// 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

FAQ

Q: Do I need the Royalty DLC? A: Yes. This mod builds on Royalty's bladelink weapon system. Q: Do I need Odyssey too? A: No. This mod is Royalty-only. If you also want to customize Odyssey's unique weapons, check out the sibling mod Unique Weapons Unbound - the two coexist without conflict. Q: Why can't I customize ? A: Only weapons with a resolvable base/persona pairing via vanilla's bladelink system are supported. The three vanilla persona weapons (monosword, plasmasword, zeushammer) work out of the box; modded persona weapons work automatically if they use CompBladelinkWeapon. Q: Can I customize weapons from other mods? A: If the mod adds persona weapons using vanilla's CompBladelinkWeapon system, they're automatically supported, including their own traits and namers. Q: Is this imbalanced? A: That's up to you. The default settings require research, a techprint, and meaningful component costs. If you want it harder, raise the component costs. If you want it easier, wind them down or skip the research entirely. Your colony, your rules. Q: Can I interrupt a customization job safely? A: Yes. Each trait or cosmetic change is a separate crafting job. Interrupting won't lose resources; unfinished work is simply cancelled. Q: What happens to a bonded weapon's bond? A: Adding the free-wielding trait or reverting a bonded persona weapon to its base form severs the bond - both cases show a confirmation warning first. Q: Was this made using LLMs!? A: Some of the grunt code, and most localizations. I'm a software engineer by trade, and have been writing code for 25 years. All code is manually reviewed and tested; all bug reports and mod-conflicts followed up personally as time and detail allows. All art is either commissioned from humans, hand-authored in Krita, or both.

Localization

English, Simplified Chinese, French, German, Japanese, Korean, Brazilian Portuguese, Russian and Spanish. Additional requests, and corrections from native speakers, are very welcome.

Links

GitHub - Source code, bug reports, and feature requests Unique Weapons Unbound - the sibling mod for Odyssey's unique weapons Hero art by IcyWithCheeseCake