RimWorld

RimWorld

Fists Aren't Made of Steel
90 Comments
Don Santana Jul 17 @ 12:02pm 
Thanks for 1.6
Liked and fav'd
VelxraTV Jul 4 @ 7:04pm 
just because no one said it. thanks for the 1.6!
8 Aug 9, 2024 @ 9:06pm 
1.6 soon?
Codi May 29, 2024 @ 9:08pm 
Does this affect shamblers
The Blind One Aug 12, 2023 @ 5:37am 
@LeMestache try 'Walls are Solid' mod
LeMestache Jul 31, 2023 @ 5:21am 
I'm having an issue similar to some other comments. Prisoners are using the mining job instead of an attack. This isn't an issue with this mod specifically, as I've additionally tested it on (Vanilla + Prisoners Don't Have keys), and the same effect takes place. I was mostly hoping for a way to resolve it, so if anyone has any ideas I'm all ears.
CTH2004 Jul 14, 2023 @ 3:08pm 
here's an idea: "Steel Fists". It's a gene that makes a pawn able to go through walls easier
Texas Redhawk Jun 17, 2023 @ 5:23am 
I'm having an issue with prisoners still mining through doors. In fact, they're doing 40 damage per hit, enough to very rapidly break through pretty much any door they want.
kongkim Apr 26, 2023 @ 1:20am 
Not sure if im missing something, But when using this mod my prisonors still "Mine" the walls. So really nothing change?
失地騎士Hatk Jan 29, 2023 @ 8:35am 
Thank you for you excellent work. May I request you expand this mod? To add a mechanics like if a pawn attacks the wall with a fist or other body parts, then there is a probability that this part of the pawn will also be damaged, which cause the pawn stop attacking when the damage reaches a certain pain threshold.
Aelanna  [author] Dec 11, 2022 @ 12:18pm 
@Cakes Walls are Solid does a lot more and is not compatible with this mod since they overlap. Hope that helps!
Cakes Dec 11, 2022 @ 11:02am 
How does this mod interact with 'Walls are Solid'?
Victor Dec 9, 2022 @ 4:34pm 
I just found out that changing the damageDef for Blunt is actually useless for stopping prison breaking prisoners, as they use the mining job to break stuff, which has a fixed damage of 40 for walls and 80 to stone.
Victor Dec 2, 2022 @ 3:05pm 
Hi, I managed to expand on your idea, and published my own version, this one affects damage from tools, melee and ranged attacks to walls and passable buildings: https://steamcommunity.com/sharedfiles/filedetails/?id=2896548513
Thanks for the help at the Discord channel!
Aelanna  [author] Nov 13, 2022 @ 8:44am 
@DavidGjam - I just tested on the unstable branch and it is working normally. Do you have a log or at least an error message of some kind? I highly doubt your issue is caused by this mod alone.
DavidGjam Nov 13, 2022 @ 8:31am 
This mod broke my game on the 1.4 DLC-integration unstable patch
Onyx Nov 9, 2022 @ 11:11pm 
Oh yeah that's pretty much perfect, thank you.
Aelanna  [author] Nov 7, 2022 @ 3:14pm 
@Onyx - Thanks for the suggestion! However, as mentioned further upstream, any changes beyond what this mod already does is outside of the scope of what it's meant to do. Maybe check out Ugh You Got Me and see if that fits your bill?
Onyx Nov 7, 2022 @ 2:59pm 
Can you make it so that they also don't harm other people as much? I'm so, SO tired of making new eyes for my colonists just because they love insulting each other.
Zathy Nov 3, 2022 @ 4:51pm 
So I got this mod to work! I managed to fix it by loading it before CE. I don't know if that's normal, but that's the only way it would work.
Ranaku Nov 1, 2022 @ 2:14pm 
So does that mean i can still bite my way through a door? Jokes aside great mod!
Zathy Oct 31, 2022 @ 7:56pm 
Don't worry about it. It's unfortunate because I love this mod since I love the small touch of realism. I'll try some things out to see if I can get it to work, but I appreciate the responses!
Aelanna  [author] Oct 31, 2022 @ 8:27am 
@Zathy - The only catch with Combat Extended is that Fists Aren't Made of Steel should be loaded after Combat Extended for it to work properly, which I still need to add to the ingame warnings. Outside of that, it should work fine, I don't know what to tell you. :(
Zathy Oct 30, 2022 @ 9:43pm 
@Aelanna - I am running CE, although I'm running the same 1.3 save, modlist, and version from before the release of Biotech. There are no errors regarding pawns attacking structures.
Aelanna  [author] Oct 30, 2022 @ 8:47pm 
@Zathy - The only change that was made to this mod for 1.4 was updating the supported versions list, nothing functional about it has changed. Are you getting any kind of error message? Are you using any kind of combat overhaul mod such as Combat Extended?
Zathy Oct 30, 2022 @ 7:51pm 
I am currently running this on 1.3 still and the mod appears to have stopped working. Unarmed pawns are causing the same damage to structures with or without it. I was using this mod before 1.4 and it worked then, but maybe the update broke it for 1.3? Love this mod so it's a shame that it doesn't seem to be functioning...
megabot Oct 29, 2022 @ 9:17am 
ah, sorry, when I read "Implant tools" i thought things like the drill arm Drill bit, or the knee spike
Aelanna  [author] Oct 28, 2022 @ 10:28am 
@megabot - As stated in the mod description: "This mod does not affect implant tools, such as those from bionic or archotech arms."

