wanna update my mods, but people expect it tommorrow. There's complaints about this or that being too low res, or this being overpowered and so when I actually want to take my time as I balance my real life work with modding to update these mods with better graphics and etc., people assume I've abandoned the mods or whatever.

A new update comes when it comes, it'll come out a long way from now. No I don't wanna just update the code of the old version, not only does it take time away from progressing to the new versions, but it ruins the point of a proper update in the first place.
Jon 3 Aug, 2021 @ 6:22pm 
Love the base doom mod, but was wondering if there was any plan to update it to 1.3? I keep getting map errors with it that doesn't allow me to load any games. Thanks for the mod regardless.
Chicken Plucker  [author] 24 Jul, 2021 @ 8:39pm 
1.3 update:

New version of takedown abilities added here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2556532381

Lots of improvements, no more mod conflicts with JecsTools or a need for JecsTools. Special thanks to Taranchuk and ya boi Hideo Kojimbo
Delta the Reckless 20 Jun, 2021 @ 7:58pm 
"you can't just shoot a hole into the surface of Rimworld!"
Toastie 5 May, 2021 @ 1:13pm 
@An Author that's a pretty good method. I make my pawns who can do this unable to wear armour, for a real martial artist should be able to weather all pain; that being said makes them pretty open to getting their ass whooped.
albertball 11 Apr, 2021 @ 3:07pm 
i mean, as op as this is early to mid game, Try using this in a raid with 50 tribals attacking at once
Nepenthe 24 Jan, 2021 @ 3:58pm 
Suggestion: increasing the range from 1 to 1.5 allows the takedown to be used diagonally, instead of having to awkwardly reposition when already in melee combat.
Rocketeer 1 Dec, 2020 @ 11:26pm 
Can you add demons? It would be really fun to have demon raids on my base that come from doom.
shadow2neutro45 20 Oct, 2020 @ 1:17pm 
THX MEN :D
Lothric Knight 19 Aug, 2020 @ 12:08am 
update to 1.2 plz
Lord Palpatuna 18 Aug, 2020 @ 7:07am 
update to 1.2?
Kasarian 12 Jul, 2020 @ 7:46pm 
Can I reap'n'tear downed raiders? Or is it only walking ones?
Zawarudo 4 Jul, 2020 @ 10:45am 
Hiii!

Can I make a suggestion? Since these takedowns are really powerful and unique to the player I think it would be nice to raise melee skill requirement for something like 20 for example?
Or if possible, allow players to configure that in the options screen?
An Author 26 Jun, 2020 @ 1:33pm 
haha yeah it works well. On your other mod, the knock out one, I roll 1-20 and get 19 to knock out. It balances it.
Chicken Plucker  [author] 26 Jun, 2020 @ 6:36am 
@An Author - Hey, it’s not a bad idea. You remind me of DM!

@Hannibal - Cheers!
An Author 26 Jun, 2020 @ 6:27am 
@Chicken Plucker what I do is open a random number generator on my other monitor. Then every time my pawn moves in for a melee attack, I roll 1-40. If the number generator gets 39, then I rip and tear. It balances it pretty well. To roll again, I have to move my pawn away, opening them up to ranged attack, then move back in.
Hannibal 25 Jun, 2020 @ 5:12pm 
Thanks for the reply. Great mod btw !
Chicken Plucker  [author] 25 Jun, 2020 @ 12:54pm 
@Hannibal - Hello, sorry for the late reply. No, removing most mods mid save can cause errors or worse case scenario can break your save. I believe if you do remove this mod, depending on how much mods you have on, your save can break but in most cases you just get a load of error that will go away the next time you save.

@An Author - Hey sorry for the late reply, it is possible to extend the cooldown but I thought it's just not as fun as how it is if I left it this way. I do wish in the future I could implement a complex system where you cannot do this to large creatures or pawns with higher melee but it stays the way it is now.
Chicken Plucker  [author] 25 Jun, 2020 @ 12:54pm 
@道是我无敌的赶 撅了 - Hi sorry for late reply to you too. I have uploaded these versions that work with Jecstools done by Archie:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057671527
and
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057672223

@OutLaw - Cheers man! I always have to look out for patch notes now cause of you, it inspired me to do some freaky ARG stuff for a new faction called VOID.

@BuLLHockey - Rip and tear until it is done
Hannibal 18 Jun, 2020 @ 8:15pm 
is this safe to remove mid game ?
An Author 3 Jun, 2020 @ 12:56am 
Checked this out a while ago and the cool down seemed way too short. One way to balance it would be to vastly extend the cooldown. I'm guessing this is impossible?
HITDICK 1 May, 2020 @ 12:53am 
plz fix it i like this mod and magic world:lunar2019piginablanket:
OutLaw 25 Apr, 2020 @ 3:06pm 
Thanks for the funny patchnotes :D always checking them
Dr. Sexo 15 Apr, 2020 @ 9:26pm 
I FUCKING NEED ALL OF THIS
Chicken Plucker  [author] 11 Apr, 2020 @ 7:12pm 
Updated the description and released non-standalone versions that are compatible with other ability mods:

_________________________

JecsTools dependent versions
(Working with other ability mods such as Force Choke and Rim of Magic)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057671527
Metal Gear Solid - CQC (JecsTools)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2057672223
DOOM - Glory Kill (JecsTools)
_________________________

