RimWorld

RimWorld

Entity Weapons
8 Comments
Sedrido Jul 16 @ 9:53pm 
they look terraria weapons given to the lowly plebians on a rimworld
Metalocif  [author] Jun 25 @ 5:41pm 
Serum is craftable after Serum Synthesis.
Paragon is a creepjoiner, so you need to get lucky.
[ NimpHell ] Jun 25 @ 5:11pm 
By the way, how do I get the paragon and the serum? (trades are not usual for my storyteller) And is it possible to make these things creatable?
Ofc, it's funny to see when a single combat pawn (all bionics + moded) alone slaughters the entire settlement with a Betrayal.
GL ^^
Metalocif  [author] Jun 25 @ 4:36pm 
Yes, I fixed that issue on my end but never pushed it. It means the ritual summoned a weapon with quality above legendary, which the game hates, as you can see.
I'll make a 1.6 version and upload a fix.
[ NimpHell ] Jun 25 @ 4:01pm 
I summoned the weapon through a ritual, but I can't interact with it in any way other than automatically studying it. It has no description, the entire panel is empty, and the pawn that moves it has the following written on it:
GetInspectString exception on (pawn/mech name): System.ArgumentException: Value does not fall within the expected range. [Ref A36DAF83] Duplicate stacktrace, see ref for original.

Log:
https://pastebin.com/5CBUVa0K
Deggial Jun 20 @ 1:58am 
I'm glad to see that *somebody* adds content to the "Anomaly" DLC, as Oskar and his team are somehow reluctant. (It's getting better though.)

Due to the nature of "Anomaly", I won't use "Entity weapons" in every playthrough either.
But in some I will for sure.

Do the weapon effects affect sanity in Oskar's "VAE- Insanity" mod?
This might be interesting.
Or is this something, the vanilla expanded team would have to implement?
Ishchyaboi Jun 19 @ 7:55am 
This is a great idea. Hopefully, these do crazy damage to offset the eventual insanity.
KingsMan_ Jun 15 @ 11:50am 
looking sick:steamhappy: