RimWorld

RimWorld

Simply More Melee
71 Comments
Mlie 10 Aug, 2021 @ 7:34am 
Thetaprime 30 Jul, 2021 @ 10:37am 
1.3 update pls
Mr. Mauer (Mollari) 22 Apr, 2021 @ 5:01pm 
ayo bro please update the about xml to 1.2 i still have that backup hidden from back in the days if you remember.
I hope you can give feedback on a eta for the people
thanks
Tyrannical_Elmo 11 Dec, 2020 @ 8:41pm 
Bruh dual wielding with war clubs....is muh shit.
Sev7n 2 Nov, 2020 @ 12:20pm 
oh, i see. thanks
cx  [author] 2 Nov, 2020 @ 12:18pm 
I tested it a few weeks ago and it seemed to work fine in 1.2. The defs just aren't updated to SAY 1.2
Sev7n 2 Nov, 2020 @ 11:52am 
1.2? would be nice
JamesOUUUUUUUUUUUUUUUUUUUUUUUUUU 25 Aug, 2020 @ 12:41am 
1.2:winter2019angryyul::BEgloomy:
Riddle 78 21 Jul, 2020 @ 10:25pm 
I'd personally love it if rapiers and estocs were added.
Der Schmoint 21 Jul, 2020 @ 2:54am 
We need Katanas and Tantos :-P I like the Mod Thx!
KalkiKrosah 6 Jul, 2020 @ 12:09pm 
Am I able to code this before the start of a game to have specific weapons tied to specific factions? For instance, the spiked bat, I would want to only have it show up when the spacer pirate faction shows up. But something like the war club would only show up with tribal raiders. That sort of thing. And would this tweak also be able to coexist with modded factions like those brought about during the Medieval Times mod?
Himik[Leonid] 15 May, 2020 @ 5:03am 
katana and sabrine? plis du!
DOVAHMEMEZ 28 Apr, 2020 @ 11:07am 
sorry nvm i got it working again it was some mod that i had installed i think
cx  [author] 26 Apr, 2020 @ 3:31pm 
That error would only show up if you don't have JecsTools installed/enabled. I'm not really sure how to help you.
DOVAHMEMEZ 26 Apr, 2020 @ 2:50pm 
yes i do have secs tools
cx  [author] 24 Apr, 2020 @ 2:47pm 
Do you have JecsTools installed? Not quite sure.
DOVAHMEMEZ 23 Apr, 2020 @ 10:23pm 
got this and ALOT more anyone know why?
RimWorld 1.1.2610 rev1053
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Could not find type named CompOversizedWeapon.CompProperties_OversizedWeapon from node <li Class="CompOversizedWeapon.CompProperties_OversizedWeapon" />
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ClassTypeOf(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
cx  [author] 19 Apr, 2020 @ 5:33am 
NEW DISCORD LINK : https://discord.gg/Asfdhsw
Zwei833 the Buggy Modder 4 Mar, 2020 @ 3:45am 
Thanks for the update.
DarkArtistryNKP 1 Mar, 2020 @ 10:09am 
Haven't tested if this works with 1.1 yet, But wondering if anyone has? Also if there are plans for it to get updated?
Slydragon05 31 Jan, 2020 @ 10:25am 
Love this mod so far, the extra bits it adds are nice, though I do feel some things should be craftable at the crafting spot rather than the smithing table, one thing I would recommend/want is that when used with the 'simple sidearms' mod, the effects of the equipment on things like harvesting speed/gains still pass over, I've noticed that when my colonists are equipped with a ranged weapon with something like a scythe as their sidearm it doesn't still give them the small buff from the tool. (Obviously I understand that people could abuse that by holding a bunch of tools but for us who aren't after that and simply want the one sidearm they have to use for their job, it would be nice.)
seaurchinhead 12 Jan, 2020 @ 7:29am 
@rottweiler Hello! I had a different suggestion; Would you consider Warclub and Hatchet to be craftable from the crafting spot? I did edit main XML files (Not CE version) myself so they can be, but I wanted to ask if you would like to make them official. I kind of thought it would make sense as those two weapons could be considered one of the simpler weapons to be made.