I'd like to thank An Archie for creating these patches, would not be possible without him. Obviously future versions will now be so much easier to patch and the mod can now be support long-term even when I disappear into obvlivion. Thanks Archie, you're the champ

@Pyro - Sounds good, wish I could release more DOOM mods, unfortunately I've been busy
Burning Pyromaniac 8 Apr, 2020 @ 12:33pm 
Okay I may have tested this crap on a thrumbo 4 glory kills with DS.
Burning Pyromaniac 7 Apr, 2020 @ 6:56pm 
Defending humanity one Full Db blast at a time.
Archie 1 Apr, 2020 @ 2:25pm 
No problem! Hey, here you go. Highly recommend you do a little bit of testing beforehand, but I had no errors taking people down.

https://drive.google.com/file/d/1sLc-oUGDHr0MsxueQYGKZIkhnUPQcEH1/view?usp=sharing
Chicken Plucker  [author] 1 Apr, 2020 @ 11:39am 
@A Jumbo - Hey Jumbo, thank you! I'll wait for the CQC version okay, then I'll release them side by side with some other mods just so they're organised.

Thanks very much for the help cause you didn't have to but you put your time and effort in so it is forever appreciated especially for future game versions
Archie 31 Mar, 2020 @ 2:44pm 
@Chicken Progress!
I have made a version of the Glory Kill mod that is compatible with other mods that use the JecsTools skill system.

I highly recommend using the compatible version for future releases or changes while keeping this one for 1.0 compatibility and for the folks that don't have jecstools installed, while marking it as outdated or something.

People should no longer receive the errors from before, as it now depends on the JecsTools DLLs instead of its own, standalone ability cores that were conflicting.

Feel free to test it out!:
(Tests were conducted with a few mods and just the glory kill mod, no cqc takedown installed, no errors were found so far)
https://drive.google.com/open?id=1ymSlNA358E59A1uPAx8f4ckbJfjy3gkH

Also, I guess that if the mod follows the same logic, I could probably update the CQC takedowns in the near future.
Chicken Plucker  [author] 30 Mar, 2020 @ 6:46pm 
Hey all thanks for the support. As I was just saying, any problems with CQC and Glorykill with the Magic mod and Force mod is because it was made by Jecrell using JecsTools. He made them in mind not to cause conflicts but they still do, he's abandoned support for the mods and the fear is in future versions of the game these are totally bricked unless RW develops a new skill system, something easy to code like royalty's psychic stuff.

Cheers all stay safe
Chicken Plucker  [author] 30 Mar, 2020 @ 6:42pm 
@AJumbo - Hey there, I removed the comments because I realised the mod could be rebuilt for JecsTools, I'm thinking a few changes for AbilityUser's names and etc. I'll send the source here and hopefully they're enough help to you.

I'm not going to update this mod and the other one because they're supposed to be standalone, and I don't want some unknown thousands of people who do not have JecsTools to load their saves tommorrow and find that this mod has caused their 200+ modlist to unsub. I'm going to have to upload them as a new mod, a different version.

Glory Kill Source:
https://drive.google.com/open?id=1vo-stuiWeWUCI8JLnzMU4ll_VowelZGc

CQC Source:
https://drive.google.com/open?id=16Ep765Yc14lqiNxi_1craV067ByQGGGF

I don't have github, if you never get around to sorting these out at all then I understand. If you run into your own stuff, there's no problem at all. Take care, any help would be appreciated so thank you for the offer
Archie 30 Mar, 2020 @ 6:25pm 
I see. I know my way around C#, so perhaps I could have a look at the source code and try to convert it in a way that it uses it as a dependency. Do you happen to have any githubs for these?
Archie 30 Mar, 2020 @ 5:58pm 
Hey chicken! I noticed that both your CQC take down and glory kill mods use the AbilityUserAI.dll from jecstools, apparently I've been told that instead, jecstools should just be included as a dependency as including that dll by itself causes a few hash overrides. Would you mind doing that? Thanks!
Trainwreck 29 Mar, 2020 @ 9:48am 
Can we get a compatibility for this mod and The Force and CQC Take down
MAVERICK 28 Mar, 2020 @ 1:05pm 
RIP & Tear Until It Is Done... Thanks for the Mod!
zx 22 Mar, 2020 @ 5:23am 
the mod in conflict with Star wars -The Force XD this is error manager :StarWars_ForceChoke_Lv1 already has short hash.
Darkstar 11 Mar, 2020 @ 11:31pm 
You haven't lived until you've used this ability on a T-Rex.
marccharlton4 6 Mar, 2020 @ 1:06pm 
Thanks for the update!
Chicken Plucker  [author] 6 Mar, 2020 @ 7:05am 
@Nattnissen - no sorry mod 2 hard to make, no coding experience or expert artist for such important mod thanks
Nattnissen 6 Mar, 2020 @ 6:44am 
Will there be a standalone version to pluck chickens?
My roal pawns are in dire need of soft pillows.
Chicken Plucker  [author] 6 Mar, 2020 @ 6:03am 
@Fog - I know 15 melee is an absolute rarity, 12 is fine enough for me. If someone struggled to even maintain the 15 melee skill cause of melee skill loss I thought it's pointless to even have the mod on if you can barely use it. I decided to just keep it there with the CQC skills. I appreciate the suggestion, thank you