RimWorld

RimWorld

Melee Please
36 Comments
Mlie Jul 5, 2020 @ 11:19am 
Made an update of this for RimWorld 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2155304980
Hope this helps anyone!
Croctus Mar 7, 2020 @ 4:20pm 
Would love an update for this. Especially with how prevalent melee is in 1.1
ianchen31  [author] Nov 13, 2019 @ 11:06pm 
@☾⎛sιтєʀ⎞☽ @WinterWolf
sorry, but I couldn't make the torch light up when equipped. It needs some coding.
☾⎛sιтєʀ⎞☽ Nov 6, 2019 @ 7:16pm 
@ianchen31

I support this please make a standalone torch mod that lights up when equipped. It will be perfect for realistic darkness mod and dual wielding it with dual wield / sidearm mods.
Winter Sep 15, 2019 @ 4:20am 
@ianchen31
Can i suggest you please also make a standalone version of your torch. You are the first person to ever create a carryable torch (that i know of). The only other options are the flare mod & the miners helmet. Which aren't really suitable nor compatible for low-tech playthroughs.
RamRod Aug 27, 2019 @ 9:21pm 
@Ianchen31
Hey, I am a fan of your work and getting into modding. I was wondering how did you scale the weapons up? I would love to do so in my mod.
The Bard of Hearts Jun 11, 2019 @ 9:08pm 
So far. my first problem is that the Axe beats out the Gladius in every conceivable fashion. It has more damage AND its faster than the gladius. It also beats out the Longsword in the same way. The Longsword is slower than the Axe and deals out less damage. For something that takes more materials and research to make, I don't think this is right. I desperately want a mod like this, that simply adds a few options, but those options have to be balanced with vanilla or they aren't really options at all.

If they axe instead had a delay of 3.00 instead of 2.00 (which is faster than the gladius having a 2.20) it would balance the weapon out to a reasonable option. I hope I don't sound like a jerk. I would just really love to see a balanced mod for melee weapons.
The Bard of Hearts Jun 11, 2019 @ 8:46pm 
Hello!!! Just a polite fix to some of the weapon's names. =D

Pike => Glaive
Stick => Staff (or Quarterstaff)
Machete => Scimitar

Otherwise love the mod. Just got it and I am anxious to see how well it balances out with the vanilla weapons.
ianchen31  [author] Mar 6, 2019 @ 7:26pm 
Sorry for very late replies...haven't really logged in to steam for a long time
@phurgawtin Currently you can delete those weapons you don't want. I may consider upload a non-modern weapon version if I manage to update...this.
@Sigurd Emm...Thanks for fulfilling my poor knowledge. I think I actually mixed a few stuff together at first.
@Freeasabird Shishkebab can't work on mechanoids, and it does not have a good damage output. Might be useful in early game, but don't really shine in late games in my test.
Oh, and yeah. I think I should adjust its stats a little bit. Maybe reduce the chance to successfully setting fire?
@dumbledoreisreallygay Should be no problem if the added material is tagged as "metal"
@strangeangel24601 I'll surely add that if I do update this mod. I had been looking for more paralyzying weapons to be added.
phurgawtin Mar 2, 2019 @ 7:45pm 
If there were a version of this that removed the shishkebab, chainsaw, and driller, i'd be a happy camper.
Warbeard Feb 10, 2019 @ 10:50am 
@Freeasabird
Fun fact: The word used for cutlass in the Caribbean and Latin America is "machete." The modern machete is a descendant of the cutlass, which itself is just a hanger (or hunting sword) with a hand guard. Hangers had previously been used as civilian sidearms and chopping tools for hundreds of years in Europe.

Also blade geometry is variable.

