RimWorld

RimWorld

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Adjustable Odyssey Unique Weapon Traits
   
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Mod, 1.6
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990.967 KB
17 Jul @ 8:09am
17 Jul @ 10:44am
2 Change Notes ( view )
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Adjustable Odyssey Unique Weapon Traits

Description
This mod allows customization by adding and removing traits on unique weapons from the Odyssey DLC.
Each unique weapon can have up to 3 traits, and traits must be added or removed at the Machining Table.
To adjust traits for unique weapons requires researching and unlocking a specific technology.
This mod allows you to only ​customize the addition or removal of traits​ for unique weapons, ​but does not enable​ directly crafting these unique weapons or purchasing them from trade caravans.

supported language:
English
ChineseSimplified (简体中文)
ChineseTraditional (繁體中文)
French (Français)
German (Deutsch)
Japanese (日本語)
Korean (한국어)
Russian (Русский)







If you feel that directly adding or removing traits of these Odyssey DLC unique weapons seems too OP, you might want to try my other alternative mods:

Allows crafting the unique weapons from the Odyssey dlc, but requires twice the materials compared to regular weapons, and generates traits and abilities randomly.


Allows unique weapons from the Odyssey dlc to be purchased from traders.




If this mod is what you need, my other mods may also suit you.

Show the CD of boss group
This Mod displays a timer on the right sidebar, for the cooldown of mechanoid boss squads summoned by a Mechanitor.​


More Apocritons In Same Wave
This mod allows the combat squad summoned by the Mechanitor, led by Apocriton, to spawn more Apocritons and their guardians in a single summon. Consequently, you can eliminate more Apocritons in the same wave attack, but the combat difficulty will also significantly increase.​



Control Sublink Ultra
This mod adds a new mechanitor implant: ​control sublink (ultra)​. Like the other two control sublinks, each installation provides ​​+6% mech work speed offset​ and ​​+1 control group. Crafting it requires ​4 advanced components​ and ​1 nanostructuring chip.



34 Comments
will.loken 4 Aug @ 11:24am 
It would be cool if the cost of the recipe depended on the traits ie a heavy smg with incendiary round and a bioferrite burner might cost 2 components and 30 bioferrite for the burner and 75 chemfuel to make the bullets incendiary, or an ornate changed pistol with an arm brace and a gold inlay requires 25 gold (15 for golden 10 for ornate) 30 plasteel and 2 advance components for the charge thing and 3 components and 35 steel for the brace
Arky 3 Aug @ 6:09am 
It would be cool if there was a system like genes. There would be a bill for disassemble weapon. Then you get weapon packs. You add them to a weapon to upgrade it. You don't waste the weapon pack on use, so they are like collectibles.
FirstBornAcorn 2 Aug @ 2:42am 
It seems there is a bit of a bug with removing lunchers/burners, even once you remove it the weapon still has it os able to use and recharge it
Sumatris 31 Jul @ 1:04am 
@IAmDaven: Try limiting the recipe to the specific weapon type you want to change, and if you have multiple of these, forbid the ones you want to keep. It's a bit tedious, but I doubt there'll be a better way, considering how Rimworld handles stuff like this.

@Teiwaz: Would it be possible to make these traits applicable to other weapons? I don't use the vanilla stuff all that much, but I'd really like to slap these extensions on my Vagar bolters and lasguns for instance. I don't care about any visual changes either, just the traits.
Lattekahvi 30 Jul @ 11:35am 
can you make lower tech level stuff like bows and swords require smithing table and appropriate tech instead of machining?
Dragon 30 Jul @ 10:25am 
Getting a weird issue where the UI for adding traits is blank with nothing but a search bar, but the UI for removing traits works fine. Mod is at the bottom of the load order - anything this could potentially conflict with?
IAmDaven 28 Jul @ 3:48pm 
Can you choose what weapon you want to change? My crafter just seems to grab whatever weapon he wants.
♿DaDa♿ 26 Jul @ 7:53am 
好吧,检查出来了,原来是和Simple sidearms副武器mod冲突:steamhappy:
♿DaDa♿ 26 Jul @ 7:45am 
作者大大我研究完了科技之后,请问我为什么在机械加工台上面看不到人任何相关的更改特性,是要怎么操作的?
黑蜜糖 25 Jul @ 7:02am 
好吧,经过认真测试,长枪管可以靠重启动游戏让词条生效,像EMP爆发之类的主动技能,还有减瞄准时间那个,才是真的卸不掉