RimWorld

RimWorld

Close Quarters Combat Brutality
90 kommentarer
yahryak 7. aug. kl. 13:56 
Unfortunately, he didn't mention anywhere that the mod's code is open, so no one updates this mod.
negimagi_10 4. aug. kl. 23:32 
someone please 1.6 this mod. the original owner has abandoned this mod.
Tavo Vash 1. mar. kl. 16:43 
actualizar a la 1.5, saludos
ObsidianPanth3r 23. okt. 2024 kl. 11:57 
1.5?
Reel 3. maj 2024 kl. 21:12 
@swimyum not the same
negimagi_10 13. apr. 2024 kl. 15:03 
I hope we will be able to see a 1.5 version of this mod.
a quality meme 27. jan. 2024 kl. 19:43 
The way this calculates melee dodge chances makes a gene that does -10 apply -1000% chance.
supasaiyajinrosekaiokenx 16. dec. 2023 kl. 8:19 
btw you should make it so that elbows have a chance to cut as in real life, elbows really are capable of nasty cuts, but you should lower the chance of it happening as to not make a bunch of cuts, but only if the chance is high to elbow in the first place.
supasaiyajinrosekaiokenx 16. dec. 2023 kl. 8:17 
this is beautiful to me as a martial artist, especially the elbows and knees
Al120 12. sep. 2023 kl. 5:50 
I wonder is this possible to patch for HAR races. By default they don't use these
chill 6. maj 2023 kl. 16:45 
Brutal
Thank you for carrying it to 1.4, a must-have for that glorious melee combat
HAZRAD 1. maj 2023 kl. 3:15 
Is this mod working for 1.4?
Haou Aryu 12. mar. 2023 kl. 21:58 
Can I safely remove this from my mid game save?
Emperors Champion Dragos 23. dec. 2022 kl. 16:16 
Works for me lemon.
=(e)= Lemonater47 26. okt. 2022 kl. 2:09 
The mod doesn't actually work with 1.4. All the pawn buttons disappear. Draft and such.
Brainiac-Infinity 26. sep. 2022 kl. 22:19 
Would you consider patching this for the Saiyan mod?
arkhaeart 12. jan. 2022 kl. 23:41 
Is there any possibility of slight chance for a T's Samurai Faction to be patched?
CrackaJack 26. okt. 2021 kl. 15:09 
thx! cheers
SinäKpää  [ophavsmand] 26. okt. 2021 kl. 11:49 
random
CrackaJack 25. okt. 2021 kl. 15:10 
are things like palm strikes exclusive to higher melee pawns, or just random?
CrackaJack 25. okt. 2021 kl. 15:09 
imma use this together with supreme melee, rh2 hand to hand and prisoner arena :P
Babaloo321 22. sep. 2021 kl. 11:22 
I do have this loaded after them btw.
Babaloo321 22. sep. 2021 kl. 11:21 
@SinäKpää
It would be great to see a patch for VFE: Tribal as well. I'm also seeing that for me, the weapons from VFE: Medieval and Vikings don't display a melee avoid chance in their stats menu. Is this intentional? Great mod btw!
Tyrannical_Elmo 18. sep. 2021 kl. 22:01 
it begins bwahahah!
Tyrannical_Elmo 10. sep. 2021 kl. 0:03 
Love this mod. I hope it gets patched to work with my Industrial Melee mod after I update it soon. >:D
SinäKpää  [ophavsmand] 5. sep. 2021 kl. 11:18 
Glad they weren't any more incompatibilities while I was away (I’m quite busy IRL this school period). I'm probably way too late on answering your questions, but:

The wooden hand duplicate error is now fixed.

The melee avoid chance is capped in 55 % for balance reasons (feel free to make a local copy for yourself and edit it if you want).

I won’t implement that sort of a system, since I don’t know anything about C# and I have no interest in learning it, sorry (XML editing and C# are two different worlds).

