RimWorld

RimWorld

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Adjustable Odyssey Unique Weapon Traits
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Mod, 1.6
File Size
Posted
Updated
990.967 KB
Jul 17 @ 8:09am
Jul 17 @ 10:44am
2 Change Notes ( view )
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Adjustable Odyssey Unique Weapon Traits

Description
This mod allows customization by adding and removing traits on unique weapons from the Odyssey DLC.
Each unique weapon can have up to 3 traits, and traits must be added or removed at the Machining Table.
To adjust traits for unique weapons requires researching and unlocking a specific technology.
This mod allows you to only ​customize the addition or removal of traits​ for unique weapons, ​but does not enable​ directly crafting these unique weapons or purchasing them from trade caravans.

supported language:
English
ChineseSimplified (简体中文)
ChineseTraditional (繁體中文)
French (Français)
German (Deutsch)
Japanese (日本語)
Korean (한국어)
Russian (Русский)







If you feel that directly adding or removing traits of these Odyssey DLC unique weapons seems too OP, you might want to try my other alternative mods:

Allows crafting the unique weapons from the Odyssey dlc, but requires twice the materials compared to regular weapons, and generates traits and abilities randomly.


Allows unique weapons from the Odyssey dlc to be purchased from traders.




If this mod is what you need, my other mods may also suit you.

Show the CD of boss group
This Mod displays a timer on the right sidebar, for the cooldown of mechanoid boss squads summoned by a Mechanitor.​


More Apocritons In Same Wave
This mod allows the combat squad summoned by the Mechanitor, led by Apocriton, to spawn more Apocritons and their guardians in a single summon. Consequently, you can eliminate more Apocritons in the same wave attack, but the combat difficulty will also significantly increase.​



Control Sublink Ultra
This mod adds a new mechanitor implant: ​control sublink (ultra)​. Like the other two control sublinks, each installation provides ​​+6% mech work speed offset​ and ​​+1 control group. Crafting it requires ​4 advanced components​ and ​1 nanostructuring chip.



42 Comments
Blochtheguy♛ 2 hours ago 
Amazing job! Is it possible to create the same mod, but for persona weapons? :happy_creep:
zwx Sep 7 @ 6:09pm 
很好的mod,但我想能否增加一个设置来更改武器特质的上限?
Gustav Aug 30 @ 3:40am 
Nice work, thanks! Is it possible to make weapon trait modular? Like implants that can be installed on or uninstalled from a weapon. I want to keep the fun of searching rare traits, also to make them useful on more powerful weapons.
Mustard Man Aug 29 @ 1:12pm 
My colonists keep trying to remove a trait from a Unique gun that has zero traits on it.

U should add an extra tab in the "Remove Weapon Trait" with all the traits so i can chose which trait i wan't to remove so that the colonists don't waste resources for no reason.
Neptune Aug 16 @ 12:36pm 
as another comment has said there is a bug when trying add/remove a launcher as it doesn't work at all.
BlindManWithAGun Aug 12 @ 10:36pm 
Hello how do i open the window to select what trait to add or remove? i can only add it in as a normal bill
Doug Aug 10 @ 1:37pm 
@Teiwaz You gotta call CompUniqueWeapon's Setup(false) after adjusting the trait list to make sure reload ability gets applied correctly.
szmtex Aug 10 @ 8:00am 
now we only need a mod to make unique weapons have a persona and then one to make them a relic
will.loken Aug 4 @ 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 Aug 3 @ 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.