RimWorld

RimWorld

Melee Weapons: Speed and Damage
95 kommentarer
aef8234 16. juli kl. 13:50 
Yeah thanks, your fix works!
Flesh Forge 16. juni kl. 16:32 
thanks :steamthumbsup:
BrokenBed  [ophavsmand] 16. juni kl. 12:26 
Updated for 1.6

Regarding "melee cooldowns not being applied to unarmed attacks".
It seems to be a conflict with the VFE - Pirates mod. Should be fixed for 1.5 and 1.6 versions.
ELF SLAYER, the fix you suggested makes the mod affect all weapons cooldown. Basically, ranged weapons also fire faster with high melee skill.
Flesh Forge 29. maj kl. 18:29 
this mod has some hilarious interactions with the Blindsight/Truesight mod, with the large manipulation bonus that mod grants to blinded pawns, you can have pawns whooping ass with beer bottles, it's great
DaftValac 16. mar. kl. 23:48 
@2017632033 Quick answer: other commenters say yes, this mod is compatible with CE.

I haven't personally tested this. If you've found it doesn't work with CE, please let us know.
2017632033 10. mar. kl. 2:55 
Does it support the CE mode?
DESU98 7. dec. 2024 kl. 22:59 
이것은 정말 멋진 모드입니다.
Al120 2. nov. 2024 kl. 11:04 
I do wish I knew enough to self patch this on my behalf. My pawns are super viable unarmed, but they don't get the cooldown reduction they would get if holding weapons.
Dagda 31. okt. 2024 kl. 6:51 
Thanks to this mod, I now have Bacchus, a vampire with nearly all of her body replaced with bionic and archotech components, wielding a monoblade and being capable of slicing down nearly 60 people before she collapses.
BrokenBed  [ophavsmand] 5. aug. 2024 kl. 8:07 
Well... I will check your suggestion when I work on this mod again.
ELF SLAYER 5. aug. 2024 kl. 6:50 
@BrokenBed

Hey hey!

Decided to look back at my Discord messages from my initial investigation into the issue to try and find out what caused it. I came across messages I had with legodude where he helped me identify what was wrong.

The issue wasn't exactly with VFE itself, but code inside it which is called by other mods. I had a hard time tracking down the incompatibility at first because VFE is such a core mod to most people's modlists and there were times when it worked with it and times when it worked without it. it was seemingly random which mods I could remove or add and suddenly have it working.

Sorry I can't give you specifics of which mods to combine with the Framework to trigger it. It's kind of hit or miss and seemingly random. Some mods which caused this issue weren't even directly combat related mods.

The code itself is your own though, I simply moved the logic you used for checking the pawn's weapon in the damage section to the cooldown section.
BrokenBed  [ophavsmand] 5. aug. 2024 kl. 3:54 
ELF SLAYER, I remember you reporting this bug. I tried to reproduce it several times, but without success (Ran this mod along with VFE).
I don't plan to change the code without reproducing the bug.
ELF SLAYER 3. aug. 2024 kl. 2:44 
Specifically, this portion of the code with these if condition checks from AdjustedMeleeDamageAmount_Patch:

if (attacker != null && attacker.RaceProps != null && __result > 0f)
{
bool con = true;
if (equipment == null)
{
con = false;
if (attacker.RaceProps.Humanlike && LoadedModManager.GetMod<MWSADMod>().GetSettings<MWSADModSettings>().EveryMeleeSourceFromHumanoid)
con = true;
if (!attacker.RaceProps.Humanlike && LoadedModManager.GetMod<MWSADMod>().GetSettings<MWSADModSettings>().EveryMeleeSourceFromEverythingBesideHumanoid)
con = true;
}


That equivalent section of the code needs to be moved down to the equivalent section of AdjustedCooldown_Patch in order to fix the compatibility issue.
ELF SLAYER 3. aug. 2024 kl. 2:44 
Hey hey! I posted here a few years back in 2022 on the issue with melee cooldowns not being applied to unarmed attacks while they were applied to melee weapons despite having the setting ticked.

I posted the problem and solution on Apr 12, 2022 if you want to refer back for more details on the issue, but it boiled down to a compatibility issue with the Vanilla Expanded Framework.