This mod has no load order (the CE version has of course).
Xurker 2. sep. 2021 kl. 10:45 
getting this error when used with EPOE: https://pastebin.com/EXRUaGM0
5katz 20. aug. 2021 kl. 8:42 
why is the stat maxed out at 55%?
Frigglish 11. aug. 2021 kl. 17:11 
Addendum: the original (non-forked) EPOE uses a hook hand on the WoodenHand, giving it a cut attack, which leaves two VerbGivers in the relevant comps. You may or may not be invested in compatibility.
Eggnog 11. aug. 2021 kl. 15:00 
do you think you could implement a setting that allows you to switch to weight based melee weapon dodge values?
SonOfJupiter 10. aug. 2021 kl. 20:53 
Is there a load order preference for this mod? Cheers
SinäKpää  [ophavsmand] 30. juli 2021 kl. 13:52 
I looked into Combat Extended patching and managed to make a separate, stripped-down version of CQC Brutality, that works with CE. I’ll probably release it tomorrow.
SinäKpää  [ophavsmand] 30. juli 2021 kl. 12:31 
Thank you so much for the help! I would never have figured this out by myself :steamthumbsup:
StatistNo1 29. juli 2021 kl. 17:19 
Took a while because I didn't know the correct xpath myself. Took 3 people, including me, on the official Rimworld Discord to get that down. :^)
StatistNo1 29. juli 2021 kl. 17:18 
Here is a code example to add the BodyPartGroup "Palm" to the Bodyparts "Hand":

<li Class="PatchOperationAdd">
<xpath>/Defs/BodyDef[defName="Human"]/corePart/parts/li[def="Shoulder"]/parts/li[def="Arm"]/parts/li[def="Hand"]/groups</xpath>
<value>
<li>Palm</li>
</value>
</li>

What the xpath is doing:
1. Search for the BodyDef "Human"
2. In the list of BodyParts of "Human" look for the BodyParts "Shoulder"
3. In the list of BodyParts of "Shoulder" look for the BodyParts "Arm"
4. In the list of BodyParts of "Arm" look for the BodyParts "Hand"
5. Add the BodyPartGroup "Palm" to the groups of the BodyParts "Hand"

If you need any further help, I would like to invite you to the Discord server I made for EvolvedOrgansRedux: https://discord.com/invite/Qmf4bjTF59
StatistNo1 29. juli 2021 kl. 17:18 
Hy SinäKpää,

it's best to always use patches when you work with stuff others made.
In this case, it's better to use a patch to change the humanlike body instead of your own Defs.
Use Defs only for something you made yourself, for example your BodyPartGroupDefs.

One of the mods that add bodyparts is https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2424381146 .
There are a few others like "RimJobWorld" and "The Birds and the Bees".

There is one workaround to make those mods work together with yours: Have them lower in the modlist so they are loaded later.

What currently happens is:
The base game creates the humanlike body -> Other mods add their bodyparts to the human body -> Your mod deletes that body and creates it own.
That's why it works when other mods are loaded after yours. But that's not a very good solution and can bring many issues with it down the line.
SinäKpää  [ophavsmand] 29. juli 2021 kl. 9:45 
Thx Arcanant for conveying the message. Medical System Expansion 2 should work with this mod now.


Hello StatistNo1.

I tested my mod with EPOE, RBSE and VBE, but I didn’t even think that there could be mods that added new human body parts. If you can tell me one, I’ll use it as a test subject. Also, if you could tell me how to patch singular parts from the long BodyDef list, that would be really useful. What should the xpath look like? Thanks for the report!

At the moment I'll just converted the patch into a normal Def. It doesn't look any less Inelegant, but hopefully these body part adding mods will rewrite them correctly...


