RimWorld

RimWorld

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Bladelink
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Mod, 1.6
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534.412 KB
27 Jul @ 3:31am
6 Oct @ 9:03am
6 Change Notes ( view )
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Bladelink

Description
The Bladelink

A melee alternative of the gunlink. Craftable at a fabrication after you've researched Weapon Link Systems.





Has support for Vanilla Factions Expanded: Empire



F.A.Q.

Q: What does this mod do?
A: This mod adds a melee version of the gunlink that provides a very small amount of protection. It also renames the gunlink research to Weapon Link Systems.

Q: Why should I use the bladelink?
A: Firstly, if you don't want to cover your pawn's hair and face up with a helmet, the bladelink covers up both much less (This is first because it's the most important reason of all). Secondly, if you have a low skill melee pawn but still need a melee blocker, you can use the bladelink in order to make them more on par with higher skill melee pawns at the cost of some protection. Thirdly, if you struggle with or often find yourself fighting against melee enemies, the bladelink significantly improves the chance of winning melee fights compared to wearing a helmet.

Q: Why shouldn't I use the bladelink?
A: Firstly, it costs an advanced component and a bit of plasteel to make which may be too expensive to invest into. Secondly, it only provides approximately 90% of the protection of a steel helmet and is very unreliable for protection. Thirdly, it's benefits are relatively null and void when up against ranged enemies.

Q: Why rename the research?
A: A friend wanted me to, so I did.

Q: Is it compatible with Layers: Capes and Armor?
A: Bladelinks are indeed patched for Layers: Capes and Armor.

Q: Is this compatible with Combat Extended?
A: As of now I don't have a patch for Combat Extended. Though, if you or a member from the Combat Extended team wishes to patch it, I would truly be honored.

Q: Can I still ask if this is compatible with Combat Extended anyway?
A: Sure, but make sure it's funny.
57 Comments
Heavenly Guardian  [author] 6 Oct @ 9:05am 
@cass Apologies for the very long delay, it should be fixed now. The issue was caused because gold is considered a "light" material so on the item description it appeared as 30 but the cost of the actual bill was 300 because light materials have a x10 multiplier to their costs. Thank you!
cass 22 Sep @ 12:19pm 
Is the prestige bladelink meant to cost 300 gold? Vanilla prestige helmets only range from 40-90, so it seems a little steep.
Alma_S 28 Aug @ 8:17am 
thanks for the update!
Heavenly Guardian  [author] 28 Aug @ 8:12am 
@Lanceyy242 Thank you! A few people have brought up the prestige gunlink already, it's on my to do list but I haven't had much free time to do art. However, I did have the time to patch in eltex for the crafting for the prestige bladelink, I honestly just forgot about it.
Lanceyy242 27 Aug @ 11:15pm 
Really cool mod, kinda weird this isn't something in vanilla ngl. A prestige gunlink would be sweet to go alongside the prestige bladelink. Also, might wanna add eltex as a crafting material, since most (if not all) prestige items need eltex to use it for the psy-enhancing abilities. Sorry for being a lil demanding with it, just some positive feedback. I'm gonna patch this for Combat Extended for ya! <3
Alma_S 25 Aug @ 6:50pm 
will you consider adding prestige gunlink? it feels a bit incomplete having prestige counterpart for bladelink but not one for gunlink
Lojo Jojo 25 Aug @ 12:35pm 
Thanks mate, they don't appear to be equipping more than 1 now! The invisibility was on my end from having the 'Show hair mod' - have to go into that and re-check any hats I add mid game.
Heavenly Guardian  [author] 25 Aug @ 12:48am 
@Lojo Jojo Layers: Capes and Armor has now been patched
Lojo Jojo 24 Aug @ 9:01pm 
The bladelinks are invisible for me when equipped and my colonist are able to equip more than one of them for some reason. Might be a conflict with capes and layers mod(I think it's called) allowing colonist to wear helmet and gunlink.
Heavenly Guardian  [author] 24 Aug @ 7:29pm 
@Futstub Unfortunately, as of writing, I have no experience with C# so I can't have mod settings