RimWorld

RimWorld

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Mooloh's Mythic Framework
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Mod, 1.3, 1.4, 1.5
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1.322 MB
11 Jun, 2022 @ 4:28pm
28 Apr, 2024 @ 12:51pm
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Mooloh's Mythic Framework

Description
Tentatively Updated for RW 1.5. Please post any bugs you find.

Chronicles the triumphs of your colonists by creating 'Mythic Items' based on their achievements. Mythic Items are weapons and apparel with special names, descriptions, and abilities. They appear in your OTHER colonies as quest rewards. See description for in-depth mechanics and info.

--Overview--

I play a lot of Dungeons and Dragons, so I believe that what makes an item 'legendary' is NOT just the quality of the item when it is first assembled. What really matters are the stories and events that an item has been involved in. In other words, something should be legendary because it has legends about it! However, since the words 'legendary', 'relic', and 'artifact' are already used in this game, I'm calling these storied items 'mythic items'.

To that end, this mod waits for your colonists to achieve impressive feats. When that happens, it creates a mythic item based on that colonist's weapon or clothing. This mythic item is a legendary version of the original item, with a unique name, description, and ability that pertain to whatever the colonist did to earn their reputation. Once mythic items have been created, this mod will occasionally spawn those mythic items as quest rewards once you start a new colony, There they will serve as a reminder your prior achievements while also giving your new colony a unique boost.

--Installing--

This mod is safe to add and remove from existing saves. If it's removed from an existing game, any mythic items in the game will revert to normal items. Saved mythic items (that could potentially be generated in new games) are not removed upon disabling the mod, but can be manually cleared in the settings.

If a saved mythic item becomes invalid (EX: because you disabled the mod that a mythic item's actual item is from), that mythic item will be stored in a backup file. You can manually try to reload such items in this mod's settings.

--Mythic Creation--

Mythic Items can be created and saved whenever a colonist meets one of the following conditions, assuming the colonist in question does not already have a mythic item equipped:

- A colonist kills enough humanoids, mechanoids, insects, or thrumbos. Kill thresholds differ between categories, and can be scaled up or down in the settings. Some categories have multiple thresholds which replace/upgrade the resulting mythic item.

- A colonist reaches level 20 in a skill (can be lowered to a minimum of 5 in the mod's settings).

- A colonist tames their second thrumbo.

- A colonist escapes the Rim (AKA they are part of any vanilla or DLC ending. Only one colonist is selected per victory to make a mythic item).

- Want to commemorate your own events? Research the 'Myth Making' technology and sculpt a myth maker item. This very expensive item lets you manually produce mythic items if you feel that your colonists' achievements merit one.

--Finding Mythic Items--

Once you've played the game enough and have produced a few mythic items, these items can show up in subsequent games in several ways. Bear in mind that mythic items can only show up ONCE per world, and after showing up in a few worlds, a given mythic item will disappear entirely.

- The simplest way to find mythic items is through normal quest reward. Mythic items will only generate as quest rewards after at least a year has passed in the current colony, and it is as common as the vanilla reward for masterwork/legendary items.

- If you are allied with a faction, you can pay 7500 silver and a ton of goodwill to create a quest to find a mythic item (this works like the AI persona core quest). This option is only available after the current colony has survived at least 90 days.

- If Ideology is installed, a mythic item can be selected as an Ideoligion relic. This does not remove the selected mythic item from the list of currently saved mythic items, that way you can use a mythic item in multiple Ideologions. This can lead to duplicate mythic items in the same world - one as a relic and one as a normal quest reward. That seemed worth it to allow for relic/mythic items without rewriting too much code.

--Mythic Item Effects--

Mythic items can have a variety of effects, and are always of legendary quality. The exact effect depends on the situation that created the mythic item in the first place. Some examples include:

- A charge rifle with a rocket launcher mounted on the side, which can be fired once every few days.

- A shirt that grants the wearer the ability to cook Epicurean Delights, a wildly opulent meal that grants a huge buff to people who eat it.

--Mod Compatibility--

Here's list of supported and unsupported features that I know of.

Supported/Compatible:

- A Rimworld Of Magic, Infusion (1 and 2), Infinite Reinforce: Modded changes are preserved on saved mythic items.

- Modded Thrumbos: The following thrumbos count for the purposes of counting kills/tamings: Anima Thrmbos, Archothrumbos, and Royal Thrumbos.

- Alpha Animals: Black Hive faction insects count insect kills.

- Vanilla Expanded Insectoids: Insectoid faction count towards insect kills.

- Ducks Insane skills: The skill threshold for creating mythic items can be increased above 20 in this mod's setting. If Duck's Insane Skills is removed while the skill requirement is above 20, they will reset back to 20.