RH2 Hand-To-Hand does seem to work with CQC Brutality. A very cool mod.
Arcanant 29. juli 2021 kl. 4:11 
XML error: Duplicate XML node name comps in this XML block: <HediffDef ParentName="AddedBodyPart_Limb_Bionic"><defName>BionicLeg</defName><label>bionic leg</label><labelNoun>a bionic leg</labelNoun><description>An installed bionic leg.</description><descriptionHyperlinks><ThingDef>BionicLeg</ThingDef></descriptionHyperlinks><spawnThingOnRemoved>BionicLeg</spawnThingOnRemoved><addedPartProps><partEfficiency>1.25</partEfficiency></addedPartProps><comps><li Class="MSE2.HediffCompProperties_ModuleHolder"><maxModules>2</maxModules></li></comps><comps><li Class="HediffCompProperties_VerbGiver"><tools><li><label>kick</label><capacities><li>Blunt</li></capacities><power>10</power><armorPenetration>0.09</armorPenetration><cooldownTime>2.8</cooldownTime><soundMeleeHit>MeleeHit_BionicPunch</soundMeleeHit><soundMeleeMiss>MeleeMiss_BionicPunch</soundMeleeMiss><chanceFactor>1.65</chanceFactor></li></tools></li></comps><defaultLabelColor>(0.5, 0.5, 0.9)</defaultLabelColor></HediffDef>
Arcanant 29. juli 2021 kl. 4:10 
XML error: Duplicate XML node name comps in this XML block: <HediffDef ParentName="AddedBodyPart_Limb_Archotech"><defName>ArchotechLeg</defName><label>archotech leg</label><labelNoun>an archotech leg</labelNoun><description>An installed archotech leg.</description><descriptionHyperlinks><ThingDef>ArchotechLeg</ThingDef></descriptionHyperlinks><spawnThingOnRemoved>ArchotechLeg</spawnThingOnRemoved><addedPartProps><partEfficiency>1.50</partEfficiency></addedPartProps><comps><li Class="MSE2.HediffCompProperties_ModuleHolder"><maxModules>2</maxModules></li></comps><comps><li Class="HediffCompProperties_VerbGiver"><tools><li><label>kick</label><capacities><li>Blunt</li></capacities><power>12</power><armorPenetration>0.12</armorPenetration><cooldownTime>2.5</cooldownTime><soundMeleeHit>MeleeHit_BionicPunch</soundMeleeHit><soundMeleeMiss>MeleeMiss_BionicPunch</soundMeleeMiss><chanceFactor>2.1</chanceFactor></li></tools></li></comps></HediffDef>
Arcanant 29. juli 2021 kl. 4:10 
There is an incompatibility with Medical System Expansion 2.

[quote]You could ask the author to only add <comps> if they are not already there.
and then Add the code they want to add to <comps> rather than along side adding <comps>.

Or Edit their Patch your self by erasing in the <value> the <comps> and the </comps> while leaving the rest of the contents of <value> untouched.
^ the above should be found within their mod within the Patches folder make sure to only edit the ones that ones which cause the error and you can see which do it because in the <xpath> line you will have defName="BionicLeg" leg in this case just as above we have <defName>BionicLeg</defName>.

we can't exactly fix this issue on our side without redoing more work than adjusting that patch to be more careful than it is now, and even then it would be load order a dependent fix and nothing stops another(if they exist now or in the future) mod from having the same issue with "Close Quarter Combat".[/quote]

StatistNo1 28. juli 2021 kl. 16:46 
Hy,

your mod has some compatibility problems with basically any mod that adds body parts.

You are replacing the whole human body in your Patches/Vanilla.xml .
This is not just inelegant but brings with it a lot of problems for anything that also changes anything on the humanlike body.

The better solution is to use PatchOperationRemove and PatchOperationAdd.

If you need some help with that, I would be glad to help you.
SkavenQueen 28. juli 2021 kl. 8:37 
Does anyone know if this works with RH2 Hand-To-Hand?
evil yaoi wizard 27. juli 2021 kl. 17:20 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2054568235 Anotherr to support, however it mentions these same weapons are in Dragons not Included so i'm unsure if the patch already applies?
evil yaoi wizard 27. juli 2021 kl. 16:55 
Loving this mod so far! Really great for tribal players. Could I request compatibility for
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2087539168 ?
SinäKpää  [ophavsmand] 27. juli 2021 kl. 5:15 
I guess the biggest change people are going to notice is the removal of all Crit attack variants, but the major performance issue is now fixed, and the load time should be about 14 times shorter. Here’s the update log:

-fixed major performance and load time issues

-removed choking, stomping and Crit attacks

-no more left and right side variants from the same attacks

-the hook hand error shouldn’t exist any longer

-pawns can finally kick with archotech legs as well

-patched more mods
Dracula 26. juli 2021 kl. 12:50 
Awesome work, was there any major changes?
SinäKpää  [ophavsmand] 26. juli 2021 kl. 12:36 
Just released the update with the fixes.
Dokutah 26. juli 2021 kl. 7:12 
I see. Still, thank you for this cool mod. Looking forward for it's fix.
SinäKpää  [ophavsmand] 26. juli 2021 kl. 6:57 
It isn’t a compatibility issue with yayo’s combat. My mod apparently starts to get noticeable laggy with +25 pawns, which definitely is an issue and I’m working on it right now. RimWorld doesn’t seem to like when a single colonist has over 24 different melee attacks, he/she can perform, and that’s why it gets laggy when you draft your whole colony.

My fix to this is to remove all the Critical hit attacks, remove choking, and almost halve the remaining attacks (means that both limbs will use the same attack). I’m also rewriting all the patches more framerate and load time friendly.

Sorry about this, I clearly haven’t playtested this mod enough. Next update will be soon.