@jh.sh - This mod should work with Combat Extended just fine so long as it loads after CE.
jh.sh Oct 28, 2022 @ 7:26am 
It may be a duplicated question, but is this one CE compatible?
megabot Oct 28, 2022 @ 4:26am 
as in, bionics that deal blunt damage
megabot Oct 28, 2022 @ 4:26am 
question: does this mod affect damage from bionics?
Aelanna  [author] Oct 27, 2022 @ 6:48pm 
@Doom - That sounds like a neat idea, but it far exceeds the scope of this mod, which is a simple XML patch that was cooked up in about 15 minutes. Your idea would require a significant amount of custom code to implement, and I am not likely to make any further changes to this mod besides updates for new versions and/or bug fixes. Apologies for the inconvenience!
Rowlan56 Oct 27, 2022 @ 4:52pm 
Can you make it so it doesn't effect their damage on buildings if above a specific melee skill/damage so mods that add the ability to actually make your pawns fists as strong as steel work well with this.
megabot Oct 25, 2022 @ 11:47pm 
@Velxra at the moment, even with an extensive mod list, it posted no Issue. previously there was but that is likely due to the Vanilla expanded framework
VelxraTV Oct 25, 2022 @ 3:39pm 
Thank you
Aelanna  [author] Oct 25, 2022 @ 3:24pm 
@Velxra - This mod is a very simple XML patch and thus should not be doing anything that would cause the aforementioned issues, nor have I personally seen any such issues. It should be safe to use in 1.4.
VelxraTV Oct 25, 2022 @ 2:58pm 
So this mod is working as intended? Lots of confusing information posted below.
megabot Oct 25, 2022 @ 8:09am 
yeah it actually prevented me from hunting as an example, and the accesoires and dryads expanded mods caused the same type of bug, so that explains a lot (oh, and vampires and robots could get poisoned and infected by the cave crawler, so that too). makes sense tho considering how massive of an update log they had to go through, updating most mods within days, and i am thankful for the fast updates anyways. thanks for the info btw
Aelanna  [author] Oct 25, 2022 @ 8:03am 
MVCF is a module of the Vanilla Expanded Framework. If MVCF was bugged, then that explains a lot.
megabot Oct 25, 2022 @ 7:58am 
in fact, it seems like all the mods that were causing UI issues of that kind in the past no longer do. i am hellishly confused but even more grateful
megabot Oct 25, 2022 @ 7:53am 
it persists after removing the mod, so no, it is not the mod that causes these error

i do not know what mod did what, or how rimworld works programming wise, but at last, things aren't broken there anymore. the programming gods have blessed us with a timeout of mods not breaking. still worried about the errors i get tho, but it is not this mod at least
megabot Oct 25, 2022 @ 7:48am 
so after wanting to share my logs myself, I tried this mod (both alone and on my normal world) and from what i can tell whatever incompability there was before it is now gone - at least, the buttons are no longer broken, though it is throwing a lot of errors saying "[MVCF] some verbs were null after loading". I will load the save without this mod again and say if the error persists, and will leave the hugglib log here in the meantime, in case it is this mod that causes them
https://gist.github.com/c80d84defc1363f0945f285e1d51f34b
Aelanna  [author] Oct 24, 2022 @ 5:58pm 
@OxidizingVulpes - I don't know what to tell you, as I've been running with this mod active for the last 3 weeks and have no problems. If you can provide an error log I could try to help you diagnose which other mod is causing the problem, but I can guarantee you that it's not this mod alone.
OxidizingVulpes Oct 24, 2022 @ 5:44pm 
As much as I want to believe this simple XML tweak wouldn't cause problems, adding it to my list solely causes it to break my pawns and render them undraftable/without action boxes on the bottom bar. Will be avoiding, sadly, since every other mod works perfectly fine in a 250+ mod list and this is the one that makes it unplayable.
megabot Oct 24, 2022 @ 3:42pm 
would cause them to lose their hands/fingers eventually though, which I do not want from a prisoner I intend to use
Derathul Oct 24, 2022 @ 2:22pm 
Hey, just an idea. Would it be possible to make pawns have a chance to hurt their hand or finger while punching walls? That would add to the whole concept :)
megabot Oct 22, 2022 @ 5:37pm 
I see. in that case apologies for the time taken, and thank you for the explanation. hopefully i will figure out what is causing my game to be bonkers
Aelanna  [author] Oct 22, 2022 @ 4:58pm 
@megabot - This mod is a mini-mod that uses pure XML with a single safety patch. The chances of this mod causing the kinds of errors you're seeing are infinitesimal. Again, I would recommend that you go somewhere like the #troubleshooting channel on the RimWorld Discord if you're having trouble figuring out what's breaking your mod list; there's almost no chance it's this one.
megabot Oct 22, 2022 @ 12:09pm 
does that mean that the game not working is caused by the mod, but it is broken by another mod, or do your mean your mod is not responsible at all? or something else entirely?
Aelanna  [author] Oct 22, 2022 @ 10:23am 
@megabot - None of those errors have anything to do with this mod. You could try a general troubleshooting resource like the #troubleshooting channel on the RimWorld Discord, but I'm almost certain that the issue you're seeing has nothing to do with this mod.