RimWorld

RimWorld

Big and Small - Weapons
61 Comments
RedMattis  [author] 28 Jun @ 1:16am 
@Spencer
Most likely. Any pawn at or above size 2 can use them regardless of traits.

@Ryanisunique107
You could ask Mobile Kek Suit if they want to make a giant mono-sword. I could certainly set one up in the mod if so. :)

@Manties
Phaneron made the medieval/neolithic weapons (aside from my jank salvage club). I'll gladly add some more if they feel up for it.
Bimbo Advocate 27 Jun @ 2:07am 
Can these be used by the giants in the giant mod?
Ryanisunique107 17 May @ 12:26pm 
a mono sword would be sick
Manties 19 Apr @ 5:12am 
Love this mods and your others! Was wondering if you could possibly add a two handed axe for medieval tech
RedMattis  [author] 13 Feb @ 1:51am 
@LarsSvengar
I think Roo is actually back to modding now, along with the Minotaurs and their breaking of pelvises.

I guess someone finally found a ressurector mech serum. :D

@Billo J Dahka
They inherit from the weapons in Big & Small genes.

That said, Big & Small genes alone doesn't really impact your game much directly since it doesn't contain any randomly spawning xenotypes or factions.

@Ryanisunique107
Making a "small weapon" style for stuff like swords and knives that turns them into giant sewing needles and stuff would be adorable.

From a gameplay perspective small pawns already struggle a bit in melee, they don't really need extra-weak weapons.
LarsSvengard 9 Feb @ 10:58am 
every time i see "Can be wielded by giant, herculean, and warcaskets." i just imagine a Jotun and a warcasket crying at the grave of a herculean pawn
Billo J Dahka 30 Jan @ 8:17pm 
Do i need the dependancies for these to be in the game? I'd like to be able to fine these as "relics of a time lost" without having more mods or the xenotypes.
Ryanisunique107 3 Jan @ 7:36am 
i have another question where are the small weapons?
RedMattis  [author] 3 Jan @ 6:52am 
@Ryanisunique107
Iirc. it was actually the animation mod maker that made the compatibilty for the other giant weapons from Big & Small Genes. I didn't do that setup myself. You could probably check if they care to give this mod the same treatment.
Ryanisunique107 1 Jan @ 10:19am 
please make animation mod compatability
RedMattis  [author] 5 Dec, 2024 @ 3:06pm 
@TTYRO
Much like vanilla Zeushammers and Monoswords you can only find them as quest rewards loot.

Some factions can show up wielding them as well when raiding.

If you have the Royalty DLC you can find Persona versions too.
TTYRO 5 Dec, 2024 @ 7:30am 
where do i get the Vae Suis and skarstind
RedMattis  [author] 3 Nov, 2024 @ 2:31pm 
@Catman1226
A bit of both. Anyone BodySize 2.0 or more can always use them though.
Catman1226 29 Oct, 2024 @ 1:00pm 
Does it require a specific gene to work or does it go by bodysize? I hope its is the latter because of Boarskins with their Ever-Growing gene.
RedMattis  [author] 22 Oct, 2024 @ 1:03am 
@Yukari Whiteclouds
I'm a bit hesitant to patch that, because iirc. Medieval Overhaul also has a gunpowder research and I believe some mods patch/unpatch them, which could cause the research prerequisite to be invalid.

I fully support someone writing a patch for it though.

@Moonwarden64
Probably not.