Maybe Quarterstaff too?
zozilin 12 Jan, 2020 @ 3:00am 
Updated patch should be included in the next CE release, hopefully. If you don't want to wait, replace your SMM_MeleeWeapons_CE.xml file contents with this https://pastebin.com/2jEL5C55 .
You can find it in CombatExtended\Patches\Simply More Melee or steamapps\workshop\content\294100\1631756268\Patches\Simply More Melee if you use CE steam version.
@seaurchinhead Yeah, it's my bad. I forgot (and weren't aware of) tags for one-handed when I originally made this patch. Should be fixed now. Not an expert either, just a casual user making patches for some mods on my list.
seaurchinhead 12 Jan, 2020 @ 2:54am 
@rottweiler While waiting for proper CE FT upgrade, I finally figured out how to edit XML just enough to add some tags. I have made Baton, Warclub, Billhook Cleaver, Crowbar, Hatchet, Hooksword, Karambit, Dagger, Kukri, Machete, Scimitar, Khopesh, Mallet, Sickle Trenchknife and Trenchclub to be usable with shields.

https://www.m*ediafire.com/file/44pes5cakfgu3df/SMM_MeleeWeapons_CE.xml/file

(Just remove the star, Steam doesn't like Mediafire links.. :steamhappy::steamhappy:)
seaurchinhead 12 Jan, 2020 @ 1:17am 
@zozilin Hello! Could I ask if you're thinking about making certain weapons usable with shields? I tried messing xml files myself, trying to put CE_OneHandedWeapon tag on SMM weapons, but I'm not expert and I think I might have done it wrong, as non of it works...
zozilin 12 Jan, 2020 @ 12:24am 
Just noticed that this mod was updated, I will work on updating the patch. As for balance, it is generally recommended to use CE spreadsheets from GitHub and keep it fairly realistic. As a result, balance can change from what vanilla version of a mod was going for. If you have any suggestions or would like to tweak numbers, please do it here https://github.com/NoImageAvailable/CombatExtended
via pull requests.
@Rosco I think you mean CE, not CE:FT. At least that's what I've made the first version of the patch for.
seaurchinhead 11 Jan, 2020 @ 2:12pm 
Nevermind, tried using billhooks and khosephs with shields after setting them as non two-handed but the game still didn't let me use them together.
seaurchinhead 11 Jan, 2020 @ 9:54am 
I had a silly solution for using shields with SMM weapons; Dual Wields mod provide an option to set weapons(modded or not) whether or not they can be used one-handed. This is of course mostly for dual wielding, but can be also applied when you want to use a shield.
Rosco 9 Jan, 2020 @ 12:53pm 
(Just remove the star, Steam doesn't like Mediafire links..)
Rosco 9 Jan, 2020 @ 12:53pm 
While we wait for an CE:FT update, I did a quick patch that includes the new weapons. Bear in mind that I don't know exactly how to balance a melee weapons using the new CE mechanics, so I had to take a lot of guesses and took inspiration on the stats of similar weapons.

http://www.m*ediafire.com/file/p4f0zb8crn3eva7/SMM_MeleeWeapons_CE.xml/file
seaurchinhead 30 Dec, 2019 @ 1:39am 
Figures...Thank you for the replies!
cx  [author] 29 Dec, 2019 @ 10:08pm 
Not really sure on that one, that's odd. I haven't heard of anyone having issues like that with Non-CE so I assume that's just another issue with the CE patch.
seaurchinhead 29 Dec, 2019 @ 11:01am 
Ohhh, I see. Just one more thing though; is weapons not being able to penerate even simple clothes about the mod not being updated too? I have noticed that my Rims have been struggling trying to attack someone only wearing simple clothes and their machetes failing to penerate them...
cx  [author] 29 Dec, 2019 @ 10:16am 
I assume this is with Combat Extended? The integrated patch for CE hasn't been updated for the newest version of this mod yet, so you'll have to wait for those guys to update the patch :).
seaurchinhead 29 Dec, 2019 @ 9:46am 
Hello! It seems like some weapons have no damage set for their status?

