RimWorld

RimWorld

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Big and Small - Weapons
   
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Mod, 1.4, 1.5
File Size
Posted
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539.553 KB
5 Dec, 2023 @ 4:32am
10 Apr @ 3:18am
6 Change Notes ( view )

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Big and Small - Weapons

In 2 collections by RedMattis
Red's Workshop Mods
27 items
Big and Small - Integrated Mods
34 items
Description
More weapon variety. Can be considered an addon to Big and Small Gene's much smaller/more focused weapon arsenal.

The weapons are roughly in line with vanilla balancing, averaging a bit higher for giant weapons (all weapons here as of writing) since they require the pawn to be huge to enable wielding.

Neolithic
Salvage Club

A long tree trunk with an assortment of old weapons stuck to it. Slow and unwieldy, but packs a punch.
Huge Shard Knife

A large piece of salvage with a handle wrapped around it to avoid injuring your hands when wielded.

Medieval
Giant Hammer

A large one-handed giant hammer like something you might see Hephaestus wield. Improves workspeed.
Giant Scythe

For harvesting VERY LARGE crops. Improved plant workspeed and works reasonably well as a weapon.
Huge Kanabō

A big heavy club for your drunk Onis to bonk heads with.
Giant Musket

Replace the internal organs of your foes with a huge musket ball.

Modern/Spacer
(None yet)

Ultra
With Royalty you can also find Persona variants of the melee weapons here.
Vae Suis

This enormous spear said to bring disaster. It cuts not with a sharp edge but rather an unbelievable heat that simply vaporizes most that it touches.
Skarstind

A huge cryogenic axe that leaves terrible frostbitten wounds.

Notes
Some weapons have additional damage types as "extra damage" E.g. Frostbite from Skarstind. This means their DPS may show a bit lower than it really is when examined in-game.

Credits
Shard knife, hammer, scythe, kanabō, and musket by Phaneron.

Vae Suis, and Skarstind by Mobile Kek Suit.

Mod Discord
[discord.gg][ko-fi.com]
39 Comments
RedMattis  [author] 4 Jul @ 12:54am 
@Lucasluis
Check with the CE team. The weapons in the base mod have been patched by them. They might have patched this mod too. I don't keep track tbh. since I've never used CE.
Lucasluis 3 Jul @ 3:00pm 
is compatible with CE?
CrackaJack 16 May @ 3:50am 
ok i saved those^^
RedMattis  [author] 16 May @ 12:35am 
I hope that gives you some ideas. :)
RedMattis  [author] 16 May @ 12:34am 
Checking my old notes from before I made this mod...

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Spacer
<Some Spacer Hammer>: Probably a hammer with a pneumatic head or some other high-tech nonsense or just a more high-tech look. Mostly intended so people will feel like it fits in their ultra-modern SoS2 spaceships and stuff. Straight upgrade.

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Ultra
In general I figure balance is less of a concern here, and people downloading this mod would probably want slightly busted stuff for their ultra-late-game colonies. I'll probably inflate the costs to make it too expensive for the quest giver to hand it out early-game.

Warmech Pulse Rifle: Practically a straight upgrade of the Warmech Anti-Material Rifle, still sniper-rifle style.

Warmech Plasma Cannon: Upgrade to the rocket launcher.

Warmech Rotary Pulse Cannon: Better version of the big minigun basically.
RedMattis  [author] 16 May @ 12:33am 
@CrackaJack
I'm happy to write XML and implement most weapons that could fit, whether it is tribal/medieval/industrial/ultra, or unusual weapons like Anomaly stuff.

Going of what people have requested here, perhaps a one-handed submachine gun or pistole, like a huge rugged 'AR-15'-looking pistol

Someone mentioned an ultra-tech scythe. Rule-of-cool weapons like that are always neat. I could totally see some Anomaly-themed "dark-archotech" stuff as well.

There was mention of a giant bow, which does make sense. The base mod has javelins, but a bow would make sense as a more accurate alternative for giants.

A flamethrower could also be nice for those who don't mind collateral damage.
CrackaJack 15 May @ 11:38am 
*cough* theoretically, what kind of weapons do you want?
Flesh Forge 18 Apr @ 9:59pm 
thanks :steamthumbsup:
RedMattis  [author] 18 Apr @ 12:49pm 
@ <requests for more weapons>
It is mostly dependent on getting the art assets. I rarely feel inspired to make weapon arts, but if some artist feels like providing quality art assets I'm usually open to write the XML and put them in.

Also, I'm not as good at art as Phaneron and Mobile Kek Suit who made most of the stuff here :D

@Flesh Forge
Simple Sidearms did change to using weight as a default for carrying sidearms after I asked the author (PeteTimesSix) back in 1.4. Dunno about the state of it nowadays. I'd suggest asking Pete about it since it is ultimately up to them how it should/would behave. (Pete has a Discord, where you could ask) :)
Flesh Forge 18 Apr @ 12:07pm 
hoping for an oversized incinerator