RimWorld

RimWorld

185 ratings
Bioferrite Chainsaw
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Mod, 1.5, 1.6
File Size
Posted
Updated
324.906 KB
21 May, 2024 @ 10:36am
15 Jul @ 8:27am
4 Change Notes ( view )
You need DLC to use this item.

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Bioferrite Chainsaw

Description
Description

This Anomaly-only mod adds a (for now) single industrial melee weapon based on the new material bioferrite.

Contents

The chainsaw, in-game called Mutilator, is obtainable by crafting at the bioferrite shaper once machining is researched. In addition to cuts this weapon may also cause burns to enemies due to fumes generated by its engine.

New: a Warcasket and a ghoul prothesis variation are added.

Updates

See change notes

Compatibility

No incompatibilities are tracked and no patches are applied.
Combat Extended isn’t tested.

Known Issues

No issues tracked so far

Plans

Probably more Anomaly weapons, state your ideas in the comments below.
Currently on the list are: butchery tools(bone saw, cleaver), more nerve spiker and deadlife options and firearms.

Legal

Textures and XML are created by me.
RimWorld is developed by Ludeon Studios.
85 Comments
Wiike 1 Aug @ 8:45am 
@koni oops, my bad! I'm still new to this game so thanks for the clarification!
koni  [author] 1 Aug @ 6:31am 
@Wiike This means it can't be used with medieval type shields. Shield belts should work fine
Wiike 31 Jul @ 9:38pm 
Great mod. One question tho, this weapon have a unusable with shield flag which is normally used on ranged weapons, was this on purpose?
This_Guy 24 Jul @ 1:56pm 
Groovy
ThroatGOAT 20 Jul @ 10:12am 
Awesome, thank you so much.
koni  [author] 20 Jul @ 1:18am 
@ThroatGOAT I’ve uploaded a screenshot..
ThroatGOAT 19 Jul @ 9:02am 
Could you update the page to have a picture of what the chainsaw looks in the hands of a pawn?
koni  [author] 13 Jul @ 10:24am 
Soon
Marty in the multyvers 12 Jul @ 3:05am 
1.6?
Nishe 10 Jun @ 7:22pm 
Somehow this mod updating broke my game until I resorted it with rimsort, lol. Was causing all mountains to not load, even on new saves. Was consistent across several restarts until resorting the modlist, and this mod was the only one that moved. Not sure how that's even possible with a small xml mod like this, but yeah.