RimWorld

RimWorld

Enchanted Sword
52 Comments
Lunar Nepneus 31 Aug @ 4:55pm 
Hope this gets updated
알리오 21 Jul @ 7:15am 
1.6 please
SIGMA BOI 20 Jul @ 8:47am 
1.6?
Tae.Kucing 3 May @ 5:24am 
and not revert back all my work priority after not using enchant version/bow
Tae.Kucing 3 May @ 5:23am 
is it mod conflict thats everytime i use the it remove most of my work prioriety?
Reidlos 5 Apr @ 8:43pm 
know why im getting
Could not resolve cross-reference: No Verse.ThingDef named Mote_DistortionPulse found to give to Verse.SubEffecterDef Verse.SubEffecterDef
? wondering if in my passing time somehow lost / borkked this?
Hei 7 Jan @ 4:39pm 
I really enjoy your mod, but I was wondering if it would be possible to nerf the sword. It feels a bit too powerful
Nightflash478 1 Jan @ 10:39pm 
What tech tree are the sword and ring under? i ask because im trying to do a medieval only run, and they just.... Aren't showing up and the only reason i can think of that being is the medieval vanilla mod.
wydscum 26 Aug, 2024 @ 10:34am 
this mod is cool but has an incompatability with world of naruto D: makes the power tree not show
Aitor 24 Aug, 2024 @ 6:53am 
its a shame that the void creatures are so resistant against heat dmg
Sh2d0wm2n 15 Aug, 2024 @ 2:54pm 
Holy shit is that a Guardian Tales reference? I swear bow form looks just like Libera type B
Fine 11 Aug, 2024 @ 3:51pm 
i installed a cybernetic arm on my pawn and she can't wear the ring anymore, idk if this is intentional but just a heads up.
Francis Fortier 2 Aug, 2024 @ 6:09am 
Hi, thank's for your mod, I noticed in the "Morphin ability" frame description you wrote "enchated"
Toki 25 Jul, 2024 @ 9:51pm 
Yes I hate resetting my colonists priorities every time and at first I had no idea the sword was the problem
Adam 24 Jul, 2024 @ 5:04am 
That's fine and makes total sense! I just didn't know if it should be going back to what I set my work priority as after I deactivate the awakened form. When I revert, all of the priorities are blank (and I have to set them back up again).

It's not a big deal, I just wanted to make sure this was as intended and not a weird glitch (as I have a lot of mods)
BlackMarket420  [author] 24 Jul, 2024 @ 1:35am 
Yeah, all work other than combat will be disabled after activating its awakened form, otherwise it'll be too overpowered
Adam 24 Jul, 2024 @ 12:34am 
Is it weird that my colonists work priorities all go to 0 (bar a couple) after awakening the blade? This seems to be because the blade awakened makes them incapable of certain tasks? Is this normal behaviour? Apologies if so, I just want to make sure more than anything
BlackMarket420  [author] 20 Jul, 2024 @ 12:18am 
If hard reset means reverting back to its original form, then there are buttons in there that can do the job, otherwise, the error is probably a mod conflict with another mod
Lunar Nepneus 19 Jul, 2024 @ 11:01pm 
Randomly ranged has stopped working for me, I think the culprit may be the secondary firearms mod perhaps with it defaulting to certain stuff. I try to use the enchanted bow power and it'll just sit on the pawn powering up without it ever being launched. Kind of odd since it was working not too long prior, I have a decent mod list so who knows lol. Been wanting to get into coding to alleviate this problem. Is there a way to perhaps hard reset the sword? Haven't had a chance to play yet but I'll also attempt respawning it in when I get the chance to see if that fixes it, have a feeling it's tied to the specific pawn so I'll also try having another do it as another test.
Zixorty 14 Jul, 2024 @ 5:31pm 
1.4?
Zalera 12 Jul, 2024 @ 9:45pm 
I'm ashamed I did not see it earlier. It was being removed by "Remove Industrial Stuff", I had added it to my fantasy/medieval list, and I believe you set them as ultra tech. Odd that it doesn't remove the "building" though.
Zalera 12 Jul, 2024 @ 1:49pm 
I'll try updating the framework when I'm off work, and let you know if the issue remains. Also, Just to clarify the Scenario is working fine on it's own, with just the mod and it's requirements. Once I re-activate my mods is when the issue appears. Only the ring seems to be affected and absent from the game. It feels like something is overwriting it. I can't seem to figure out what though.
The Scenario description itself is being changed to not include the ring, and the ring is disappearing from the game. It doesn't even show up using "character editor" or dev spawn menu. I'll keep you posted of any incompatibilities I come across.
Butterknife Bandit (Envious) 12 Jul, 2024 @ 10:07am 
@zalera

