RimWorld

RimWorld

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[1.5] Industrial Melee Weaponry
   
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Mod, 1.3, 1.4, 1.5
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28 Jul, 2021 @ 6:06pm
13 Mar @ 11:59am
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[1.5] Industrial Melee Weaponry

Description
Do you find the melee weapons a bit technologically restricted? I mean, why have melee weapons only made from the medieval era and no later? Why shouldn't you be able to beat people up with items you can find around the time of the Industrial Age?

This mod adds a couple of melee weapons that are exclusively industrial era. They only appear on Outlanders and Raiders, as well as the occasional Empire Champion wielding a machete. Tribals cannot appear with these weapons unless you patch it in. You can create these weapons in a smithy after researching Industrial era weapons.

The weapons added are (in no particular order):
  • Baseball Bat - A smooth, shaped club used in baseball. The design of the bat is made for launching balls it strikes far distances, however, it can still be used as a deadly weapon.
  • Spiked Baseball Bat - A baseball bat with spikes nailed into its barrel to make it more lethal. Great improvised weapon for anarchists and zombie slayers.
  • Claw Hammer - A metallic tool designed to drive down or pull nails out of an object, typically wood. The tool can be used to speed up contruction. The claw hammer increases construction speed by 20%.
  • Crowbar - A metallic, crow-beak-shaped tool designed to pry open things. Its design makes it an excellent lever, being able to be used as any of the three lever classes. The perfect tool for workers, thieves, and theoretical physicists.
  • Machete - A medium-sized bladed implement used either as an agricultural replacement to an axe, or a long-bladed knife in combat. It is widely coveted by daring adventurers so that they can cut down any vines blocking their path to ancient jungle temples. The machete boosts plant cutting speed by 20%.
  • Sledgehammer - A long, heavy hammer designed for applying a large amount of force over a wide area. The long handle with the heavy head allows the user to swing with much more momentum than with regular hammers. It is a tool commonly used in demolitons. Sledgehammers are usable as a breach weapon, being able to destroy walls much faster than normal. It is stronger but slower than a breach axe.
  • Chainsaw - A powered saw that cuts with a set of rotating chain teeth on a guide bar. It is mainly used for cutting wood, though it can be used as a weapon, albeit an unwieldy one. Its chain, while able to shred through wood and softer material with ease, cannot easily break through metal or solid armor.
  • Knuckleduster - A weapon used in hand-to-hand combat to reduce damage to the user's fingers by spreading counterforce and increase damage to the victim's body by reducing contact area. Commonly called brass knuckles, although it is commonly not made of brass.
  • Boxing Glove - A cushioned glove boxers wear during matches to protect themselves and their foe's faces. While not great (as lethal) as conventional means of weaponry, many still use it as its non-lethal design is great for entertainment purposes where two people fight it out. The boxing glove is designed to be weak enough to not deal serious injuries. No promise on whether or not that tracks in higher quality boxing gloves, though.
  • Sock Mace - A heavy implement stuffed inside a sock or any cloth tied together to hold the implement inside. The makeshift mace can be swung around using the loose end to increase damage. Not particularly effective against conventional weaponry, but it's extremely easy to make. The sock mace can be made with no skill whatsoever on a crafting spot, and is quite cheap.
  • Briefcase - A carrying case used by lawyers back then to carry briefs around. Just carrying it gives a sense of authority and business about you. Can be used as a weapon to whack foes with and as a carrying tool. The briefcase increases carrying capacity and boosts a pawn's social capabilities.
  • Pocket Knife - A small knife concealable in your pocket. While not as effective as a knife built for combat, its small form and easy to handle build allows for quick strikes. The pocket knife has a shorter cooldown than most other weapons.

The following table is a stat list for the weapons (Steel as material, normal quality) (The sock mace and boxing glove don't change stats with material since they use textiles as their Stuff):
Weapon
Crafting Level
Ave. DPS
Ave. AP
Baseball Bat
4
6.26
20%
Spiked Baseball Bat
4
8.25
27%
Claw Hammer
4
5.36
16%
Crowbar
7
8.12
27%
Machete
7
8.82
33%
Sledgehammer
10
6.27
19%
Chainsaw
12
8.41
10%
Knuckleduster
8
6.67
30%
Boxing Glove
10
4.5
13%
Sock Mace
0
4.55
15%
Briefcase
12
5
15%
Pocket Knife
6
10.53
16%

Note: The weapons in this mod use IndustrialMeleeBasic (Sock Mace), IndustrialMeleeDecent (Baseball Bat, Spiked Baseball Bat, Pocket Knife, Boxing Glove, Knuckleduster, and Claw Hammer), IndustrialMeleeAdvanced (Crowbar, Machete and Chainsaw), IndustrialMeleeUtility (Briefcase), and IndustrialMeleeDestructive (Sledgehammer) as weaponTags. If you want your race/faction to use these weapons, their PawnKinds must add these weaponTags in a patch.

I recommend using Tree chopping speed stat alongside the mod so that the chainsaw can chop down trees faster without also increasing plant harvest speed.

Mod probably works with CE, I don't know. It's probably been patched by now.

Check the change log for updates.

This is my first expansive mod (my first actual mod can be found here), so any and all constructive criticism and advice/suggestions to make it better is appreciated!
9 Comments
killgaet 29 Apr, 2023 @ 9:27am 
Mod works with CE
PearificPear 18 Apr, 2022 @ 7:17am 
@I exist Okay! Sounds great, can't wait for the update! And thank you, for being one of the greats that is adding to Rimworld. People like you are the ones who keeps this game worth sinking thousands of hours in to.
I exist  [author] 17 Apr, 2022 @ 2:32am 
@Pearific Oh, I'd love to, trust me. However, my game is committing copious amounts of black magic and is refusing to let me make these weapons equipable with shields on. As soon as I figure out how to make it stop and listen to me, that update is coming out.
PearificPear 16 Apr, 2022 @ 3:25pm 
Amazing! Can't wait to reinforce the Sock Mace with the "infinite reinforce"-mod.

Noticing that no weapons are usable with a shield. Any possibility to get compatibility with that, for the more traditionally one handed weapons? Watching my medieval-esque archoknight charge in to battle, alone, with a cryoshield and a sock mace just seems to good not do.
dude 21 Aug, 2021 @ 4:57pm 
Fucking amazing
෴ ENTRECEIJO ෴ 29 Jul, 2021 @ 6:12pm 
thanks!
I exist  [author] 29 Jul, 2021 @ 1:00pm 
@HUGO GÁSTRICO Sorry, no. I don't use CE.
෴ ENTRECEIJO ෴ 29 Jul, 2021 @ 4:50am 
Is it CE compatible?
swordsensei 28 Jul, 2021 @ 7:11pm 
This is perfect for my Fallout run. Thanks!