RimWorld

RimWorld

Entity Weapons
18 Comments
Six Feet Under 27 Oct @ 6:56pm 
@Metalocif
In the change notes, there is only the initial upload, and no other changes. Has the 1.6 version been pushed yet?
Six Feet Under 26 Oct @ 8:30pm 
When I download it, it also shows up as 1.5
pillbug2 30 Sep @ 11:01pm 
this looks sick
JonnyBeetle 29 Sep @ 3:44am 
To hide the notification ingame and in external modmanager just change "<supportedVersions>" to "<li>1.6</li>". Then it wont show as outdated in the "about.xml"
Thetrollup 27 Aug @ 9:13pm 
ive tried everything i could think of i'm giving up it just dose not want to download in 1.6
Metalocif  [author] 25 Aug @ 11:51pm 
Unsubscribe and resubscribe.
Thetrollup 25 Aug @ 5:33pm 
the mod shows up as 1.5 in game
Deagroth 15 Aug @ 4:55am 
Awesome, thank you!
Metalocif  [author] 15 Aug @ 2:34am 
It's a hediff that removes a lot of negative effects. You could add it through Character Editor, yes.
Deagroth 14 Aug @ 7:26pm 
How does the Paragon's near-immunity work? And is it a trait that can be added by Character Editor?
🦆 Sedrido 🦆 16 Jul @ 9:53pm 
they look terraria weapons given to the lowly plebians on a rimworld
Metalocif  [author] 25 Jun @ 5:41pm 
Serum is craftable after Serum Synthesis.
Paragon is a creepjoiner, so you need to get lucky.
[ NimpHell ] 25 Jun @ 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] 25 Jun @ 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 ] 25 Jun @ 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 20 Jun @ 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 19 Jun @ 7:55am 
This is a great idea. Hopefully, these do crazy damage to offset the eventual insanity.
KingsMan_ 15 Jun @ 11:50am 
looking sick:steamhappy: