RimWorld

RimWorld

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Big and Small - Weapons
   
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Mod, 1.4, 1.5, 1.6
File Size
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581.422 KB
5 Dec, 2023 @ 4:32am
21 Jun @ 9:29am
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Big and Small - Weapons

In 1 collection by RedMattis
Red's Workshop Mods
40 items
Description
More weapon variety. Can be considered an addon to Big and Small Gene's much smaller/more focused weapon arsenal.

The weapons are roughly in line with vanilla balancing, averaging a bit higher for giant weapons (all weapons here as of writing) since they require the pawn to be huge to enable wielding.

Neolithic
Salvage Club

A long tree trunk with an assortment of old weapons stuck to it. Slow and unwieldy, but packs a punch.
Huge Shard Knife

A large piece of salvage with a handle wrapped around it to avoid injuring your hands when wielded.

Medieval
Giant Hammer

A large one-handed giant hammer like something you might see Hephaestus wield. Improves workspeed.
Giant Scythe

For harvesting VERY LARGE crops. Improved plant workspeed and works reasonably well as a weapon.
Huge Kanabō

A big heavy club for your drunk Onis to bonk heads with.
Giant Musket

Replace the internal organs of your foes with a huge musket ball.

Modern/Spacer
(None yet)

Ultra
With Royalty you can also find Persona variants of the melee weapons here.
Vae Suis

This enormous spear said to bring disaster. It cuts not with a sharp edge but rather an unbelievable heat that simply vaporizes most that it touches.
Skarstind

A huge cryogenic axe that leaves terrible frostbitten wounds.

Notes
Some weapons have additional damage types as "extra damage" E.g. Frostbite from Skarstind. This means their DPS may show a bit lower than it really is when examined in-game.

Credits
Shard knife, hammer, scythe, kanabō, and musket by Phaneron.

Vae Suis, and Skarstind by Mobile Kek Suit.

Mod Discord
[discord.gg][ko-fi.com]
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