RimWorld

RimWorld

Zeus Weapons Pack
43 Comments
Mad Catter  [author] 1 Jul @ 9:24pm 
1.6 Working version updated. Please report any issues.
Spikey 30 Jun @ 8:34pm 
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 45194475]


Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 9B7FE4A6]


I get these two errors if these help or not.
Spikey 30 Jun @ 8:27pm 
Yeah I have an odd bug for ya on the 1;6 test build, "Error while generating a new map"
Can't load save games or click "next" in choose scenario.
Mad Catter  [author] 24 Jun @ 8:30pm 
Temporary Update to 1.6. Please report any issue you encountered!
Abster 24 Jun @ 9:20am 
This would be a great set of weapons, except for the debuffs to speed/hit chance etc with most (if not all) of the weapons. Because of this I haven't used any of these weapons despite having this mod for ages. Sorry to the mod author, I'm not being ungrateful, but it's just personal preference. I use the vanilla monosword & zeushammer instead. Thanks anyway.
Sarus 12 Apr @ 9:45pm 
So, i just need to obtain, maybe 40 Zues staffs, make a fence out of them, Perfect Wall
Ki115witch 12 Apr @ 8:51am 
OMG Finally a mod that adds a plain staff. Granted its a zeushammer but that makes it even better!
KingsMan_ 4 Mar @ 6:36pm 
When using the stellic cane blade link with the run and gun mod, it automatically shoots the laser beam while moving.
I set the run and gun to not be used only with stellic cane blade link in the running, but the same problem occurs.

I have to consider this as I use the run and gun mod, but the two mods are so perfect that I can't remove any mod. It would be really good if a compatibility patch was applied.:steamhappy:
KingsMan_ 15 Jan @ 4:28am 
this mod is really faking awsome
jaime.loken 10 Aug, 2024 @ 7:10am 
is it compatable with craftable royalty weapons
'atrick 18 Jul, 2024 @ 11:54pm 
Please patch this for melee animations author.
Mad Catter  [author] 3 Jul, 2024 @ 11:29pm 
It is a VE Framework issue so there isn't much I can do besides replacing it with something else.
Sarus 30 Jun, 2024 @ 1:43am 
Been any luck with the stellic war mauls thing of soccer balling objects around?
Mad Catter  [author] 21 May, 2024 @ 8:26pm 
Extensive CE balance pass, thank you Aelflead Wayne!
Also forgot to mention that Zeus Greathammer was added.
Mad Catter  [author] 16 May, 2024 @ 9:26am 
New update: You can now buy these weapons from Deserter Network in VE-Deserter
Sarus 2 May, 2024 @ 6:48am 
Also that Cane is lethal, first time usage of it and i basically Scorched my colony off the face of the rimworld by the first combat the user got into: a wild bear
Sarus 2 May, 2024 @ 6:47am 
Funny how the naming of things causes Civil wars among users
Anyways Tox/Acid is def intriguing as i like tox generator tox bombing the map over time once i have gotten that gene to provide immunity (sadly not for the animals! D: )
So weaponry from the Celestial Weaponsmith here in that theme would be sweet :steamthumbsup:
Mad Catter  [author] 2 May, 2024 @ 4:21am 
@Sarus: Tox/Acid Pack follows the same formula as the 3 previous packs (6 normal weapons and 2 Prestige weapons). Crypto has no Prestige Weapons due to them not being associated with the Empire but there is a Tower Shield. I will post some in the Artwork section later.
@Gerewoatle: I just follow the naming scheme that most people and VE team use. If anyone dislikes that enough I welcome them to make a patch renaming all Crypto to Cryo.
Gerewoatle 2 May, 2024 @ 3:42am 
@Sarus:

The RimWorld community has chosen to associate the "Crypto-" prefix with cold/cryogenic effects under the mistaken impression that cryptocaskets use cryogenic suspension to place their occupants in hibernation.

They do not actually do this, instead inducing a cryptobiotic state in the hibernating occupant, effectively suspending their biological processes with no need for cryogenics to be involved at all.

