RimWorld

RimWorld

Dead Goat's Weapon Pack 1
70 Comments
GoofyGuy73 14 Jun @ 9:35am 
thank you so much! i just used this to assemble my psycaster grim reaper!
Zlorfik [CH/BY] 13 Nov, 2022 @ 1:55pm 
What technologies are required for the creation of these weapons? I would assume smithing, but the description doesn't state it.
The Bard of Hearts 1 Nov, 2022 @ 7:33pm 
update for 1.4 coming by chance? I really like this mod.
Detrian 3 Apr, 2022 @ 11:21pm 
Heey you are back. Nice.
PaleEnchantress 2 Apr, 2022 @ 4:57pm 
Did you remove the scepter? I really loved that thing.
DarkArtistryNKP 27 Mar, 2022 @ 6:45pm 
Since you are back an updated, If you do ever ask for the continued ver to be taken taken down.. it would be much very helpful for this to not be DLC reliant.
Dead Goat  [author] 31 Jan, 2022 @ 10:42pm 
Updated for 1.3
I need to fix some stuff still most likely such as tags and whatnot.
King Zog 18 Sep, 2021 @ 5:50pm 
could you make a standalone for the macuahuitl
velcroboy333 12 May, 2020 @ 2:00pm 
Updated for 1.1: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2094430077

@Dead Goat, let me know if you ever want to take over again.
MagicDew 2 May, 2020 @ 3:30pm 
me too
The Bard of Hearts 14 Mar, 2020 @ 6:29pm 
No 1.1? darn. I liked this mod.
TT5 26 Feb, 2020 @ 9:59am 
do we get a 1.1 version ?
Vats 30 Apr, 2019 @ 5:29pm 
How can a blowpipe have roughly the same range as a short bow?
Trunken 23 Apr, 2019 @ 10:23am 
@Meakin, thats incorrect, it doesnt break the dual wield menu, im using both.

Must be a different mod interfering. Dunno about CE, didnt test it.

Greets
Meakin 23 Apr, 2019 @ 10:07am 
I don't think is going to get much done about it, but this appears to largely break the dual wield mod (or at least it did a few months ago). You can technically use them side by side, but it prevents you from changing any settings in the dual wield menu. It's a real shame because I'd love to use these weapons! Is CE compatibility also something we might see...? There's a distinct lack of tribal melee weapons (and melee weapons generally) in CE
Sassy Sasquach 26 Mar, 2019 @ 9:13am 
CE Compatability?
Trunken 7 Mar, 2019 @ 11:57am 
Hey, i would like to translate your mod to german, will need a little bit help in the progress tho.

Do you mind? :-)

Regards
DeminRamst 25 Oct, 2018 @ 4:05am 
I only wanted a mod with a bearded axe. Double headed Axes are abominable. Your war Axe looks nice. The rest of the weapons make sense, I like the mod. Except the farmer's Scythe, hahaha!

I'll make an obscure request while I'm here. Your mod doesn't have a Bardiche. I mean there's a whole heaping amount of silly variations of weapons you're missing, but the fundamental types seem all there. Pole axe is too much like Halberd which is too much like spear, but Bardiche seems to be oddball enough to fit while not being ridiculous tech like a ball and chain macey thingy. Though one could argue it's just a long hande Axe, so fair enough! Bye!
Tynan  [developer] 3 Oct, 2018 @ 2:35am 
It's marked 1.0, but that may be from the unstable period in July. Does it work for the final 1.0?