I noticed at the time that the solution was already present in your source code in the AdjustedMeleeDamageAmount_Patch class so I simply moved it over to your AdjustedCooldown_Patch class to fix it.

I'll follow up with another comment on details with the fix.
Stickonga 31. juli 2024 kl. 17:57 
Dr Jimothy, until then a combo i use for situations like that is [RH2] Hand-To-Hand, you can edit what moves are allowed at what skill level so you can just use a non-lethal knockout on your high level meleeist and not have a random tribal instantly KO your best fighters
BrokenBed  [ophavsmand] 23. juli 2024 kl. 3:48 
Hmm... maybe later, but not now. Don't want to code now.
Something like toggle for low damage with high pain (chance depended on melee level). Idk if I will be able to implement this.
Dr Jimothy 22. juli 2024 kl. 22:02 
One of my colonists went berserk and the meleeist I assigned to put them in the time out corner ripped their head off. Said meleeist has the kind trait, and was the best friend of the berserker.

Anyway this inspires me to make a weird suggestion: what if there was a button you could see when a pawn is drafted to toggle/untoggle their damage increase? A truly skilled martial artist should be capable of simply restraining an opponent or only injuring them enough to put them down without killing them.
Roanafra 20. juni 2024 kl. 19:21 
If the cooldown reduction option per shooting level in the 'Dynamic Cooldown' mod is set too high, issues arise. According to MWSD's settings, even if the melee level is low, if the shooting level is high (e.g., Shooting 20, Melee 5) as per the Dynamic Cooldown mod's settings, the cooldown for melee attacks drops below 0.1 seconds when a gun is equipped, making melee attacks extremely powerful. However, if the Pawn switches to unarmed or melee weapons, MWSD's settings apply correctly, resulting in a humorous situation. A Pawn with a melee level of 5 can bash an enemy's head every 0.1 seconds with the butt of a gun, but suddenly becomes weaker when using bare hands or melee weapons. In the example, the DPS drops drastically from 80 to about 10. It seems like an incompatibility issue between the two mods rather than a problem with either mod individually.
LEE 1. juni 2024 kl. 12:07 
I solved the issue and reason was that I set the value so high that low melee skill pawn produces minus(overflowing) attack speed. Thank you.
BrokenBed  [ophavsmand] 30. maj 2024 kl. 15:08 
GGBownd, this bug was reported before. But I couldn't reproduce it.
GGBownd 14. maj 2024 kl. 8:43 
Hello, I've discovered a bug. While I've subscribed to your mods for finishing moves and attack speed, the unarmed attack speed is not working in version 1.5. I've confirmed that I've enabled the option for unarmed benefit, but my unarmed attack speed remains unchanged, staying at a constant rate of two seconds. This issue only occurs with unarmed attacks. Everything is normal when I equip any melee weapon. Unfortunately, I quite enjoy unarmed attacks.
Fikus 19. apr. 2024 kl. 3:47 
@BrokenBed :D nope only ur mod us this kinda of mechanics , which works on all wepaons whatever dlc , mod etc. CE is fine but wont work with some mods , so ur IDEA is best one , I mean i am not asking u to do mod cuz u dont want to , sjust saying ur work is most optimized and rimfriendly - same time awesome. So thank u for bringing this mod , if u are looking for Padawan i am here :)
Have a great day
Fikus 18. apr. 2024 kl. 5:33 
@BrokenBed okey , understandable / still again ur mod is one of the best out there regarding basic natural mechanics :)
then i will look for something then :) Stay healthy mate !!! hope i got opportunity to buy u a coffe
BrokenBed  [ophavsmand] 18. apr. 2024 kl. 5:15 
Fikus, unlikely. There are already quite a few "ranged combat" mods out there (CE, Draw a bead, Combat Tweak, etc). And I'm rarely in the mood to create mods
Fikus 17. apr. 2024 kl. 0:58 
@LEE
Check again options , igot the same issues - lowered the amounts and it is fine now :) I can create REAL SPACE MARINES NOW !!!
@BrokenBed , dear author of this AWESOME mod which should be as basic mechanics , I ask you , oohh Great Creator , can u do the same for ranged weapons from sight and shooting skills ?
I wanted to check how did u do it but i saw no text files so i gave up on start xD
BrokenBed  [ophavsmand] 16. apr. 2024 kl. 6:01 
I don't remember anyone reporting this. It looks like your values in Mod Settings are too high. Otherwise, it's incompatibility with some mod
LEE 15. apr. 2024 kl. 21:30 
I got an issue that sometimes pawns have 0.1 cooldown even if he/she doesn't have high melee skills or manipulation. is it a common trouble got by users of this mod? Thank you.
TiredQuân 13. apr. 2024 kl. 6:00 
alright then it might be a me problem then, again I thank you for making this wonderful mod
BrokenBed  [ophavsmand] 13. apr. 2024 kl. 5:41 
Tested it with longsword, cooldown became 0.1 (minimum allowed). Killed Centipede in 1.5 seconds.
TiredQuân 13. apr. 2024 kl. 5:29 
I've done some testing and I found out that you can recreate it by increasing the "melee level above 10 - cooldown decreased per level by"
it's normal on 5 but if you increase the number to like 20 then the archotech arm pawn would froze cause of the large cooldown after melee-ing, I tested this with the persona monosword, but it can be recreated with any other weapon
tested on a 18 melee pawn
BrokenBed  [ophavsmand] 13. apr. 2024 kl. 5:25 
You're welcome
TiredQuân 13. apr. 2024 kl. 5:05 
and thank you for making the mod I've been using it ever since I've found it ^^
TiredQuân 13. apr. 2024 kl. 5:04 
BrokenBed, alright thank you for checking
BrokenBed  [ophavsmand] 13. apr. 2024 kl. 4:58 
TiredQuân(GMT+7), I just tested it, everything is working fine for me. Pawn with archotech arm is attacking faster than one without it. Also, I was talking about slightly different bug -> unarmed cooldown doesn't change when VFE mod installed.