Unfortunately this mistake has led to both a plethora of cold-related mods being improperly labeled "crypto-whatever" and a fair bit of misplaced snark involving the assumed misspelling of "cryo-".
Sarus 2 May, 2024 @ 3:31am 
That has me curious, melee/ranged weapons that inflict tox/poison related effects?
Not sure what crypto is tho
Mad Catter  [author] 1 May, 2024 @ 6:42am 
thanks a lot. Please look forward to my Tox and Crypto Packs
Sarus 1 May, 2024 @ 6:26am 
Aside from Stellic maul having the strength of thors hammer, these 3 weapon packs are great :) just gives that variety and cool appearances to equip everyone with, instead of that same plain old weapon
Mad Catter  [author] 1 May, 2024 @ 5:43am 
I have reported the issue to VE Team maybe they will take care of it.
Sarus 1 May, 2024 @ 5:39am 
a save reload might potentially fix but so far i have only attacked walls/doors on other temporary maps to have noticed it
Mad Catter  [author] 1 May, 2024 @ 5:28am 
Ok I just tested on 1.5 while they do knock around impassable structure and leave behind impassable void. I tested with VE Framework, my 3 Weapons Packs, VE Pirate, and Rocketman. So it's probably an issue on VE Framework.
Sarus 1 May, 2024 @ 5:11am 
1.5 yes, forgot to mention that detail sorry >.<
Mad Catter  [author] 1 May, 2024 @ 5:08am 
Are you on 1.4 or 1.5?
Sarus 1 May, 2024 @ 5:07am 
I do not have that mod sadly, but with the stellic maul ive noticed any structure object it hits gets shifted around, even those ruined wheels or vehicle wrecks lol, or giant old war mech bodies somehow gets flung around, or Raya is just that overpowered.. my supersoldier program is too effective! lol
Mad Catter  [author] 1 May, 2024 @ 5:05am 
@Sarus it shouldn't be possible? Can you test if the same thing happens to VE Pirate Warcasket Gravity Hammer please? Since both use the same knockback code from VE Framework.
Sarus 1 May, 2024 @ 4:41am 
@Mad Catter: the Prestige Stellic Maul has a bug/feature? that structures it hits gets smacked around, in the case of stuff like walls/doors, it causes a impassable void even if the relocated object gets destroyed
furialrm 20 Apr, 2024 @ 2:28pm 
Make a mod so we can make weapons please
Mad Catter  [author] 14 Apr, 2024 @ 9:46pm 
That would require a lot of works and I'm not too keen on that.
Vanner 13 Apr, 2024 @ 4:17pm 
they indeed looks fantastic! any plans on making the persona variants customizable if used together with persona weapons extended? (at least the prestige/stellic versions)

Also, after all the packs a look at the eltex would be cool too
Mad Catter  [author] 27 Mar, 2024 @ 10:24am 
Updated to 1.5. Please report any bugs or error you encounter.
Mad Catter  [author] 25 Mar, 2024 @ 9:23pm 
I'm working on Crypto and Tox packs atm. No plan for Eltex because Eltex seems more like a caster's catalyst than actual weapon.
fallengrace 19 Mar, 2024 @ 4:45am 
they look fantastic.
btw are you going to make an eltex pack as well or are you sticking to just these three?
Mad Catter  [author] 15 Mar, 2024 @ 12:42am 
@Gary Oak They aren't craftable but you can find them in any place you find Zeushammer (Outlander/Empire Settlements, Empire Blademonks/Nobles, Ancient Danger/Complex). If you have VE Persona you can pick one of your choice when you hit Baron (same as my Mono and Plasma Packs). The Prestige Weapons can also be bought with permit if you hit Count with Empire.
Gary Oak 15 Mar, 2024 @ 12:18am 
looks awesome! very clean! are they craftable? @Mad Catter
Roque the Rogue 13 Mar, 2024 @ 5:15pm 
This has been some of the most unique looking weapons to come out for years
Mad Catter  [author] 12 Mar, 2024 @ 6:13pm 
@Myf Thank you for your kind words!
Myf 12 Mar, 2024 @ 1:12pm 
YOOOO! Your weapons packs are the absolute best! love your mods! <3
Tcgirl8 11 Mar, 2024 @ 7:06am 
Love these designs, glad to have all 3 types now!
Dr Jimothy 11 Mar, 2024 @ 5:04am 
It's beautiful.