RimWorld

RimWorld

Adjustable Odyssey Unique Weapon Traits
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
黑蜜糖 25 Jul @ 7:01am 
有些词条能卸载,能加上,有些不成,比如电荷步枪的长枪管,继续等待更新。
天羽圣佑 24 Jul @ 11:11pm 
一点用没有:steamthumbsdown:
Glass Fruit 24 Jul @ 11:21am 
I wish it was possible to add unique traits to normal weapons. I kinda hate the Unique weapon looks. Specially when there are good looking style mods out there.
东方华生 22 Jul @ 7:21am 
伟大无需多言
CoolSensei 22 Jul @ 12:24am 
@[HAN]PzKpfw VI Save and reload your game and the stats will display and work properly.
[HAN]PzKpfw VI 21 Jul @ 10:52pm 
Looks like it just change the traits of unique weapon but not change the state, so the traits I added does not work. When I test it ,I add increase range and reduce aiming time traits on a unique snip rifle, but it actual state just like a normal snip rifle with same quality .
Ayaka 21 Jul @ 4:50am 
u know what i want say, u are simply a genius.
永远的赵日天 20 Jul @ 7:19pm 
祖国人:你知道我要说什么。
沫名の小情绪 20 Jul @ 2:36pm 
我雷哥扫杠
K9Salmon958 20 Jul @ 12:59pm 
Think you can add compatibility with Tech Advancing Mod as it sets your tech level to max tech Level (Better than Archo Tech after testing) the moment you research it and makes everything you research >500 research.
Rhein_Seele 20 Jul @ 10:27am 
want batter ui
万予万依 20 Jul @ 12:55am 
超人!
不是水母是你爹 19 Jul @ 11:34pm 
thank you nice work!:bbtcat::Dave_thumb2:
香香 19 Jul @ 8:42pm 
I've been waiting for this for a long time!
The Devout 19 Jul @ 3:16am 
Teiwaz you are a legend!
羊告龙 18 Jul @ 10:48pm 
居然直接支持简体中文?惊了。
Alzz 18 Jul @ 3:02am 
Thank for you fulfilling my dream.I love you :D
Poul Mavinger 18 Jul @ 12:16am 
Was just looking for this bc my relic charge rifle rolled pretty shitty traits. Thank you for it!
邻家王阿姨 17 Jul @ 8:00pm 
我喜欢你:BMW_SALUTE:
CoolSensei 17 Jul @ 2:57pm 
After some testing with both this and your unique craft mod, i noticed that if your unique weapon originally has one of the traits that gives your pawn a skill, etc grenade launcher, flame thrower and EMP charge, you retain that skill even if you remove all traits and replace them with different ones. Haven't tried placing multiple of the skill traits and then replacing them. Just wanted to let you know.
CoolSensei 17 Jul @ 12:09pm 
@Teiwaz Thanks for your swift reply! Your new description is perfect!
Teiwaz  [author] 17 Jul @ 9:31am 
@CoolSensei : Thank you very much for your support. Yes, this mod functions separately from the two mods I released previously. This mod only offers the capability to add or remove traits for these unique weapons. Creating the unique weapons themselves still requires support from my other mods.
To adjust traits for unique weapons requires researching and unlocking a specific technology.
The confusion was likely my fault—I admit I described the mod's features poorly in the description.
CoolSensei 17 Jul @ 9:10am 
Hey, i'm using you "Craftable Odyssey unique weapons" mod and it works wonderfully, however, i have no idea how this one is supposed to work. Is it standalone? Does it need the original craftable unique weapons mod? I tried adding it with or without the parent mod but nothing seemed to be working.

How do you add or remove traits? There is no bill recipe for it on the machining table and right clicking the table doesn't give an option to do anything with the unique weapons i have. Am i really blind or stupid? Can't seem to figure it out. Good work though!
Kimo' 17 Jul @ 9:08am 
Finally, thank you!