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Addie's Sanguine Arsenal
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Mod, 1.5, 1.6
File Size
Posted
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1.932 MB
24 Mar @ 2:10pm
14 Aug @ 11:44am
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Addie's Sanguine Arsenal

In 1 collection by Addie Van Winters
Addie's Mods
10 items
Description
Addie's Sanguine Arsenal


Additions:
  • Five new industrial tier bloodfeeder focused weapons available after researching "hemo-channeling armaments" which requires gunsmithing and deathrest. Weapons are made at a machining table.


  • Exanguis Handgun: A handgun that can consume a bloodfeeder's hemogen to fire a burst of explosive blood projectiles.
  • Sanguine Katana: A very powerful melee weapon that can consume a bloodfeeder's hemogen to fire a razor-sharp wave of blood.
  • Threaded Cane: A regal looking cane comprised of threaded blades. Used as a ranged whip.
  • Sanguine Musket: Not actually a musket, this rifle is capable of channeling a bloodfeeder's hemogen into a cutting beam.
  • Blood Dagger: A throwing dagger that applies sanguine hemorrhage. Relatively cheap compared to the other weapons.
  • Blood Scythe: A big ole scythe, for all your blood spilling needs!


  • Weapons apply "Sanguine Hemorrhage" hediff, which at critical buildup will "pop" and deal a burst of damage. Think of it like bleed build up in Dark Souls or Elden Ring.
  • The weapons are all fairly good, but the katana, handgun, and musket are MUCH better when used by a pawn with hemogen.


The weapons require hemogen to use their special abilities. If the pawn doesn't have enough(or any hemogen) the special abilities will do nothing
I have never played with CE and thus do not make my mods CE compatible, ask for a patch on their end please.
This is my most C# touching mod yet, I don't think it has any glaring issues but let me know of any bugs.




Want to motivate me to make more and better mods, or want to commission something specific?
Consider buying me a shot of espresso:
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Popular Discussions View All (1)
5
4 Aug @ 12:03pm
Adding this mod specifically to my load order causes some warnings, curious if it's related to a prior incompat comment.
big fella
21 Comments
Addie Van Winters  [author] 11 Aug @ 1:13pm 
?? do you have any errors?
Alpharius 11 Aug @ 1:01pm 
scythe hype
unfortunately, it appears that all but four of the weapons have been just wiped off the face of the planet
I only have the handgun, musket, katana and dagger
Adding this mod to my mod list breaks the game so it can't get past map generation part of loading, and it can't get past scenario select of new game, and I have no idea where the incompatibility is coming from since the log doesn't say
Madmouse Ked 10 Jul @ 9:39am 
Scythe hype.
Addie Van Winters  [author] 6 Jul @ 12:52pm 
i have actually, 1.6 will have a scythe why not.
Varulv16 5 Jul @ 2:46pm 
hello my guy have you ever thought about making a Scythe?
Halicade 22 Apr @ 4:43pm 
Hello! just letting you know you forgot to set Biotech as a dependency in the about file. Found out the hard way when it crashed my game that I forgot Biotech in. lol
big fella 10 Apr @ 10:21pm 
Worth considering also that anyone who invests in melee gives this weird requirement to make those equipped with melee weapons have to avoid targets that are being stacked with Haemorrhage, so just making the wielder immune might not actually fully solve the jank if I understand the problem well enough.
Unfortunately i've yet to properly test things out, so this is really just my input to the prior comment.
Addie Van Winters  [author] 10 Apr @ 3:35pm 
i will try to fix those issues in the near future!
Metalocif 10 Apr @ 2:43pm 
Cool mod, great art.
Hemorrhage Explosion is annoying because it damages the wielder. An easy fix would be to make the weapons give a hidden hediff that provides immunity to the explosion's damage def.
MVCF stuff is annoying to use. Abilities would provide more control, or a custom DamageWorker would be simpler.
The Handgun spawns on raiders? This seems unintended, as none of the other weapons do.