RimWorld

RimWorld

83 ratings
Destiny Exotic Weapons
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Mod, 1.5, 1.6
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6.428 MB
9 Jun @ 11:36am
26 Jul @ 10:34pm
8 Change Notes ( view )

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Destiny Exotic Weapons

Description
Welcome to my new mod!
Adds 8 new exotic weapons to your Rimworld games, straight from the Destiny universe!

But that's not all, there are some extra goodies to enhance the experience, like engrams, a crafting station, and a new drug!

So far there are 4 new status effects to go with each weapon, lets learn about them!
- Solar proc: Decreases consciousness, and the pawn will launch slow but damaging fireballs to nearby pawns, before exploding themselves.
- Kinetic proc: Increases ranged and melee cooldowns by 2x. Simple enough.
- Arc proc: Decreases movement speed, and the pawn will chain damaging lightning to all nearby pawns frequently.
- Void proc: Decreases armor rating, and the pawn will launch a powerful stunning blast in a radius once the proc wears off.

Let's learn about the mod!









NEW!!! v1.5






FAQ
Q: How do I get these guns?
A: Build the new "Engram Station" to craft an exotic engram for 2,000 silver. Then you can have a smart pawn decrypt it to find a random weapon, or you can perform a focused decryption with some more silver, to get the exact weapon you want!

Q: Are these guns from Destiny?!
A: Yup!

Q: How do these guns work? Some of them seem complicated!
A: Basically I use a Map Component that runs alongside the map, and it checks each pawns inventory to see if they have a primary weapon. If that primary weapon is from this mod, I add it to a list and once all the guns are initialized, they will begin to tick WHILE being held by a pawn, allowing for some really cool and exotic effects.

Q: CE?
A: I do not use CE so I can't make a patch, however you are free to make one yourself and share it with the community however!

Q: I have a suggestion!
A: Awesome! Leave a comment and I will read it! I have only made the weapons that I actually own so far so if you can help me come up with ideas on how to translate more guns into Rimworld that would be awesome.

Credits!
- Bungie: Sounds & Original Inspiration
- Milkwater: Artwork & Coding
- HEAT CHALK: Preview Animation
66 Comments
VeryGoodCom 9 Aug @ 12:47am 
@milkwater, Thanks for your fast response and wonderful description!!! I really appreciate of you kindness :). I really likes your mod, hopes to buy you a cup of coffee when your okay in someday 😂
milkwater  [author] 8 Aug @ 5:11pm 
VeryGoodCom, Thanks for the response, the Rat King uses a special method to increase damage, I do not think it will change the actual stats of the weapon, but when you use it, the damage will be increased depending on how many stacks the hediff has.

In the code I copy the default damage def of the bullet, and multiply its damage by (0.1 * X) where X is the number of stacks on the pawn. Once that is done I override the damage def of the bullet with my new custom one. This all gets calculated when the bullet impacts something, so the in-game stats wont reflect the change in damage.
VeryGoodCom 8 Aug @ 2:57pm 
Thanks for wonderful mod. I really like destiny and rimworld, and my dream comes true :)
I try to use rat king for four pawns, and checked rat pack has activated as three stack.
But there is no difference stat of rat king, like for DPS.
Is this bug or other issue for my modded rimworld?
milkwater  [author] 4 Aug @ 9:12am 
solodoot, I have the texture ready for the tractor cannon, I just need to actually sit down and code it... Should be easy enough, when you shoot a pawn it makes him more vulnerable to damage and maybe decreases their psyfocus or aiming time... Good against big bad enemies if you can get up close


fox5859, There is always hope I create more exotics! I am just slow after the 1.6 update since I am having fun doing non-rimworld stuff.
solodoot 4 Aug @ 2:46am 
is the lament and tractor cannon still being worked on
fox5859 27 Jul @ 10:09am 
Oh shit I am glad I found this, used to play destiny before falling off some time ago, had a itch this may scratch, any hope for this to get more exotics in the future like ice breaker or old d1 exotics?
L. Velociraptor 26 Jul @ 10:53pm 
Oh this sounds fun as hell! Thanks so much for the update @milkwater!
milkwater  [author] 26 Jul @ 10:38pm 
Yippie! I updated the mod to 1.6 and added a new exotic (Khvostov 7G-0X) for everyone to enjoy, it was really fun to create ricochet rounds!

Professor Bonkers, if I have some more inspiration I will totally do the Vexcalibur, I love glaives in the main game and it would be super cool to see one in rimworld! :ScroobertCheer:
Professor Bonkers 26 Jul @ 6:49pm 
Final Warning would be a relatively-simple short-range smart pistol basically, just firing bursts of homing projectiles at the drawback of being very short range (might suck for hunting lol)

The idea for Euphony was focusing on its main effect - "sustained damage (i guess something similar to what you already have for Polaris Lance as well) will spawn threadlings. Threadling spam would be really fun, although i wonder how it would work here as i haven't touched rimworld modding myself yet. Would they be pawns? projectiles? i dunno!

as for Vexcalibur - really just a glaive of some kind and that's one of the neater looking exotics so i imagine it might be fun to draw lol. I was thinking something somewhat similar to VWE-Bioferrite's Piercer rifle; a ranged weapon but with a good melee. Turn that up a notch and make it a really good melee weapon that has the capability of doing ranged attacks. You could add a shield but idk
milkwater  [author] 26 Jul @ 4:05pm 
Damn this update might take a bit longer than I thought, seems like they removed the damage multiplier from the bullet class..? And I was kind of using that lol... :aurip: