RimWorld

RimWorld

135 ratings
Bioferrite Chainsaw
   
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Mod, 1.5
File Size
Posted
Updated
312.837 KB
21 May @ 10:36am
17 Jun @ 8:58am
2 Change Notes ( view )
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Bioferrite Chainsaw

Description
Description

This Anomaly-only mod adds a (for now) single industrial melee weapon based on the new material bioferrite.

Contents

The chainsaw, in-game called Mutilator, is obtainable by crafting at the bioferrite shaper once machining is researched. In addition to cuts this weapon may also cause burns to enemies due to fumes generated by its engine.

New: a Warcasket and a ghoul prothesis variation are added.

Updates

See change notes

Compatibility

No incompatibilities are tracked and no patches are applied.
Combat Extended isn’t tested.

Known Issues

No issues tracked so far

Plans

Probably more Anomaly weapons, state your ideas in the comments below.
Currently on the list are: butchery tools(bone saw, cleaver), more nerve spiker and deadlife options and firearms.

Legal

Textures and XML are created by me.
RimWorld is developed by Ludeon Studios.
62 Comments
koni  [author] 4 Sep @ 7:39am 
@penny Sadly no, as they are arm protheses. If there’s a mod that adds customizable hand textures or something similar I could probably make a patch
This_Guy 3 Sep @ 4:34pm 
Groovy
penny 2 Sep @ 3:45pm 
do the ghoul chainsaws show up like other ghoul implants? if not it'd be cool if they did :D
dragonofelder 30 Aug @ 3:58am 
Heck yeah
tie.dye.rupee 9 Aug @ 2:16pm 
maybe the blade could be a small chainsaw to keep in theme
tie.dye.rupee 9 Aug @ 2:03pm 
I cant english
tie.dye.rupee 9 Aug @ 2:03pm 
*demolitionist
tie.dye.rupee 9 Aug @ 2:00pm 
Topic: Firearms
There is a notable lack of blunt ranged weapons. Now this is probably to balence mechanoids to incentivize some melee but the gun can just suck against like everything else. Call it like scrapper or demolitions and make it shoot rods of metal and give it an industrial tool like design. Also everyone keeps saying shotgun. Now the thing is chain shotgun is really good so if you wanted to out do chain shotgun directly you would have an op monster. So here's my idea, have it slightly more damage than the pump shotgun and add a blade, giving the shotgun a melee option that is comparable to like a moderately strong melee weapon. nothing crazy but still better than base game prosthetics.
tie.dye.rupee 9 Aug @ 1:30pm 
before someone hits me with it yes I know they are bolts not arrows if it's from a crossbow. shh, I was just getting my idea out
tie.dye.rupee 9 Aug @ 1:26pm 
Topic: nerve Spikier
Stun is kind of op in aoe so I see why they avoid it base game but I like the middle ground idea of the rapid fire nerve spikier so it can stun more targets. The only problem is to make that good against multiple targets would be a ton of micro managing and against a single target it wouldn't be much better than the normal nerve spikier because of adaption. But then I saw some grenade ideas and I had an idea that I have no clue how hard it would be to program. A stationary manned nerve spikier that fires a volley of arrows at a targeted location like a grenade but instead of a blast it randomly chooses like maybe 3-5 tiles in that aoe and damages/stuns them. probably shouldn't have motor style map coverage but it would be cool if this could target over walls like a mortar and maybe for balance have it refueled with bioferaite. I guess it went a bit off the grenade line of though and more mortar but you get the point.