As a reminder, unarmed scaling is disabled by default. You need to turn it on in mod settings. Besides that, in the Vanilla, archotech arm increases unarmed damage, but doesn't change cooldown.
TiredQuân 12. apr. 2024 kl. 20:31 
@BrokenBed you can reproduce it by adding an archotech arm to the pawn, then it will try to melee with the archotech arm instead of the weapon, causing it to have a long cooldown
with one archotech arm it takes a while for the melee cooldown to wear off
with both it seems like the cooldown is doubled
HIM 9. apr. 2024 kl. 20:03 
YESSSS! Thank you SO much!!
BrokenBed  [ophavsmand] 9. apr. 2024 kl. 13:51 
Updated to 1.5
Added "Melee skill threshold level" (midpoint between stats increase/decrease)

As for the unarmed bug, I couldn't reproduce it
Nothing926 8. apr. 2024 kl. 14:10 
1.5?
Al120 16. sep. 2023 kl. 8:36 
I'm not quite sure I understand how to fix it but can some one explain it clearly how to fix it to work on unarmed?
HIM 30. aug. 2023 kl. 16:13 
And thank You, @BrokenBed, for this mod and continuous support
HIM 30. aug. 2023 kl. 16:11 
@ELF SLAYER, thank you!
beam0 27. apr. 2023 kl. 9:30 
can i reduce the level in a certain aspect of a pawn? i gave my researcher 300 levels in intelligence and shes too op now
usa_elijah 1. dec. 2022 kl. 15:42 
So how do i fix the speed of unarmed combat??? I dont get it.
ELF SLAYER 24. nov. 2022 kl. 12:16 
For anyone wondering, the bug I found has not been patched yet. If you look at the next page you can see how to fix it.
Pasaway 23. nov. 2022 kl. 21:22 
@1050714765: If you look down a few entries, you will see that someone tested this and confirmed that it does work with CE.
1050714765 20. nov. 2022 kl. 3:43 
does it work with CE?
19Peej 7. nov. 2022 kl. 10:23 
Thank you!
Javik 1. nov. 2022 kl. 4:16 
after checking out my pawns stats i was highly confused that this is not a thing in vanilla. why would manipulation only affect hit chance, cmon now, an archeotech arm should swing stuff much harder than any unaugmented human could. thanks for making this.
VelxraTV 22. okt. 2022 kl. 10:55 
Thank you!
BrokenBed  [ophavsmand] 22. okt. 2022 kl. 10:48 
Updated to 1.4