RimWorld

RimWorld

Heavy Melee Weapons (Continued)
42 Comments
Mlie  [author] 2 Aug @ 2:02am 
@szmtex No idea, those patches are from the original mod. Perhaps they added them before adding the hammer
szmtex 2 Aug @ 1:22am 
@Mlie any idea why Rocket Hammer doesnt get its persona variant when used with persona bond forge?
Mlie  [author] 19 Jul @ 11:39am 
@imhee0406 Updating all my mods, see discord for progress
imhee0406 19 Jul @ 11:02am 
1.6?
Mlie  [author] 12 Apr @ 12:36pm 
@SUAVEMENTEEEEEEEEEEEEE You could ask on their discord
SUAVEMENTEEEEEEEEEEEEE 12 Apr @ 12:03pm 
soooo.... is this still CE compatible or i need a patch?
Mlie  [author] 29 Jan @ 10:23pm 
@CursedBun I assume so
CursedBun 29 Jan @ 8:27pm 
Will this works with VFE - Pirates?
Mlie  [author] 26 Jan @ 6:47am 
@??? What did they say when you asked them about it?
??? 26 Jan @ 6:21am 
Hi, there's problem with mod. When "Find and destroy" option is turned on, pawns use abilties automatically, so melee pawns waste ability charges and/or kill another melee pawns. I know this can be find and destroy problem, but i'm not sure they'll patch this behaviour
Add 21 May, 2024 @ 3:05pm 
I wish the requirement for Powered Armor to wield these could be toggleable for the sake of quick compatibility with modded armor like Rimsenal's
Deggial 12 May, 2024 @ 11:08am 
Okay, I'll try to contact haplo_X1.
Thanks for your answer! :)
Mlie  [author] 12 May, 2024 @ 10:55am 
@Deggial Not much I can do about that, the training mod needs some patchcode to treat the sword as a melee weapon
Deggial 12 May, 2024 @ 10:38am 
Hi Mile, thanks for continuing this mod!

However, I ran into a problem:
My pawn (wearing a warcascet) is equipped with a "Heavy Monosword".
When training on a training dummy (mod: "Misc. Training", author: haplo_X1"), he insists on using a shooting target instead of the appropriate martial arts target.

I know this is probably a weird cross-mod issue.
Still, could you please take a look at this?
It is a bit cumbersome to switch to a more "traditional" melee weapon before and after every battle.

(I don't know if this behavior occurs with other melee weapons in your mod, as the Heavy Monosword is the only oversized melee weapon I own so far).
szmtex 5 May, 2024 @ 2:16pm 
thx works
Mlie  [author] 5 May, 2024 @ 11:41am 
@szmtex Should be fixed now
szmtex 4 May, 2024 @ 7:02pm 
I keep getting red Error on startup:

Config error in PlantedGravityLance: has building category and is marked as deconstructible, but thing class is not a subclass of building (ThingWithComps)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DefDatabase`1<Verse.ThingDef>:ErrorCheckAllDefs ()
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType (System.Type,System.Type,string)
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_1 (System.Type)
System.Threading.Tasks.Parallel/<>c__DisplayClass31_0`2<System.Type, object>:<ForEachWorker>b__0 (int)...


It Seems to be from special ability of Saggitarius Might tested it works fine so not sure what that is
chippktquvne 26 Apr, 2024 @ 10:11am 
Config error in HMW_MeleeWeapon_PersonaHeavyMonoSword: Could not find verb on parent with label "Cleave"
Config error in HMW_MeleeWeapon_HeavyMonoSword: Could not find verb on parent with label "Cleave"
Config error in PlantedGravityLance: has building category and is marked as deconstructible, but thing class is not a subclass of building (ThingWithComps)
[CH]BuGan 26 Feb, 2024 @ 8:43am 
heavy weapons is not compatible with combat extend. I have tested my mods all night. Eventually find the problem.

seem have two exception.
Here is the bug description:
the first one: Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
the second one: Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.

i have installed Vanilla Weapons Expanded - Heavy - Reloading Patch but it does not work.
i like heavy weapon mod so much so that i hope it can be compatible with ce.
ThePhantomX64 23 Sep, 2023 @ 10:34pm 
Comically large great sword
Mlie  [author] 15 Sep, 2023 @ 10:45am 
@LouId I dont know, it uses the VEF framework for heavy weapons so perhaps you can ask there
LouIdZarcs 15 Sep, 2023 @ 9:46am 
Pawn with tough trait can not use these heavy weapons , is this feature deleted in 1.4 ?
Fluorite 25 Aug, 2023 @ 7:09am 
I gave my super soldier a heavy monosword and his cleave ability causes every single explosive to immediately explode and random colony members have missing limbs and other such issues. I don't know what I've done but my entire base is now covered in firefoam and blood. At least I know my fire prevention methods work
月羽狐 13 Jun, 2023 @ 7:24pm 
The heavy monosword may be the most powerful weapon in this mod. It has highest penetration, and an area attack skill. Even when fight against mechanoids they seems to be better, for the mechanoids got a fast adaption against emp in v1.4, making brust blade useless
Solomon’s Grundle 18 Feb, 2023 @ 2:38am 
@NycteaScandiaca if you're talking about teh github list it lists the old heavy melee weapons mod not this new one, and the old mod had a seperate patch mod for ce which is what i linked. it's also where the link in compatability used to take you in the old mod but in this mod it takes you to a page saying it no longer exists
NycteaS 18 Feb, 2023 @ 1:44am 
the CE team have this mod on their "supported third-party mods" list, so I assume they have build-in support
Solomon’s Grundle 18 Feb, 2023 @ 12:05am 
the CE patch wasn't part of the base mod it was a seperate mod for people who used CE
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2520200610&searchtext=heavy+melee
Mlie  [author] 16 Feb, 2023 @ 10:54am 
There were no ce patch in the mod so I assume its in ce itself that need updating. I dont use CE so not really sure
PolandBall 16 Feb, 2023 @ 7:51am 
no ce patch now?
CK-MUTSUMI- 15 Feb, 2023 @ 7:44am 
oh no,now no ce patch)
Mlie  [author] 14 Feb, 2023 @ 7:23am 
@Victor I updated it to 1.4, never used it myself so have no idea of what the issues might have been
Victor 14 Feb, 2023 @ 7:01am 
What were the issues that you fixed? I remember this mod being broken and abandoned.
читер 14 Feb, 2023 @ 6:10am 
I LOVE YOU
fitznorway 12 Feb, 2023 @ 10:18pm 
Ohh, gotcha. I'll grab both! I appreciate all the work you do, thanks for the timely response!
Mlie  [author] 12 Feb, 2023 @ 10:04pm 
@itznorway The oversize is vanilla, not the custom positioning
Nitsah 12 Feb, 2023 @ 6:22pm 
since this is a upkeep of the original mod t he combat extended patch for it even though old should work still right?
fitznorway 12 Feb, 2023 @ 5:34pm 
Also *thank you*! I've always wanted to use this mod!
fitznorway 12 Feb, 2023 @ 5:34pm 
Does this still need Enable Oversized Weapons? That mod's header says its function is vanilla, now.
Hamacelos 12 Feb, 2023 @ 2:10pm 
i meant in the sense that it also self destructs, but it makes senses cuz it would be otherwise too op, but its a get-out of jail free card, good to know.
Mlie  [author] 12 Feb, 2023 @ 2:04pm 
@Hamacelos When you plant it it will blow up after a while yes
Hamacelos 12 Feb, 2023 @ 2:03pm 
is the cool gravity lance supposed to blow on use ?