RimWorld

RimWorld

Proper Polearms
165 Comments
Phoenix-D Sep 1 @ 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 Sep 1 @ 1:54pm 
Are your pawns with polearms supposed to auto attack? The weapons work but I have to manually assign every target
Phoenix-D Aug 31 @ 4:30pm 
Range issue is fixed on VE's end.
Frenzlin Aug 30 @ 4:57am 
I did go ahead and report it to the VE team so hopefully they can fix it
turkler  [author] Aug 30 @ 12:35am 
@lucky_one 🍀 all this mod does is implement the melee weapon range system front the ve framework
lucky_one 🍀 Aug 29 @ 3:42pm 
Ah so it's their error? I was coming just to say the same lol
turkler  [author] Aug 29 @ 8:51am 
@Frenzlin report that to the ve team
Frenzlin Aug 29 @ 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 Aug 29 @ 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 Aug 29 @ 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] Aug 16 @ 3:26pm 
@Inglix huh, I'll take a look
Inglix Aug 16 @ 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 Aug 15 @ 10:59pm 
Can you make it compatible with Space Knights - Armor Expansion for VFE Medieval 2?
Vlad Draculea Aug 15 @ 10:50pm 
melee animations compat? PLEASE
Gustufs Aug 13 @ 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+~ Aug 6 @ 7:23pm 
just curiosity, did the bug that Rims would not attack buildings when polearms equipped fix?
The360MlgNoscoper Jul 21 @ 7:59am 
How do you even stop this? I mean seriously??
Kyrasuum Jul 21 @ 7:55am 
Thanks for the update!
turkler  [author] Jul 21 @ 4:59am 
updated to 1.6
BigDark Jul 20 @ 10:31pm 
1.6 plz
1.6 plz
1.6 plz
1.6 plz
1.6 plz
:(
Geneva Jul 17 @ 12:15am 
awwww
PremierVader Jul 15 @ 10:14am 
Hello would be awesome if you update this mod, its really great!
김야요 Jul 14 @ 7:05pm 
1.6?
turkler  [author] Jul 11 @ 10:50pm 
I will update tomorrow idk
Geneva Jul 11 @ 10:37pm 
lesgooooo
Mycoscopic Jun 25 @ 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] May 27 @ 3:27pm 
@Axon no
Axon May 27 @ 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] May 27 @ 3:24pm 
@Axon no
Axon May 27 @ 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] May 27 @ 12:23pm 
@Axon that change is from my buffs and nerfs for the generic ammo experience mod
Axon May 27 @ 11:35am 
Does this mod allow for 1-handed spear or that was just for the image?
turkler  [author] May 27 @ 9:16am 
updated with patches for the new tasty armory mods
vin May 24 @ 12:05pm 
bad ass
turkler  [author] May 23 @ 11:10am 
@神说万岁 yeah I'll patch them sometime
神说万岁 May 23 @ 7:21am 
Tasty Armory has been completely refurbished, would you make patches for them?
turkler  [author] May 23 @ 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 May 23 @ 2:32am 
Oh I see, it uses the vanilla expanded stuff huh
turkler  [author] May 21 @ 3:03pm 
@SoakieCat report that issue to the vanilla expanded team
SoakieCat May 21 @ 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 May 20 @ 1:54pm 
Excellent mod!
turkler  [author] May 18 @ 6:22am 
@skycrossercat I'll patch them sometime
skycrossercat May 18 @ 5:59am 
Serina stop updating old versions and post new Tasty Armory mods, hope they can be compatible as well!
turkler  [author] May 17 @ 2:09pm 
@Mr. Guy yeah
Mr. Guy May 17 @ 2:01pm 
Does this work with the Progression series posted by Ferny?
Devourer of chicken May 13 @ 10:49am 
Tasty Armory High Medieval compat?
turkler  [author] May 11 @ 9:20pm 
@TACTICAL D-0GGY I'll take a look
verylargewolf May 11 @ 2:26pm 
For the compatibility on the mad catter weapon packs, the prestige stellic polearm and prestige stellic cane are missing the extra range - or at least on their info cards, it is not present.
UltraEmailMan Apr 17 @ 6:30pm 
That is a wild package id. Love it.
Reidlos Apr 4 @ 12:59pm 
got a mod suggestion if your up for it, RimForge, has a long spear and such, Im going ot manual patch it so its very minor in the grandscheme of things but tossing it out there.