The more you know.
Freeasabird🕊 Jan 19, 2019 @ 11:10am 
Okay the Shishkebab weapon seems OP in this game when someone is lit on fire they run away and all you have to do is keep hitting them and they'll die... OP. that "Machete" in one of your screenshots,... yeah thats not a Machete thats a saber. Machetes are a short wide bladed weapon.
Latex Santa Jan 5, 2019 @ 3:41pm 
@ianchen31 Thanks for the mod! Can these weapons be made from any metal, including those added by mods?
The Late Thag Simmons Dec 13, 2018 @ 7:24pm 
Awesome mod! One thing I was hoping to see was a taser/cattle prod. Any chance of adding something like that in the future?
Nibsley Dec 7, 2018 @ 11:35am 
Is this safe to add to existing save games?
ianchen31  [author] Dec 2, 2018 @ 10:35pm 
@rumblerina That's...actually a great idea! I'll plan to add it if I manage to update this.
DB Dec 1, 2018 @ 8:55am 
Great mod, especially the battering ram. I like doing traveling raider runs where I travel to the crashed space shit and living off of destroying colony after colony
rumblerina Dec 1, 2018 @ 7:43am 
Damn this is so cool! Can you possibly add a rocket hammer to this like one from Overwatch/Fallout?
Meat Man (Alfons) Nov 18, 2018 @ 4:32am 
This mod should definitely get compatability with Combat Extended once it is updated.
ianchen31  [author] Nov 13, 2018 @ 9:00pm 
You’re technically corrected, I mixed up the two stuff when I made the texture. But since that I did think a spearhead looked plain, and I also had plan to add halberd, I decided to keep that till I actually add herlberd.
Skelebone Nov 13, 2018 @ 8:53am 
Isn't the pike technically a halberd? Pikes were just the pointy end, that has an axe bit too.

Love the mod!
Disarcade Nov 13, 2018 @ 1:17am 
I wanted to say thank you for this mod. I never realized how much I needed to have sticks in my game.

Now I only wish I could easily force my pacifist pawns to carry sticks with them...
ianchen31  [author] Nov 7, 2018 @ 7:58pm 
Updated. Adds 4 new weapons. 2 Neolithic, 2 medieval.
ianchen31  [author] Oct 30, 2018 @ 10:05am 
Oh yeah, I am exactly looking for this kind of mod too, and already has plan for this. However, I have other mods in higher priority. I'll make a melee-only mod once I finish the mods I'm working on now.
chuiu Oct 30, 2018 @ 7:15am 
I'm still looking for the mod that removes all ranged weapons from the game, forcing everyone into melee fights.
Temenat Oct 29, 2018 @ 9:37am 
Wow man you put me in the description! Thanks!
ianchen31  [author] Oct 29, 2018 @ 8:51am 
其實這些武器大多是給敵人用的XD
近戰主要還是用來配護盾腰帶吸砲火用的
偷鹤小队的未来文盲 Oct 29, 2018 @ 7:53am 
感觉不强化防护的话,近战还是不如枪炮
Shion Oct 28, 2018 @ 4:26pm 
it's hammer time!
Temenat Oct 28, 2018 @ 2:06am 
Glad to help :)
ianchen31  [author] Oct 28, 2018 @ 2:03am 
That's an issue I've noticed before, but I was just afraid that making it fuel-needed would need some coding and getting lazy for testing, so I simply set the light radius lower, and completely forgot it since then. You remind me of that. I'll start testing for this. thx
Temenat Oct 28, 2018 @ 1:44am 
;)
Also, do torches have a sort of durability? Because if they light up when dropped and last forever then it's a sort of everlasting light source, isn't it?
ianchen31  [author] Oct 28, 2018 @ 1:25am 
Thanks for notifying, I've changed the description.
Temenat Oct 28, 2018 @ 1:22am 
Ooh, thanks for letting me know. I think you should modify the description a bit then.
ianchen31  [author] Oct 28, 2018 @ 1:18am 
Description only, just advertising it lol. Vibroslicer is not that powerful.
I test it for you, including missed hit, it takes 20 hit to down a thrumbo, costing me 4 pawns.
By the way, it's DPS is roughly double a regular longsword.
Temenat Oct 28, 2018 @ 1:07am 
Nice idea. The vibroblade seems to be pretty OP with the sidearms mods though. I know it's intended, but really ANYTHING? It means I can kill a thrumbo with a body hit?