RimWorld

RimWorld

Bioferrite Chainsaw
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.
koni  [author] 9 Jun @ 12:11pm 
Fixed. The warcasket variant should now be constructable on floor, like the other warcasket weapons
koni  [author] 7 Jun @ 2:59am 
@Voltaire Yes, that's not intended. I'll take a look into it.
Voltaire 6 Jun @ 9:30pm 
Warcasket version doesn't appear to craft properly. It sits as a bunch of ingredients around the bench and the crafter "works" them in the same way pawns prepare foods or drugs as opposed to creating crafted goods where it combines into an unfinished item that can be worked on in increments. In effect, this means that a crafter would need to sit and create the item in one sitting without any interruptions, for 1300 points of work that's borderline impossible, I assume this is unintended
average AI 2 Jun @ 11:26am 
great mod! are there any plans for armor?
koni  [author] 30 May @ 11:57pm 
@ERJOPS Can you please provide more information, like an error log or other circumstances; do the issues still occur after retarting your game or refreshing the mod list?
ERJOPS 30 May @ 2:54pm 
Also I crafted warcasket variant and I cant take it or use
ERJOPS 30 May @ 2:33pm 
No texture for warcasket variant
Valdur 2 May @ 5:30pm 
Aww man... this needs a persona variant.
koni  [author] 3 Apr @ 10:57am 
@🐺🐺🐺🐺🐺🐺🐺🐺 Could you provide more information, please? I haven't encountered that issue myself.
HUGE DOG :3 3 Apr @ 2:50am 
The warcasket mutilator is missing texture ingame, thought it was worth mentioning.
Blanck7 14 Nov, 2024 @ 8:16am 
its not CE comparable
Sir Cumcise 6 Nov, 2024 @ 3:30am 
will it increase my psy sensitivity?
Numbers 19 Oct, 2024 @ 7:13pm 
now that's a weapon fit for fighting the abominations of the void.
koni  [author] 4 Sep, 2024 @ 7:39am 
@penny Sadly no, as they are arm protheses. If there’s a mod that adds customizable hand textures or something similar I could probably make a patch
This_Guy 3 Sep, 2024 @ 4:34pm 
Groovy
cake 2 Sep, 2024 @ 3:45pm 
do the ghoul chainsaws show up like other ghoul implants? if not it'd be cool if they did :D
Dragonofelder 30 Aug, 2024 @ 3:58am 
Heck yeah
tie.dye.rupee 9 Aug, 2024 @ 2:16pm 
maybe the blade could be a small chainsaw to keep in theme
tie.dye.rupee 9 Aug, 2024 @ 2:03pm 
I cant english
tie.dye.rupee 9 Aug, 2024 @ 2:03pm 
*demolitionist
tie.dye.rupee 9 Aug, 2024 @ 2:00pm 
Topic: Firearms
There is a notable lack of blunt ranged weapons. Now this is probably to balence mechanoids to incentivize some melee but the gun can just suck against like everything else. Call it like scrapper or demolitions and make it shoot rods of metal and give it an industrial tool like design. Also everyone keeps saying shotgun. Now the thing is chain shotgun is really good so if you wanted to out do chain shotgun directly you would have an op monster. So here's my idea, have it slightly more damage than the pump shotgun and add a blade, giving the shotgun a melee option that is comparable to like a moderately strong melee weapon. nothing crazy but still better than base game prosthetics.
tie.dye.rupee 9 Aug, 2024 @ 1:30pm 
before someone hits me with it yes I know they are bolts not arrows if it's from a crossbow. shh, I was just getting my idea out
tie.dye.rupee 9 Aug, 2024 @ 1:26pm 
Topic: nerve Spikier
Stun is kind of op in aoe so I see why they avoid it base game but I like the middle ground idea of the rapid fire nerve spikier so it can stun more targets. The only problem is to make that good against multiple targets would be a ton of micro managing and against a single target it wouldn't be much better than the normal nerve spikier because of adaption. But then I saw some grenade ideas and I had an idea that I have no clue how hard it would be to program. A stationary manned nerve spikier that fires a volley of arrows at a targeted location like a grenade but instead of a blast it randomly chooses like maybe 3-5 tiles in that aoe and damages/stuns them. probably shouldn't have motor style map coverage but it would be cool if this could target over walls like a mortar and maybe for balance have it refueled with bioferaite. I guess it went a bit off the grenade line of though and more mortar but you get the point.
tie.dye.rupee 9 Aug, 2024 @ 1:11pm 
Topic: Deadlife Dust.
I've been looking for deadlife options because I like necromancy but I've only found an op option and I like to keep my game balanced and I see some cool ideas here. If you see this MrSharkey, Deadlife Launcher already is a mod for that (it's the op one I mentioned). Pyl I really like your idea, and if balance is a concern the weapon just could do less damage than high end options. I also see it fitting really well as a persona trait; in this case the balance would simply come from the rng nature of persona weapons. Another Idea I was thinking of was having a psycast that just releases deadlife dust in an area and could have a high enough heat and psyfocus cost to be only usable by a normal pycaster once per battle and maybe two to three times per bar of psyfocus so they have take time to recharge when they cast it. In the case of this and the persona weapon I'd recommend making a separate mod so people would be able to download this one without royalty.
Simbach Vazo 21 Jul, 2024 @ 2:39am 
Disruptor Flarepopper - Firefoam popper but for entities, it goes off when a proximity detector catches one.
MrSharkey 15 Jun, 2024 @ 9:22pm 
dustthrower: is like the other anomaly guns but instead of fire it shoots deadlife dust
Doom Daddy 3 Jun, 2024 @ 7:54am 
Bioferrite armor would be cool. Increases pain resistance but breaks are always violent.
C H I C K E N 2 Jun, 2024 @ 5:37am 
Nerve Spiker? The upgrade: The Nerve breaker Higher potency of Neurotoxin, Can grantee a down with enough hits although it takes a while to wear off.
Pyl 30 May, 2024 @ 8:38pm 
a sword that resurrect people as shambler after you kill them? Sounds like a hardcore necromancy shit
Blanck7 27 May, 2024 @ 10:56am 
Hockey Mask
o b s i d 26 May, 2024 @ 9:22am 
Obligatory groovy joke
also obligatory DOOM joke
Schadock [The Angeloids] 26 May, 2024 @ 8:52am 
just like @Yanlucas said bioferrite chainsaw hand inplants
Eren Dasheil 26 May, 2024 @ 5:14am 
Groovy
Kamui Fuchi 25 May, 2024 @ 8:15pm 
Maybe some sort of nervespike grenade.
Ghastly_Grinner 25 May, 2024 @ 6:42pm 
How this inst in the base game I will never understand
NitroWolf2638 25 May, 2024 @ 5:17pm 
Kitchen Gun!
keni 25 May, 2024 @ 8:02am 
How about new implants for ghouls
Nipple 25 May, 2024 @ 2:06am 
This would be fun, with the dual mod I can finally be chainsaw man
Bird-brained Jade 25 May, 2024 @ 12:06am 
Maybe an axe that gives an ability to frighten people? Make it off the breaching axe. IE "Here comes Johnny!" That's from a pretty groovy era
yan lucas 24 May, 2024 @ 3:47pm 
bioferrite chainsaw implant would be amazing, cof cof i mean groovy