RimWorld

RimWorld

[RH2] Hand-To-Hand
533 Comments
Mtaddict [VOTE TRUMP 2024] Apr 12 @ 1:46am 
This mod is has some incompatibility problems with Vehicle frame work, the cast function for this mod seems to disable vehicles completely
kenlon Mar 24 @ 9:21am 
I'm installing this just for the Discombobulate ability.
TotalNewbie Mar 10 @ 6:34am 
Seems to work well on race mods
specifically the Ayameduki Races
Juurd Feb 25 @ 8:01pm 
Komaki Parry too
Solstice Initiative Feb 18 @ 1:58pm 
now all I need is a Komaki Tiger Drop
Solstice Initiative Feb 18 @ 1:57pm 
Me to my 16 Melee pawn after installing this: Try and remember the basics of CQC
RandomEdits Feb 7 @ 11:19am 
I just like to say, this is the best therapist mod for all your colony's mental breaks! I especially recommend the leg sweep technique! 10/10
SilkMoth Jan 14 @ 8:25am 
is there a way to remove this mod mid save? i know it will cause errors but its just annoying
Dr. Quackers M.D. Jan 12 @ 6:19pm 
after taking this out pawns cant attack I dont know what this mod was keeping at bay but removing released the Balrog on my games code
Dr. Quackers M.D. Jan 11 @ 3:56am 
so not sure if the issue is from this or not but my pawn ui disappears when i draft pawns now. This is all I can think if that effects that menu
Abu Bakr al-Baghdadi Jan 10 @ 6:47am 
Hey i have this issue where whenever I draft a pawn, the options for the melee buttons do not appear, any help?
Carfan Dec 23, 2024 @ 8:50am 
how do you get the RKO?
LetTheMossReclaimYou Dec 17, 2024 @ 3:47am 
Pawns can use these moves even without having arms. I know this because an Efreet I captured kept RKOing my Warden, so I removed her arms, and in response she simply proceeded to do it again.
тетеря, блин Nov 28, 2024 @ 10:00am 
is it possible to make these moves available to only certain pawns with a special trait?
Revixtre Nov 28, 2024 @ 9:43am 
using this mod causes my game to load infinitely how can i fix this?
Rena the Lunatic Nov 12, 2024 @ 9:10pm 
Fun fact, enemy shamblers can use this
Fun fact 2, they tend to have 10+ melee
Fun fact 3, they can stun a bot from Dead Man's Switch for 15 minutes
I am ok with this, and this is absolutely hilarious as I make a frantic attempt to save my escort from a singular shambler
RutraNickers Oct 12, 2024 @ 8:17am 
For anyone that want longer cooldowns, I've made a patch for it:

https://steamcommunity.com/sharedfiles/filedetails/?id=3347444003
Unstable Energy Oct 12, 2024 @ 1:37am 
how do u limit the use of this by npc's? Its like every raid they have pawns that just knock out my entire colony with no contest.
EtsuyaH Sep 24, 2024 @ 11:06pm 
Is it possible to add an option to minimize the icons?
Atlantispy Sep 5, 2024 @ 7:37am 
I seem to be getting an error where colonists are autocasting abilities on captured prisoners, so they start getting wanted for torture! Likely a mod incompatibility, but not sure what it would be with.
CrackaJack Sep 4, 2024 @ 10:52am 
yeet suggestion+1, allow large pawns to launch motherf*ckers
CrackaJack Sep 4, 2024 @ 10:51am 
ahaha i came to complain about karate zombies idd xD
ZeGuardsmen Sep 1, 2024 @ 9:05pm 
oi chicken is this mod compat with any performance mod?:steamdeadpan:
Sandwich Aug 22, 2024 @ 10:26am 
why are theyfigting without their head :dos2skull: :dos2skull: :dos2skull:
Neksizer Aug 17, 2024 @ 1:27pm 
if this is op i wanna try this mod in battle with v.o.i.d. )) Great mod btw ))
Daevinski Aug 14, 2024 @ 8:13pm 
This mod is super fun, but it's also super OP. My Beliar Ghoul has 20 of Melee and was able to instakill an enemy like it was nothing, lol! The moves need some cooldown, from hours to one entire day (for Glory Kills), so they can be used more strategically, in very specific situations.
Rovalen Jul 28, 2024 @ 9:33pm 
To everyone complaining about karate zombies: use G̸̢̧̧̳̜͕͓̗̯̪̬͚̙͘ ̶̢̛̮̝̫̩̺̯͚̠͜Ù̵̡̢͙̳̥̩̰͈̥̬͈̇̈́̂͠ ̴̢̯͙̳̘̺͇̂͂̉̓̉̓̍͂̌̚͝͠N̵͉̯͑̌̀̋͌͊̎͛͘͝
Dr Jimothy Jul 23, 2024 @ 12:27pm 
Also new move suggestion:
Yeet - Throw your enemy a distance away, basically triggers a jump-pack style jump that forces them away from the one using the ability on them, as well as possibly applying damage on landing dependent on melee skill (high skill meleeist just acrobatically lands to be unscathed. Maybe nimble characters could also be immune to landing damage) and applying extra damage if they slam into a wall.
Distance depends on mass, melee skill, carry capacity or base melee damage of yeeter and mass of yeeted.