https://i.imgur.com/8j7cqZ7.png

I have found out that Claymore, Pike, Scythe, Warclub, Dagger, Quarterstaff, Khopesh and Scimitar are like this.
[MP5] Alva +0+~ 26 Dec, 2019 @ 7:35am 
by any chance, does polearms have a longer range than shortswords?
cx  [author] 25 Dec, 2019 @ 3:07pm 
Oh this is with CE? You'll have to talk to the CE team about that then, since they manage the integrated patch. Apologies for any confusion!
seaurchinhead 25 Dec, 2019 @ 1:54pm 
So far I only had the issue with machete/warclub/mallet/baton so far; which I assumed to be one-handed. If I'm remembering correctly, CE mod does check if a Rim has a shield with one-handed or two-handed RANGE WEAPONS, right? Maybe melee weapons can be sorted in the same way?
seaurchinhead 25 Dec, 2019 @ 1:50pm 
Thank you very much for the reply! As I said, I don't think it's your problem, I just wanted to tell you that such a thing happens. I'm using this shield mod from N7. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1586351220
cx  [author] 25 Dec, 2019 @ 11:57am 
Sorry you're having trouble! My mod doesn't handle any one-handed/two-handed weapon systems though :(. There is nothing Defs that would classify a weapon as one-handed or two-handed, so that very well could be the problem, since the game wouldn't know which it was. I would check and see if there's any mod config options for your shield mods that would allow you to pick and choose which weapons would be one-handed or two-handed.
seaurchinhead 25 Dec, 2019 @ 10:29am 
Hello! I'm very much enjoying your mod, but I have a question;

It seems like some weapons that I assume would be one-handed are often treated as two-handed weapons. I'm using some shield mods so I think it woudln't really be your problem, but to be sure, could I ask which weapons are one-handed/two-handed by the mod's system?
cx  [author] 21 Dec, 2019 @ 1:52pm 
Thank you! That means a ton. It's my goal to add as much weapon variety as I can while making sure every weapon feel like it has a place. <3
J 21 Dec, 2019 @ 1:18pm 
your mod is what keeps me away from using vanilla weapon extended

yours has more variety
cx  [author] 18 Dec, 2019 @ 4:03pm 
Honestly, I'm not sure. The Combat Extended patch isn't made or overseen by me, so I couldn't tell you how good or bad the weapons are in CE. As far as Non-CE, the Halberd was high damage, very low attack speed.
[DKS] Killaim 16 Dec, 2019 @ 5:46pm 
my 4 man colony got murdered by a guy with a halberd. 3 of them got their heads chopped off.
he was not that high in melee.
it was combat extended.
is it really that much better than anything else? everyone was using machetes
bkgarner00 11 Dec, 2019 @ 4:34am 
i am a TRUE dwarf colony now every his killed with pickaxes and sledge hammers instead of clubs or knifes thank you <3 <3 <3
cx  [author] 10 Dec, 2019 @ 11:52am 
I just started up a few new colonies with nothing but SMM and Jecstools enabled, I didn't have any issues with world generation. What other mods are you using? Could be a conflict perhaps?
cx  [author] 10 Dec, 2019 @ 11:47am 
That's no good! D: I'll look into that for sure.
KalkiKrosah 10 Dec, 2019 @ 12:54am 
I just tried starting up a new game and I found that your mod was causing the world generator to malfunction and only spawn 1 settlement from each faction making it a very empty world. No clue why it happened but it may be something you want to look into. I am positive it is this mod. Did a long streak of add and removal and pinpointed this mod to be the trouble maker.
zozilin 18 Nov, 2019 @ 1:28pm 
An update - CE patch for SImply More Melee is now integrated with CE. It only needs this version of the mod now.