RimWorld

RimWorld

Proper Polearms
173 Comments
alf.lord51 25 Oct @ 9:06pm 
MO patch needs update
also can you add patch for BotchJob_AncientSpear from Acient Armory
Reestock 23 Oct @ 7:59pm 
HMMMM neat. I think I prefer it being just the extra-long ones, but I can respect that.
turkler  [author] 23 Oct @ 7:39pm 
@Reestock yes but only for a select number of weapons from vfe medieval and not for, say, polearms from other mods
Reestock 23 Oct @ 7:03pm 
Doesn't VFE Medieval already have this?
Nectar 16 Sep @ 9:35am 
Copy that! No worries, thanks for clarifying.
turkler  [author] 15 Sep @ 5:14pm 
@Nectar this mod just implements the melee weapon system from the ve framework and nothing else. report those issues to them, not me
Nectar 15 Sep @ 4:53pm 
I'm having an issue where pawns with Combat Extended Armoury shields equipped cannot attack with (even vanilla) polearms. Pawns without shields can attack just fine. Is this a known issue?
Phoenix-D 1 Sep @ 5:15pm 
Time Police Officer- for me they say "looking for target" but they actually do swing...at regular melee range.

At extended range they don't auto-attack. :/ VE bug again I'd guess?
Time Police Officer 1 Sep @ 1:54pm 
Are your pawns with polearms supposed to auto attack? The weapons work but I have to manually assign every target
Phoenix-D 31 Aug @ 4:30pm 
Range issue is fixed on VE's end.
Frenzlin 30 Aug @ 4:57am 
I did go ahead and report it to the VE team so hopefully they can fix it
turkler  [author] 30 Aug @ 12:35am 
@lucky_one 🍀 all this mod does is implement the melee weapon range system front the ve framework
lucky_one 🍀 29 Aug @ 3:42pm 
Ah so it's their error? I was coming just to say the same lol
turkler  [author] 29 Aug @ 8:51am 
@Frenzlin report that to the ve team
Frenzlin 29 Aug @ 5:31am 
This isn't the whole error; I wasn't sure how to post it all with the character limit. But it's most of it
Frenzlin 29 Aug @ 5:26am 
Exception in JobDriver tick for pawn Tsoi driver=JobDriver_AttackMelee (toilIndex=2) driver.job=(AttackMelee (Job_2763) A = Thing_BotchJob_UndeadColossus52127 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3740B6A7] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob
Frenzlin 29 Aug @ 5:26am 
Hi! I wanted to say that since the base game update yesterday, it seems like something is busted with trying to get pawns to attack with melee weapons that have increased range (any weapon, doesn't seem specific to a mod or vanilla weapons). If I command them to attack a target, I get the error log below and the pawn just stands there. However, AI pawns seem to be able to attack just fine, and I tested it with Drafted AI, which actually lets my pawns attack as well. But if they are player controlled, they won't attack even if an enemy comes into range. It could be some weird mod interaction, but it started happening right after last night's update. Let me know if more info is needed.
turkler  [author] 16 Aug @ 3:26pm 
@Inglix huh, I'll take a look
Inglix 16 Aug @ 12:39pm 
So I know you've previously stated that this mod no longer touches Medieval Overhaul, but I'm looking right at a file in your 1.6\Patches folder named medieval_overhaul.xml. It's throwing an error on startup because it's still trying to use the old meleeRangeOverride field that VEF removed back in February. I'm guessing that file was meant to be removed a while back.
amm90 15 Aug @ 10:59pm 
Can you make it compatible with Space Knights - Armor Expansion for VFE Medieval 2?
Vlad Draculea 15 Aug @ 10:50pm 
melee animations compat? PLEASE
Gustufs 13 Aug @ 9:28am 
@The360MlgNoscoper a phalanx and other formations like it can be stopped and devestated by outmanouvering them as they are unwieldy and hard to manouver.
This means they are great in places where there are little opportunities for manouver and not so great on more open terain.
[MP5] Alva +0+~ 6 Aug @ 7:23pm 
just curiosity, did the bug that Rims would not attack buildings when polearms equipped fix?
The360MlgNoscoper 21 Jul @ 7:59am 
How do you even stop this? I mean seriously??
Kyrasuum 21 Jul @ 7:55am 
Thanks for the update!
turkler  [author] 21 Jul @ 4:59am 
updated to 1.6
BigDark 20 Jul @ 10:31pm 
1.6 plz
1.6 plz
1.6 plz
1.6 plz
1.6 plz
:(
Geneva 17 Jul @ 12:15am 
awwww
PremierVader 15 Jul @ 10:14am 
Hello would be awesome if you update this mod, its really great!
김야요 14 Jul @ 7:05pm 
1.6?
turkler  [author] 11 Jul @ 10:50pm 
I will update tomorrow idk
Geneva 11 Jul @ 10:37pm 
lesgooooo
Mycoscopic 25 Jun @ 10:04am 
lol...what's up with the PackageID being lovelydoveymating.withmysuccubuswife? It made it so hard to find when I needed to restore my modlist from scratch with RimSort, since it isn't in the RimSort database
turkler  [author] 27 May @ 3:27pm 
@Axon no
Axon 27 May @ 3:27pm 
Yeah i checked after commenting that. I wasnt aware of what the other mod was about i thougth it was just some tweaks for generic ammo and not the ammount of content that i has, my bad. Any chance you can make that little change an addition to this mod?
turkler  [author] 27 May @ 3:24pm 
@Axon no
Axon 27 May @ 3:10pm 
ok cool can that mod be used without having to use generic ammo in CE? i use CE but with default ammo options, 1-handed spears as a feature feels out of place there lmao anyways i love your work man have a nice day
turkler  [author] 27 May @ 12:23pm 
@Axon that change is from my buffs and nerfs for the generic ammo experience mod
Axon 27 May @ 11:35am 
Does this mod allow for 1-handed spear or that was just for the image?
turkler  [author] 27 May @ 9:16am 
updated with patches for the new tasty armory mods
vin 24 May @ 12:05pm 
bad ass
turkler  [author] 23 May @ 11:10am 
@神说万岁 yeah I'll patch them sometime
神说万岁 23 May @ 7:21am 
Tasty Armory has been completely refurbished, would you make patches for them?
turkler  [author] 23 May @ 6:26am 
@SoakieCat yeah, the same system oskar added for vfe medieval 2 and their polearms. I'm just adding the relevant stats to more weapons, the hard work behind the scenes is done by the ve framework
SoakieCat 23 May @ 2:32am 
Oh I see, it uses the vanilla expanded stuff huh
turkler  [author] 21 May @ 3:03pm 
@SoakieCat report that issue to the vanilla expanded team
SoakieCat 21 May @ 3:01pm 
All my pawns seem to break after using this mod, they try to sleep 2 tiles from their beds, use work stations 2 tiles away, eat at tables but are 2 tiles away
Head 20 May @ 1:54pm 
Excellent mod!
turkler  [author] 18 May @ 6:22am 
@skycrossercat I'll patch them sometime