There is a "Giant weapon wielder" gene in B&S Genes (which is a prerequisite to this mod) which does what you ask for though.
Yukari Whiteclouds 21 Oct, 2024 @ 5:32am 
Can you add VWE's "Gunpowder" research requirement for the giant musket? Feels weird to be able to craft it without the research requirement.
Moonwarden64 9 Oct, 2024 @ 1:43pm 
Hey, Alpha Genes has a newer gene called "Tough Sinews" that allows pawns to use Heavy and Warcasket weapons without the need for special armor, does it also work for Big and Small weapons or do you still need the "Giant" trait?
RedMattis  [author] 27 Sep, 2024 @ 1:15pm 
I think Lars knows. Either that or he didn't check the message right above his own. :D
SKI-N 27 Sep, 2024 @ 12:27pm 
not character editor, they mean combat extended lol
RedMattis  [author] 27 Sep, 2024 @ 8:53am 
@LarsSvengard
Yup. Fully tested with the Character Editor.
LarsSvengard 27 Sep, 2024 @ 8:15am 
this is CE compatible :)
Nuff 31 Jul, 2024 @ 7:05am 
CE does have a patch for this, unless anything new was added for 1.5.
A lot of mods added new content for 1.5 and the patch makers are still playing catch-up
RedMattis  [author] 4 Jul, 2024 @ 12:54am 
@Lucasluis
Check with the CE team. The weapons in the base mod have been patched by them. They might have patched this mod too. I don't keep track tbh. since I've never used CE.
Lucasluis 3 Jul, 2024 @ 3:00pm 
is compatible with CE?
CrackaJack 16 May, 2024 @ 3:50am 
ok i saved those^^
RedMattis  [author] 16 May, 2024 @ 12:35am 
I hope that gives you some ideas. :)
RedMattis  [author] 16 May, 2024 @ 12:34am 
Checking my old notes from before I made this mod...

----------
Spacer
<Some Spacer Hammer>: Probably a hammer with a pneumatic head or some other high-tech nonsense or just a more high-tech look. Mostly intended so people will feel like it fits in their ultra-modern SoS2 spaceships and stuff. Straight upgrade.

-----------
Ultra
In general I figure balance is less of a concern here, and people downloading this mod would probably want slightly busted stuff for their ultra-late-game colonies. I'll probably inflate the costs to make it too expensive for the quest giver to hand it out early-game.

Warmech Pulse Rifle: Practically a straight upgrade of the Warmech Anti-Material Rifle, still sniper-rifle style.

Warmech Plasma Cannon: Upgrade to the rocket launcher.

Warmech Rotary Pulse Cannon: Better version of the big minigun basically.
RedMattis  [author] 16 May, 2024 @ 12:33am 
@CrackaJack
I'm happy to write XML and implement most weapons that could fit, whether it is tribal/medieval/industrial/ultra, or unusual weapons like Anomaly stuff.

Going of what people have requested here, perhaps a one-handed submachine gun or pistole, like a huge rugged 'AR-15'-looking pistol

Someone mentioned an ultra-tech scythe. Rule-of-cool weapons like that are always neat. I could totally see some Anomaly-themed "dark-archotech" stuff as well.

There was mention of a giant bow, which does make sense. The base mod has javelins, but a bow would make sense as a more accurate alternative for giants.

A flamethrower could also be nice for those who don't mind collateral damage.
CrackaJack 15 May, 2024 @ 11:38am 
*cough* theoretically, what kind of weapons do you want?
Flesh Forge 18 Apr, 2024 @ 9:59pm 
thanks :steamthumbsup:
RedMattis  [author] 18 Apr, 2024 @ 12:49pm 
@ <requests for more weapons>
It is mostly dependent on getting the art assets. I rarely feel inspired to make weapon arts, but if some artist feels like providing quality art assets I'm usually open to write the XML and put them in.

Also, I'm not as good at art as Phaneron and Mobile Kek Suit who made most of the stuff here :D