https://ludeon.com/forums/index.php?topic=45988.0
Catlord9001 20 Sep, 2018 @ 7:21pm 
Can I get a direct download version of this please? I kind of want to change a couple of things, since my pawns tend to use the blunt end of the stabbing tool far too often for my liking.
stolentime 22 Jul, 2018 @ 7:39pm 
So far with your update, I haven't had any other problems or conflicts with other mods. Thanks for continuing to support this mod.
stolentime 22 Jul, 2018 @ 2:23pm 
Thanks! I'm hoping there will be no conflicts with other mods, but if there are, I'll come back and let you know.
Dead Goat  [author] 22 Jul, 2018 @ 10:42am 
Updated again... To remove the code they required in the 1.0 update that was removed in the last patch.
Soaresz 21 Jul, 2018 @ 5:53am 
I would love a mod like that that could deactivate fire weapons, going for full medieval colony
stolentime 21 Jul, 2018 @ 5:28am 
Is this still going to be updated?
Dr. Ben Carson 22 Jun, 2018 @ 8:24am 
Only B18 as of now
Depleted 21 Jun, 2018 @ 5:16am 
@Dead goat, that would be a no, not currently.
Dead Goat  [author] 20 Jun, 2018 @ 3:05pm 
I can make a branch for that. Is combat extended in 1.0 or no?
Dr. Ben Carson 20 Jun, 2018 @ 5:24am 
Hi thanks for this mod, can you please make it Combat Extended compatible? I'd love to use the crossbows
Dead Goat  [author] 19 Jun, 2018 @ 6:11pm 
Updated for 1.0.1938
PremierVader 6 May, 2018 @ 3:19pm 
Hi I just want the net from this mod, anybody know how to do that and disable all the other stuff? Also will this work on B18?
Emperor 23 Mar, 2018 @ 3:29pm 
I'm here for the scythe.
Andminus 25 Jun, 2017 @ 9:51pm 
So while the game says the mod is outdated, the mod DOES still work, as I am still using it in my games without issue.
Roque the Rogue 18 Jan, 2017 @ 6:30pm 
Is it possible to still use this mod despite the lack of update?
Spooky_Plankton 27 Dec, 2016 @ 1:02pm 
Will this mod be updated???
DSkreet 26 Sep, 2016 @ 6:16pm 
Mod needs updating
okiemarine 31 Aug, 2016 @ 4:52am 
Will this work with A15?
76561188078797539 29 Aug, 2016 @ 4:43pm 
"Any thoughts regarding powder weapons? flintlock, matchlock, muskets and pistols ect. Or do you know about one?" Isn't that pretty easy to mod in? The mechanics are already there. You do need to get some new pixelated sprites in, but the only difference between a matchlock and an survival rifle would be in actual stats. Well, that and a spiffy black-poweder cloud upon firing, because I refuse to accept anything without the abundant smoke effect :)
Cas 29 Aug, 2016 @ 10:17am 
Any thoughts regarding powder weapons? flintlock, matchlock, muskets and pistols ect. Or do you know about one?
RealFakeGamerGirl 25 Aug, 2016 @ 2:16pm 
Can't you guys just open the files with a text editor, and delete the offending Blowgun?

It never hurts to learn the basics of modding yourself.
Nixeras 19 Aug, 2016 @ 5:59pm 
So okay. I treated someone that got hit by a blowgun, thought that would be the last of it. An hour later in game and they passed out. Check their overview and it says "Neurotoxin (extreme, growing) thought, okay so they're sick from the poison that's fine it should be treatable with medicine. Only it's not. How is a simple neurotoxin neutralizer not included in medkids in 5500? Let alone the top of the line glitterworld medkits. I've played a lot since then and tried doing eveyrthing I can up to and including replacing every organ but it literally will not go away. My pawn is at "84%" on the neurotoxin now, is there any way to save them?
okiemarine 13 Aug, 2016 @ 12:08am 
Is this compatible with Combat Realism?
Eshwald 12 Aug, 2016 @ 4:53am 
Neurotoxine gives you an addition -5 on mood becuasue of "feeling sick" , this beeing permanent...
Eshwald 12 Aug, 2016 @ 4:52am 
Hi! I really like the more variety which comes with the various different weapons, very nice! Thumbs up! But Blowgun neurotoxine effect stays forever, that sucks. Make it at least declining at a very slow rate or cureable with an antidote or something pls
KAVOS 6 Aug, 2016 @ 12:25am 
Blowgun poison never wear off....
76561188078797539 3 Aug, 2016 @ 9:24pm 
Scythe depicted with curved haft and perpendicular blade attachement #triggered

Also, no spears? The most commonly used weapon ever?

Keeping an eye on this mod. Should the grievous mistakes be corrected, looks like a fun thing to try out ;)
Dead Goat  [author] 30 Jul, 2016 @ 6:30pm 
Alrighty, Sorry about the overpowered blowguns. I believe I have balanced them a bit better now. Hopefully they are not too nerfed.
Acrityzx 30 Jul, 2016 @ 3:14am 
Actually I dont know if they'll die but they have respiratory failure
Acrityzx 30 Jul, 2016 @ 3:13am 
Balance blowguns pls. Lost 3 guys to 1 guy with a blowgun. :/
Dead Goat  [author] 29 Jul, 2016 @ 2:37am 
I will definitely look into it.