About
The perfect unique weapon rarely drops with the perfect traits. Now you can close the gap: at existing crafting workbenches, with research gates, material costs, and balance settings that keep it feeling earned.
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Trait Customization
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[*] Add and remove weapon traits at smithies, machining tables, and fabrication benches etc
[*] Convert normal weapons into unique variants by adding their first trait
[*] Remove all traits to revert a unique weapon back to its base form
[*] Full vanilla validation: max 3 traits, conflict rules, and category restrictions are all enforced
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Thematic Costs
Trait modifications aren't free. The cost system uses the weapon's own crafting recipe as a baseline, then scales by quality and transforms materials to match the trait's theme.
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[*] Toxic traits cost herbal medicine instead of components. Incendiary traits use chemfuel. Charge traits demand advanced components.
[*] Negative traits are cheaper to add (cruder work, downgraded materials) but cost resources to remove (restoring the weapon requires proper-tier work)
[*] Material-intrinsic traits auto-detect from their trait names, so Gold Inlay costs gold, Depleted-uranium rounds costs uranium
[*] Real-time cost preview with full material breakdown before you commit
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Colors, Textures & Names
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[*] Pick from standard weapon, Ideology (when DLC is active) and structure color palettes.
[*] Browse texture variants for weapons with multiple visual styles
[*] Auto-generate names using vanilla grammar or type your own
[*] Trait-locked colors are clearly indicated so you know which trait controls the color
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Three Ways to Customize
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[*] [b]Weapon gizmo:[/b] select a weapon on the ground, click the customize button, and pick a colonist
[*] [b]Workbench menu:[/b] select a colonist and right-click a workbench to customize their equipped or carried weapons
[*] [b]Ground weapon menu:[/b] right-click a weapon on the ground to send a colonist to the nearest suitable workbench
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Research Progression
Customization is gated behind three tiers of research that mirror weapon crafting progression:
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[*] [b]Unique Smithing:[/b] Neolithic and Medieval weapons at smithies
[*] [b]Unique Machining:[/b] Industrial weapons at machining tables
[*] [b]Unique Fabrication:[/b] Spacer, ultratech, and archotech weapons at fabrication benches (requires techprint)
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Ideology DLC Support
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[*] Ideology relics can be customized while preserving their relic status
[*] Relic names stay locked and can only be changed through ideology reform, as intended
[*] Ideo and favorite color overlays appear in the color picker
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Mod Compatibility
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[*] Safe to add to existing saves
[*] Safe to remove from saves (safe-to-ignore red errors only)
[*] Automatically compatible with mods that add new unique weapons, weapon traits, or crafting recipes. No hard-coded def references
[*] Modded workbenches that inherit vanilla weapon recipes are detected automatically
[*] Works with CE, PUAH, Ideology, Simple sidearms, Make it Unique, Alpha Armory
[*] Modders can extend the cost pipeline with XML-only rules or custom C# workers (see [url=https%3A%2F%2Fgithub.com%2Fsam-hunt%2FUniqueWeaponsUnbound%2Fblob%2Fmain%2FMODDERS.md]Modder's Guide[/url][github.com]). The XML API is pretty basic at the moment, but it will be getting some major love soon.
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FAQ
[b]Q: Do I need the Odyssey DLC?[/b]
A: Yes. This mod builds on Odyssey's unique weapon system.
[b]Q: Why can't I customize [weapon name]?[/b]
A: Only weapons that support vanilla's unique weapon system can be customized. Odyssey defines a [url=https%3A%2F%2Frimworldwiki.com%2Fwiki%2FUnique_weapons]limited list of eligible weapons[/url][rimworldwiki.com], and mods are free to add their own. If a weapon isn't on that list, it's the base game (or the mod that adds it) that decides, not this mod.
[b]Q: Can I customize weapons from other mods?[/b]
A: If the mod adds unique weapons using vanilla's CompUniqueWeapon system, they're automatically supported. Costs are calculated from the weapon's crafting recipe.
[b]Q: Is this imbalanced?[/b]
A: That's up to you. The default settings require research, matching workbenches, and meaningful material costs. If you want it harder, crank up the cost multiplier. If you want it easier, wind them down or skip the researches. Your colony, your rules.
[b]Q: Can I interrupt a customization job safely?[/b]
A: Yes. Each trait change is a separate crafting job. Interrupting won't lose resources; unfinished work is simply cancelled.
[b]Q: Combat Extended?[/b]
A: Yes? I don't know much about CE, but testing showed no errors. Trait costs adjust automatically for CE's adjusted crafting costs.
Links
[url=https%3A%2F%2Fgithub.com%2Fsam-hunt%2FUniqueWeaponsUnbound]GitHub[/url][github.com] - Source code, bug reports, and feature requests
Hero art by [url=https://steamcommunity.com/profiles/76561198094174176/myworkshopfiles/?appid=294100]IcingWithCheeseCake[/url]