@Flesh Forge
Simple Sidearms did change to using weight as a default for carrying sidearms after I asked the author (PeteTimesSix) back in 1.4. Dunno about the state of it nowadays. I'd suggest asking Pete about it since it is ultimately up to them how it should/would behave. (Pete has a Discord, where you could ask) :)
Flesh Forge 18 Apr, 2024 @ 12:07pm 
hoping for an oversized incinerator
Flesh Forge 22 Mar, 2024 @ 8:49pm 
Small problem with interaction between this mod and Simple Sidearms: you can equip multiple giant sized weapons, and while there is a check to see if something is too heavy to be wielded as a sidearm (right clicking shows this) it still lets the pawn equip it as a sidearm. Maybe you want it to work this way but it kind of looks like it shouldn't. Specific combos I've seen this with have been Giant Shard Knife + Giant Sword, and Throwing Chunks + Giant Sword. Also not sure if the problem is particularly with your mod or with Simple Sidearms, but I'm pretty used to SS's size/weight check working as expected.
Jamerific 18 Mar, 2024 @ 9:04pm 
Needs some more primitive range weapons. Giant Longbow, Log Javelin, Bolder, and Cannon to name a few.
Brybry 29 Feb, 2024 @ 6:16pm 
Requirements aren't for nothing, the mod won't function as intended without them, if it functions at all.
THE TABLE 17 Feb, 2024 @ 7:45am 
so do I need any of the required mods for this? since I don't have biotech idk if the framework would work or the this mod without the framework.
N7Huntsman 7 Feb, 2024 @ 7:00pm 
I'm uncertain where the pawn size restriction originates from (weaponClasses, perhaps?), but it appears that it's not functioning correctly--they don't appear to actually require the 'Giant' trait to equip and use.
Blåhaj Blast 6 Feb, 2024 @ 5:13pm 
I like this pack, but do you think you could add some sort of giant sized bow?
RedMattis  [author] 23 Jan, 2024 @ 12:27am 
@Graug Enjoyer
I'm more of a coder than an artist. I did make the Salvaged Club, and a few of the weapons in the Big & Small mod, but mostly when I make this type of mod it is based on art donated by an artist.

As you can see in the Credits all the other weapons were made by Phaneron and Mobile Kek Suit. :)
Average Genestealer 21 Jan, 2024 @ 11:20pm 
I really like the helmet attached to the Salvaged Club- have you ever considered making an armour pack? Like, special armour for the small and big races?
Geobeetle 2 Jan, 2024 @ 10:17am 
@RedMattis it was an issue with one of of Neronix's tweaks where manhunters cant be animals that can nuzzle, so every time it tried to generate manhunters for any persona weapons not just from your mod, it would fail to find animals for the manhunters. No worries it wasn't your mod!
RedMattis  [author] 2 Jan, 2024 @ 6:03am 
@fitznorway
Outperformed by what mod weapons?

I've overall tried to make them a bit better than the closest vanilla weapons since they require the "Giant" trait to use, but for the melee weapons especially I need to take the increased damage Ogres/Jotuns already deal into account, otherwise they will one-shot baseliners all the time.

@Geobeetle
Do you have any error logs from when the issue has occured? The weapons are mostly XML so quests being an issue seems unexpected.

@The Ductor
I'll look over the Kanabo and see if it could use some buff. The resource costs are mostly based on being a bit plausible, but then again the amount of materials used to make a suit of Armour in Rimworld could build several square meters of steel wall...
fitznorway 1 Jan, 2024 @ 3:22pm 
These could really use a buff, or maybe a set of non-vanilla parallel options? They are outperformed by almost everything, even in the hands of a frost jotan sized warrior. I love the look, though, it's a beautiful mod - which is why I'd like to use it more!
Geobeetle 27 Dec, 2023 @ 8:36am 
When the game tries to spawn in persona weapon quests with the persona weapons in this mod the game just immediately deletes the quest and says I completed it in the quest log. I'm running the more persona traits mod, is this an incompatibility?
The Ducktor 19 Dec, 2023 @ 1:04am 
Whoops forgot to mention I meant the giant kanabo.
The Ducktor 19 Dec, 2023 @ 1:03am 
Great mod, but the big weapons could use a damage buff of a resource nerf, 300 is very steep for their output....
MichalPl111 16 Dec, 2023 @ 6:50am 
@Doomed my friend from Oni's POV: everyone is small
Doomed 14 Dec, 2023 @ 2:38pm 
I see the "Big" but I don't see the "Small" Don't forget the little folks.
chitoseender 14 Dec, 2023 @ 12:39am 
cool club! can't wait to Crush some people.
LNBalestra 10 Dec, 2023 @ 10:24pm 
even better than a whole cannon: an entire artillery piece