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Oddities: Weapons Module
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Mod, 1.3, 1.4
File Size
Posted
Updated
2.729 MB
3 Nov, 2021 @ 2:12pm
17 Oct, 2022 @ 10:06pm
9 Change Notes ( view )

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Oddities: Weapons Module

Description
Overview
The first mod in the Oddities collection, a series of mods that adds a variety of rare items to your Rimworld playthrough. With each item not meant to be found in every playthrough, items from this series will spice up each run and help you craft your own unique stories.

Oddities: Weapons Module adds a collection of high-quality weaponry into your game. Not obtainable under normal circumstances, these weapons can only be obtained through quests and from other rare sources! While daunting to get, they're certainly worth the effort!

Each weapon brings their own collection of abilities to the table, whether it's stealing life on hit, applying random effects with each shot, or stunning all enemies around the user! There's likely a weapon that fits every player's needs, and will be a valued treasure in that player's colony.

Requires the Core Module to use. Download it here.



Weapons
Here are the weapons you may hope to find on your local Rimworld.















Questions
Q: Do you have plans to add new weapons to the mod?
A: Yes! Weapons will be added on an incredibly inconsistent basis, being added whenever I feel like it.

Q: CE Support?
A: Not yet. If someone wants to add it, go ahead! Otherwise, I'll be working on it some time in the future.

Credits
Developed by: Chairheir
Art by: Chairheir, Shakesthespeare

Special Thanks to:
- The People on the Rimworld Discord, for programming tips and advice!
- Zapsplat[www.zapsplat.com], for some sound effects
- You, for taking the time to read through this!
- Those who are watching us.[i.imgur.com]

(Mod Version v1.2.1: view Change Notes for more details.)
Popular Discussions View All (2)
8
25 Apr, 2022 @ 11:34am
So Epiphany...
Adam
4
20 Jan, 2022 @ 9:39pm
PINNED: Balance Feedback
Irecreeper
117 Comments
ArrowMage 13 Apr, 2024 @ 1:39pm 
I really hope someone picks this up, this was always one of my favorite mods
Carefree 13 Apr, 2024 @ 3:32am 
take care Irecreeper! It's a great mod, but take care of yourself first :bunnyinablanket:
Kalter Stahl 7 Apr, 2024 @ 11:36am 
Sounds like it's time to pick up something fun that's out of your normal wheelhouse. Well I appreciate the mod, it's a good one! I hope someone picks it up and that you feel better!
Irecreeper  [author] 6 Apr, 2024 @ 9:53pm 
I'm unsure as to whether I'll update this mod to v1.5 or not. Truth be told, I've always been a little unhappy with the quality, and making a whole "module" system ended up being a bit much for me. MAYBE I'll attempt a remaster at some point, but I've been a bit burnt out on... a lot of things, as of late.

If you're reading this, and are one of those people who like to make mod ports to later versions, go ahead! Though, maybe also notify me if you do so, so I can provide a link.
Kalter Stahl 8 Feb, 2024 @ 12:07pm 
This looks great, I'm always looking for magical weapons that don't require Royalty! I don't suppose there is a mod menu for turning certain weapons off if they don't fit your theme?
Pancake 13 May, 2023 @ 4:04pm 
i got skyslasher its quility is good when i attack any creature it misses all the time and it cant attack sleeping animals is this intended or something causing it?
Warpath 15 Jan, 2023 @ 7:48am 
Anyway to set a "category" for these weapons as "Oddity" (like VE does for crypto weapons, or exists for persona weapons) ?
Daeharde Trihardt 8 Jan, 2023 @ 12:55am 
Unsure if this is functionally possible, but it would be a neat interaction if the Proboscis could restore hemogen to hemogenic pawns.
Eidolan 31 Dec, 2022 @ 4:30pm 
Is there a way I can edit the file to change the tech level of these weapons? I'm using a mod that limits pawns to only using weapons they have the same tech level of, and since all these weapons are "ultra tech" my poor guy will die of old age before being able to use the weapon, and since said weapon is a sword my head cannon is the guy could figure out how to swing it even if he didn't understand how it was made.

So can I use Notepad ++ to open up the mod file and just change the tech level?