Unsupported/Unknown:

- Character Editor - Moderate issue: If a pawn with a mythic item is saved, the mythic item will stop being mythic when that pawn is loaded. The original pawn and mythic item are unaffected.

- Combat Extended - Unknown: I don't play with this mod, but I don't expect too many issues. At worst, a couple of the combat-oriented mythic effects might interact weirdly with CE. If someone tries it out and lets me know that there are issues, I'll look into it.

--Other considerations--

I'm not a good creative writer. Despite that, I wrote and proofread a LOT of flavor text. There's probably some grammar errors that slipped through. If you see one, please feel free to comment about it, and I'll thank you.

I intentionally didn't overwrite the vanilla artwork on legendary items for two reasons: I think the vanilla artwork text is funny and didn't want to remove it, and it would've been tedious to do anyway.

--Want to make your own types of Mythic Items?--

I designed this mod with other modders in mind. It's possible to add new mythic item titles and descriptions with just XML. It's sometimes possible to add new mythic creation triggers and mythic item effects using just XML, depending on the exact trigger or ability, and minimal coding otherwise.

For more information and a few examples of how you can add your own mythic stuff to a mod, please see the README on the mod's Github: https://github.com/mlholland/MooMythicItems

--Want to contribute without modding--

This mod would benefit from more than just two people writing flavor text. If you have an idea but don't want to write an entire mod, feel free to post your ideas for titles, descriptions, effects, or triggers in the relevant discussion page of this mod's steam page. If I use them, I'll show my graditude by... thanking you and adding you to the to the contributors list.

--Credits and Thanks--

- Code: Mooloh

- Cover art: Erok

- Thanks for Hi19hi19, who helped brainstorm ideas and wrote a bunch of flavor text.

- Big thanks to the RimWorld Discord's modding channel.

--Legal--

- MIT License: https://github.com/mlholland/MooMythicItems/blob/main/LICENSE

- Source Code on Github: https://github.com/mlholland/MooMythicItems

--Changelog--
- 6/22/2022: v1.1 Add several new settings options, some bug fixes, and mod compatability patches.
- 6/11/2022: v1.0 Initial Release
Popular Discussions View All (2)
22
7 Jan @ 10:14pm
Have an idea for a title, description or ability? Post them here!
Mooloh
10
11 Jun @ 11:36pm
Found a bug? Report it here!
Mooloh
363 Comments
Killerkitty641 12 Jul @ 3:01pm 
I too would love an update. This has been one of my favourite mods as well.
Harmonea 9 Jul @ 1:42pm 
The 1.6 preview that came out today seems to indicate Odyssey will incorporate named weapons with special abilities, and I was reminded of this mod.
This has very quickly become one of my favorite mods, and I hope to see it continue. I really love seeing callbacks to past favorite colonies, and it pushes me to take quests I would normally pass up, which makes gameplay more interesting.
kspksp666 2 Jun @ 9:25am 
Could you add a setting for disabling "natural" mythic creation (so you need to use a myth maker)?
sharkcrisp049 3 May @ 4:08am 
does a weapon without quilty been attached a mythic title will cause game crashing?after serval times the game crushed steady when i finished a mission that rewards a warcasket plasma sword with mythic title,since the game crushed,I cant provide logs for the error,sry
redwolf5502 29 Apr @ 12:14pm 
Is it possible to see a list of your mythic items?
Harmonea 5 Feb @ 1:22pm 
Oooh this is a super cool mod!

I want to second the request to tweak the mod settings for compatibility with Endless Growth. With that, genes, and tweaks to skill degredation or removal of daily learning caps, hitting 20 really doesn't feel special anymore. I would love to be able to change it to 35-40 or so.

If not, no problem; will just poke the CSV file on my own to remove those items that don't "pass muster." (The other reply there about \n vs \r\n is super helpful!)

Thank you even if you can't adjust this; I love this as a concept and can't wait to find my mythic items in future saves.
Mooloh  [author] 7 Nov, 2024 @ 8:54am 
Hmmm that's odd. Just to sanity check:
- There's no errors on game load that mention problems with loading mythic items?
- If you're file encoding doing anything odd? The mythic items csv expects lines to be separated by a "\n" character, and some text editors might quietly change that to something else like "\r\n"
- Have you tried creating a mythic item in game (easy to do with debug mode by maxing a pawn's skills), then editing the resulting item in the csv?
DRYWALL EATER 7 Nov, 2024 @ 12:59am 
I have been trying to edit the moo_mythicitems.csv file to remove mythic items I made as a test from the saved mythic pool, but every time I launch the game after editing it (even to something I know should work) it is wiped and made blank. Is this intended? is there any way to stop it?
ohluitvaenri 17 Oct, 2024 @ 5:21am 
could u add compatibility with Endless Growth mod? it removes level cap like ducks insane skills did