ty :Grineer:
BlackMarket420  [author] 12 Jul, 2024 @ 8:36am 
And there's no problem with the scenario, though even if the ring didn't appear, you could just buy it from an exotic goods trader
BlackMarket420  [author] 12 Jul, 2024 @ 8:34am 
@Zalera, there are errors from pandora's framework, did you unsubscribe and resubscribe the framework?
Zalera 12 Jul, 2024 @ 8:16am 
I figured as much, I must have a conflict somewhere...the sword in the stone spawns naturally without issue, but the ring doesn't seem to exist at all within my game. I'm attempting to narrow it down but i'm currently running a 300+modlist so it'll take awhile. Any idea's off the top of your head? I've confirmed it works with just the base requirements and my entire modlist disabled, so it's definitely on my end somewhere. Here's my log if it helps at all.
https://gist.github.com/HugsLibRecordKeeper/3b036e36872d14df010d2e8053ef27c5
BlackMarket420  [author] 12 Jul, 2024 @ 2:20am 
For those who can't find the sword in a stone, you can normally find it pulsating with psychic effects, similar to psychic eminators. If not, well I'm planning to give it some glowing effects, of some fluttering farriers around the sword, but that'll come in the next update, where you can finally found one in a quest. Still learning how to use the custom quest framework.

And for the ring, yeah it is a starting item when you played the mod's custom scenario,
Zalera 11 Jul, 2024 @ 11:13pm 
Also, In the scenario. Is the ring supposed to be a starting item? or does it appear later somehow?
Zalera 11 Jul, 2024 @ 11:08pm 
@The Butterknife Bandit (Envious) press "Z" and type sword, click on it and it will show an arrow to it's location :)
Butterknife Bandit (Envious) 11 Jul, 2024 @ 9:35pm 
Extremely creative and hella nice mod, definitely my new favorite start

the only thing I have to say in any sort of criticism (aside from bugs) is that I wish there was a marker on the sword so you dont have to scan the entire map every single time you spawn to find it. I have legit had to sit here for 30 minutes cutting down trees and moving chunks to find this thing ;-;
BlackMarket420  [author] 10 Jul, 2024 @ 6:14am 
@ZAX, sure thing, you can make a retexture mod of this mod if you want
ZAX 10 Jul, 2024 @ 4:17am 
dang, THE mod i have been waiting for years, thank you for achieving my dream! btw I wonder if I can make retextures of the mod, the current style looks a bit fancy in terms of colors. you usually want 2 main colors instead of 3; and warm and cold colours used together (while both are high saturation) isnt the best color combination.
BlackMarket420  [author] 7 Jul, 2024 @ 9:37pm 
There is, find the def named ruined sword, though luckily, finally found a way to obtain the sword via quest, still need to learn on how to use the cqf framework first.
Lunar Nepneus 7 Jul, 2024 @ 3:43pm 
Thank you for the mod.

Too, is there any way to spawn the sword in the stone via dev mode?
BlackMarket420  [author] 5 Jul, 2024 @ 2:16pm 
Oh right, I forgot to mention that the awakened aura disables all work aside fighting, to balance things out
Ros[É] 5 Jul, 2024 @ 2:07pm 
Seems to occur when manual priorities are on.
Ros[É] 5 Jul, 2024 @ 2:07pm 
After using the "awakened" sword form assigned work from before using the sword doesn't reassign work. Is this a issue with this mod or is it just a compatibility issue on my side?
IdLoveToEntangleOurGuts 4 Jul, 2024 @ 10:24am 
also try minecraft!-
Farcikle 4 Jul, 2024 @ 5:15am 
It needs melee animation support asap
Omnires 3 Jul, 2024 @ 8:14pm 
Because of the ability to change from melee to range weapon does this means it acts like a gunblade? In that I don't have to switch weapons to use it at range or melee. Keeps the overall carring mass of a my pawn low.
HYDRA 3 Jul, 2024 @ 7:28pm 
another blackmarket banger
WillDigForFood 3 Jul, 2024 @ 6:15pm 
This looks fantastic.

But, just a heads up, it looks like the dependency isn't properly listed on the Steam page (though it is in the description.)
Manic Mercenary 3 Jul, 2024 @ 2:59pm 
I love me a good sword legend. Ill have to try this out.
Ros[É] 3 Jul, 2024 @ 1:17pm 
Does this support Melee Animations?
Dai 3 Jul, 2024 @ 9:47am 
Really cool mod and adding this to my mod collection
BlackMarket420  [author] 3 Jul, 2024 @ 6:47am 
No problem man :3
Roque the Rogue 3 Jul, 2024 @ 6:45am 
What a bad ass way to implement a ability weapon, the way its introduced and interacts with the world sets its so far apart from your common weapon mods.
It's a powerful artifact as well.
Essential mod for a lot of my collections.
Thank you Blackmarket420, awesome quality as always.
crafty1983 3 Jul, 2024 @ 4:06am 
NM I just read the FAQ section. :P
crafty1983 3 Jul, 2024 @ 4:05am 
Very creative mod. If you don't use the scenario where can the sword be found?
Aranador 3 Jul, 2024 @ 2:37am 
Very cool stuff here - well done.