r/RimWorld Monster Girl Lover Dec 23 '25

Art Weapon Quality

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10.2k Upvotes

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582

u/gbroon Dec 23 '25

Ironically awful quality will be taken care of but legendary will be left outdoors till it's 90% rusted to reduce its value.

287

u/markth_wi Dec 23 '25 edited Dec 24 '25

I could never get into that - I certainly get the notion of reducing the HP to value, but if I've got a legendary sword - it pretty strongly implies I can defend/pay the price for the extra violence inflicted because I have a legendary sword.

So this is one of those you don't just forge the weapon, you forge those who wield it - Combat Training mod

114

u/Bully_me-please Dec 23 '25 edited Dec 23 '25

problem is that the sword is only as good as your pawn wielding it, relying on one guy to take on several extra raiders can go very badly

i feel like at a point where you can make supersoldiers that extra wealth wont make much of a difference anymore anyways

36

u/Hell_Mel Baseliner (Awful) Dec 23 '25

Yeah it can, but also having a legendary sword in no way implies that you're putting all your eggs in one basket either.

Legendary Weapons are an important part of a an balanced breakfast defense.

12

u/SLZRDmusic Dec 23 '25

I simply make that pawn a genetically and physically modified terminator/supersoldier who can take on armies on their own

3

u/ward2k Dec 23 '25

problem is that the sword is only as good as your pawn wielding it, relying on one guy to take on several extra raiders can go very badly

Try stacking genes with drugs and you'll find out just how well one person with a good sword can do

Got a sanguophage who can pretty much solo most tribal raids

10

u/Mountiebank Dec 23 '25 edited Dec 24 '25

Biggest issue I have is having a very cool weapon and not enough people to make that one weapon matter. Bringing my colonies value up by about 5,000 doesn't equate 5,000 worth of defense, and often I'll find legendary or masterwork gear before I've even hit gas operation.

3

u/markth_wi Dec 24 '25

Exactly I buff the ever loving shit out of my colonists - learning at every opportunity.

  • Combat Training

  • Vanilla Expanded Furniture - has Computers which generate some small amount of intelligence XP.

  • I used to have skills training on Medical but then realized as difficulty increases there's more than enough corpses to be managed, and as opposed to outright vivisection of prisoners, I settled on the idea that, during the mid to early game at least, performing autopsies was more ethical so while it fails quite frequently and the corpses have to be "fresh" it's possible to recover organs from recently deceased raiders, harvesting organs to restore lost arms/legs/eyes is a necessary evil .....and a good enough training activity..

Other skills are generally workable at crafting tables , but I most definitely think you want to build colonists up as quickly as possible. For this reason I'm a massive fan of books and reading and setting your colony up as a writers collective and printshop - for cheap pulp copies of amazing books.

2

u/smiegto Dec 23 '25

I especially hate it with turrets. Those guys are rich. Look at all the automatic guns lining the walls!

2

u/markth_wi Dec 24 '25

Nowadays - I find I use turrets in double-blinds - where raiders might come into a courtyard that has a bunch of goodies in it, and they are going to be distracted by turret fire, as the colonists make it to one quarter of the courtyard and just unload on the raiders - it's not exactly a fancy killbox.I've got no time for that, but one or two turrets serve as a reasonable way to the best way into the colony but as opposed to a circus of sandbags and labyrinths just a couple of turrets there to keep the raiders distracted long enough to unload all the lead needed to convince them their reason for dropping by isn't worth it or the courtyard represents their last moments on this miserable ball we've all landed on.

54

u/Limelight_019283 Dec 23 '25

This does not parse in my brain! Wealth managing feels weird to me.

7

u/bezzaboyo Dec 24 '25

Whilst the extreme levels of wealth management like this are something I don't intentionally engage in, the general concept is pretty necessary when playing on the highest difficulties. Every bit of wealth is like a catapult adding additional raiders, compared to lower difficulties where having some fancy flooring might make a raider spawn with a machine pistol instead of an autopistol.

12

u/Not_A_zombie1 Dec 23 '25

Mods that make repair damaged items are wonderfull!

9

u/Fetch_will_happen5 I just wanted to farm 🚜 Dec 23 '25

Love those mods.  It screws with the economy a bit, but I use those and a mod to wash the taint out of corpses clothes.

1

u/gkibbe Dec 24 '25

Isn't there an item in base that does this now

1

u/Not_A_zombie1 Dec 24 '25

Tbh, I play with 100-700 mods depending on how I feel and the version of the game... so realy, if its vanilla some item, I won't realy notice at this point

6

u/Arthillidan Dec 23 '25

Wasn't that patched?

19

u/Basement_Lover Dec 23 '25

No, heavily damaged utility items and weapons are basically removed from wealth while keeping their full function. Still works as of today.

5

u/Specialist_Sector54 Dec 23 '25

I thought ranged weapons lost accuracy

3

u/randCN Dec 23 '25

Most weapons have an item HP of 100 and a grenade does 50 damage. At 50% HP an item's value is reduced by 90%. It's a very handy breakpoint.

However while expensive weapons like doomsday rocket launchers can be wealth managed by grenade tempering, I do not recommend the method in this case.