// Weapons · RimWorld Mod
Persona Weapons Unbound
About Empire traders and quests never give you the persona you want.
About
Empire traders and quests never give you the persona you want. Now you can close the gap: at the fabrication bench, with techprint gating, component costs, and balance settings that keep it feeling earned.Trait Customization
- Add and remove bladelink traits at the fabrication bench
- Convert a base monosword/plasmasword/zeushammer into its persona variant by adding its first trait, installing an AI persona core
- Remove all traits to revert a persona weapon back to its base form, refunding the core
- Full vanilla validation: max trait count, exclusion-tag conflicts, and sole-trait restrictions are all enforced
Reprogramming Costs
Bladelink traits are facets of the persona's personality, not bolt-on parts. Changing them means forcefully reprogramming the persona with advanced components that burn out in the process.- First trait / last trait costs or refunds exactly one AI persona core
- Every other change costs advanced components in both directions - additions and removals - reprogramming is destructive, there are no refunds
- Component count scales with weapon quality above a configurable threshold; the settings page shows a live cost table
- Real-time cost preview before you commit
Rename
- Rename the persona using vanilla's bladelink namer, or type your own
- Ideology relic names stay locked and can only be changed through ideology reform, as intended
Three Ways to Customize
- Weapon gizmo: select a weapon, click "Customize persona", and pick a colonist
- Workbench menu: select a colonist and right-click a fabrication bench to customize their equipped or carried weapons
- Ground weapon menu: right-click a weapon on the ground to send a colonist to the nearest operational fabrication bench
Research & Crafting
A single ultratech research project, Bladelink Customization, gates everything below - it requires Advanced Fabrication and (by default) one Empire-sourced techprint.- Persona weapons are ultratech; customization requires a fabrication bench (or a VEF-recognized equivalent)
- Craftable base monosword, plasmasword, and zeushammer recipes, each individually toggleable - craft the base weapon, then install a persona core for a fully in-colony bespoke persona weapon
- Techprint requirement is a live-applied slider (0-3); setting it to 0 removes the requirement entirely, no restart needed
Optional Trait Discovery
- Restrict available traits to those seen on persona weapons held by the colony, in a caravan, or on hostiles - no persistent save state
- Hostile-held sources show in the list but can't be added until the weapon is captured
Mod Compatibility
- Requires Royalty DLC
- Safe to add to existing saves
- Safe to remove from saves (safe-to-ignore red errors only)
- Coexists cleanly with Unique Weapons Unbound (this mod's sibling for Odyssey Unique Weapons) - disjoint identifiers and complementary trait filters, so both can run together
- Automatically compatible with most mods that add new persona weapons or bladelink traits e.g. More Persona Traits. No hard-coded def references
- Modded workbenches that inherit fabrication bench recipes (VEF's RecipeInheritanceExtension, e.g. VFE's compact fabrication bench) are detected automatically
- Works with CE, PUAH, Ideology, integrates with Vanilla Persona Weapons Expanded