Inspired by that time my meleeist ripped and tore through a horde of child pirates. I think it would've been really funny if they'd also punted at least one of them into the mfing stratosphere.
https://www.youtube.com/watch?v=C6jZHhgBJGY
Dr Jimothy Jul 23, 2024 @ 12:27pm 
Karate shamblers are hilarious and I love them. Just turn off npcs being able to use these if you don't like them. Also I'd recommend having autocasting turned off in general because oh lord my meleeist sweeping through a horde of tribals while on search and destroy only for the tribals to get up from being knocked unconscious and then swarming and overwhelming them from all sides was cool but also rather inconvenient.
Bob Jul 22, 2024 @ 6:27am 
I don't like how every humanoid pawn learns this move when they reach certain amount of melee level, i wish there's a manual/book for it instead of instant learning.
Also don't use auto cast, it cancels any of your order in order to perform it's cast. I was surrounded by mechanoids and my guy kept trying to do an WWE but got shredded instead.
Enlonwhite Jul 7, 2024 @ 6:43am 
So I got reading this from seeing your story teller Paz, saw this and thought I do need some combat changes as my older mods for it are not updated, and I want to try something new.

Saw that comment about zombies and such from new anomaly using these abilities.... Was like Neat, NOT TOUCHING THIS COOL MOD. I am terrified, of the idea of all those humanoid creatures of the void/expansion using these abilities. Cool mod but too dangerous.

Though someone did mention you can turn NPC off from having these, a little cheesy but better then karate zombie hordes.
Arkitekt Jun 28, 2024 @ 3:30pm 
@LambdaFan you can disable npcs using these abilities. Sadly there's no distinction between living and non-living.
LambdaFan Jun 25, 2024 @ 7:51am 
Had to deactivate this mod because fucking ZOMBIES were beating my best melee fighters because the zombies somehow knows karate :mhfury:
proklik Jun 19, 2024 @ 3:31am 
i have a new idea judo throw downs the oppent for 2-4 seconds and places him behind you and sucker punch grab the oppents arm and punch him stuns oppent for 2 seconds and deals dmg to both head and arm
xkuripuri Jun 15, 2024 @ 4:17am 
A part of me wishes you got the DOOM riffs to play like with VFE Ancients, but at the same time, I've learned Shamblers can spawn with over 16 melee and will gladly use Glory Kill on ME as well. It's less heroic and inspiring when that happens...
MJRMatthew Jun 13, 2024 @ 10:33pm 
I suppose movement should also be taken in to account
MJRMatthew Jun 13, 2024 @ 12:04pm 
Awesome mod!

One thing that I feel though is that manipulation should be taken into account for success/failure chance. If you have a 30 year old bionic monster going up against a frail grandpa both with the same melee skill they’re both equal in this mods eyes. I feel like that breaks immersion.
name so spooky your feeble human Jun 1, 2024 @ 7:53pm 
@joyce manor enjoyer

modlist?
Title Fight Enjoyer Jun 1, 2024 @ 4:37pm 
This mod is causing my game to load infinitely, are there any big known incompatibilities?
vanilla May 23, 2024 @ 7:23pm 
is there anyway to stop enemy pawns from using the abilities?
name so spooky your feeble human May 21, 2024 @ 5:09pm 
This mod is an actual nightmare with void, I could have the most superior armor but they bum rush and down then without doing any meaningful damage. Good mod though
CrackaJack May 12, 2024 @ 3:33am 
i use this mod for dealing with mental breaks..
"nag is going to destroy legendary persona sword, final straw: stepped on a lego"-how about a roundhouse kick to the jaw. i love having this option
Autumn May 5, 2024 @ 11:28am 
@Chicken Plucker You could make it so they only succeed if the pawns doing them have either much higher melee skill or better manipulation/movement, maybe, and maybe multiply the difference by the target's body size and divide it by the user's?

So two 20-melee pawns would just be locked into normal combat until one cut off an arm or something and was able to take an advantage, unless one already had bionic limbs or was some massive modded xenotype. Meanwhile either one would be able to cut through less talented humans or small animals like butter still, and either one would still have trouble doing the same for a thrumbo.

This is just tossing out ideas, I'll readily admit that I have no idea how viable this is and haven't even tried the mod in a proper playthrough yet. I just saw it in the latest Samuel Streamer video and it looks like fun so I'm grabbing it for my next playthrough.
Chicken Plucker  [author] May 4, 2024 @ 3:57pm 
@Sanvs Gallvs - I get the sarcasm, the mod comes with issues. There's no ideas on how to properly balance things for now, because as much as everyone likes to point out the problems, nobody has a better system to propose that's easily translated in coding.

Here are a few things:
- You somehow have a 14 year old pawn with +9 melee skill without mods (Assuming you didn't just use leg sweep). What childhood backstory are they on?
- You instantly killed a Thrumbo with another mod. Why is that my problem?

I get that having a 14 year old doing this is a problem, but you haven't exactly made it hard for yourself.
Sanvs May 4, 2024 @ 6:22am 
Amazing, my 14yo pawn wearing nothing but tribalwear can insta knockout everything including Thrumbos and insta finish them off.
Manic Mercenary Apr 27, 2024 @ 6:23pm 
Discombobulate
Chicken Plucker  [author] Apr 24, 2024 @ 6:52am 
Pushed a fix, Taran has fixed the issue with the mysterious cargo. Thanks for reporting guys
Cato Apr 21, 2024 @ 8:03pm 
Cheers for the update :steamthumbsup:
Chicken Plucker  [author] Apr 21, 2024 @ 4:36pm 
Hello guys, just to update on the error with this mystery cargo, Taran said he was gonna look into the pawnkind itself. I personally spent all day doing updates with other mods on a Sunday (lovely way to spend time) and all that C# stuff is on his back end.

Unfortunately he hasn’t pushed a fix yet, I do note he’s got other mods to maintain and his own personal life so we can only wait till he’s available. If it isn’t sorted by wedensday I’ll try to commission another coder for it to be expedited.
Metal LED Apr 21, 2024 @ 2:14am 
It was indeed a problem with the anomalous corpse, I put it in the coffin and it didn't report an error.