RimWorld

RimWorld

Destiny Exotic Weapons
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:
milkwater  [author] 26 Jul @ 3:39pm 
Professor Bonkers,

Thank you for writing your huge suggestion, I think the ones I would need help with are the Final Warning, the Euphony, and the Vexcalibur.

Khvostov is simple enough, I can reuse code from the Polaris Lance.

Quicksilver storm might be possible, I saw logic for Homing projectiles earlier, I would just need to find it again.

And they all look fun to draw as well, so I will try it out. I have been wanting to draw again anyways. I will include the Khvostov in the 1.6 update (which I will begin to work on today)
Professor Bonkers 26 Jul @ 2:36pm 
So i wrote up suggestions and realised that steam has a 1k character limit and i was at 3.5k lol so i will be very brief, and you can ask for my ideas if any of these sound interesting (also feel free to say nah, still an awesome mod!)

Khvostov, Euphony, Final Warning, Quicksilver Storm, Malfeasance, and/or Vexcalibur
milkwater  [author] 25 Jul @ 12:54pm 
Professor Bonkers, I think 1.6 will just be catching up, but I have a ton of textures drawn for other guns, so maybe I will code one for the update
Professor Bonkers 25 Jul @ 12:23pm 
Any plans to add new exotics with the 1.6 update or is it just going to be catching up to game version first?
milkwater  [author] 12 Jul @ 4:03pm 
Yeah 1.6 will probably come soon, I am just playing the new DLC and working on a seperate mod as well :steamthumbsup:
neondripple78 12 Jul @ 3:17pm 
1.6? also are you going to add more exotics?
IQ 420/69 7 Jul @ 2:22am 
will you update it to 1.6 when it releases?
milkwater  [author] 20 Jun @ 9:45am 
Mallory Forever, I guess I could still make the enemies explode on death, I usually only pick 1 of the exotic perks for the guns
Mallory Forever 20 Jun @ 1:24am 
@milkwater Wow that was quick, I was hoping the Graviton lance will cause the enemy to explode after death but I guess it's too hard to implement, huh? Haven't try it out but seems like it's not having the effect looking at the description
Senor Sprinkles 19 Jun @ 3:38pm 
Realistically, you will have to continuously fix it - such is the way of modding things in the first place. That aside, the 1.6 beta branch is available right now for this exact reason - so that the 1.6 changes can be field-tested by the playerbase, as well as for any modders to have their stuff ready to go at launch
milkwater  [author] 19 Jun @ 1:32pm 
Fobos, 1.6 is a great idea, but I want to wait until the update comes out I think, that way if it breaks again I don't have to fix it twice... But who knows...
Fobos 19 Jun @ 12:59pm 
1.6?
milkwater  [author] 19 Jun @ 11:44am 
HIM🐀, Pretty much, you basically spend silver to get strange and unique weapons!
HIM 19 Jun @ 11:42am 
wait...is that a lootbox mod?
milkwater  [author] 19 Jun @ 9:38am 
Mallory Forever, void weapons will probably make the targets armor reduced, and have a big stun at the end.

And the Graviton Lance sounds cool, I haven't messed with code that finds what number the bullet is in the burst yet, so that may or may not be hard to do. I'll try it!
Mallory Forever 19 Jun @ 6:43am 
Graviton lance, I'm curious how will you implement void weapons... Or it's not gonna be on the list?
MapleBlack 17 Jun @ 5:49am 
hardlight? :D
milkwater  [author] 14 Jun @ 2:50pm 
Iron Bull, I am proud to announce the completion of the Xenophage. More weapons will come soon, this one was nice and simple.
milkwater  [author] 14 Jun @ 1:41pm 
Asher The Ranger, I did think about doing legendary weapons but that might be better in a separate mod. I do love the gambit weapons though, especially when they have that jade coin attached. I just don't know if I can make the guns unique enough, but maybe that's fine if they have generic stats.


Iron Bull, I will totally do that gun. Looks awesome and it fires explosive rounds? Xenophage incoming.
Iron Bull 14 Jun @ 9:57am 
If I may make a suggestion... how about Xenophage. Slow fire rate and moderate armor pen. I'm no coder so I may be asking for too much.

Any how... fantastic work thus far, cannot wait to see more from y'all
Asher The Ranger 12 Jun @ 10:02pm 
I got a suggestion, maybe some gambit weapons like the breakneck, Bygones, and maybe the Qua Xaphan V?
DukeOog 11 Jun @ 9:49pm 
for tractor cannon, see if you can include a way to push a pawn hit by the shot away from the shooter.

as for fighting lion, bouncy grenades are a d2 base grenade launcher thing when you hold m1. instead, see if you can incorporate the hits (direct in d2 but if you cant do that its fine) increase reload speed. you can basically make it as a frag grenade belt with more range but more cooldown until you hit a shot.
CliffDeWiz 11 Jun @ 5:15pm 
milkwater, That sounds like a great idea! I hope you can figure out how to add it in lol. I suck at code so this type of stuff is way over my head. The extent of my modding ability is editing xmls and swapping textures lol
milkwater  [author] 11 Jun @ 3:14pm 
因幡白兔, Yes we were inspired by the Mystery Box from COD Zombies for the preview gif!

CliffDeWiz, So I was thinking for the fighting lion it could be a grenade launcher with a fast fire-rate and low damage, but it can bounce grenades around corners. So once the grenade hits the floor, I can check for nearby enemy pawns and make it re-launch towards them for a nice explosion.
CliffDeWiz 11 Jun @ 1:40pm 
milkwater, Yeah I had the same thought. I was hoping you'd have ideas for the weapon lol. I was like "man I love that gun but also... How on earth would that even be useful in rimworld?"

The only idea I had was maybe just an explosive launch with a really fast fire speed. Sorta lame I guess, but I guess giving a half second stun and very low damage might fill a niche?

The reason I liked the gun in destiny was the ammo being infinite, and ammo isn't a thing in rimworld without mods so lol.
因幡白兔 11 Jun @ 12:49pm 
封面动图还以为是什么抽奖游戏 very funny
milkwater  [author] 11 Jun @ 11:02am 
CliffDeWiz, The Fighting Lion looks really awesome, but the exotic perk seems hard to translate... Bouncing grenades... I guess I could do that, make the grenade launch itself again after hitting the ground?
milkwater  [author] 11 Jun @ 11:00am 
Times New Roman, Oh damn I did not notice that there was another Destiny Exotic weapons mod out there, but yours looks really cool too!

I really like your workbench texture, I spent a while trying to come up with a cool looking workbench but eventually I settled on just a futuristic screen table.
CliffDeWiz 11 Jun @ 7:17am 
I'd like to request the Fighting Lion be added. I know it's not the post popular or best exotic, but I like make things go boom. And in destiny, the fighting lion was the easiest way for me to do that, since it uses (or used I haven't played in years) primary ammo.
Times New Roman 10 Jun @ 11:08pm 
Wow! nice to see another D2 mod for this game and this even looks better than mine.
milkwater  [author] 10 Jun @ 10:36pm 
solodoot, Thanks for the suggestions, I will probably do The Lament for sure, I mean, a chainsaw sword that heals the user? Sounds pretty amazing.

And the Tractor Cannon will be coming soon as soon as soon as I find a way to make it cool, probably giving the target a weakness debuff and stunning them like you said... :steamthumbsup:
milkwater  [author] 10 Jun @ 10:34pm 
Senor Sprinkles, I thought your idea for the Wardcliff Coil was fun, a rocket launcher that saturates an area with tiny rockets. Seemed simple enough and I implemented it just now. :bbtgem:
Senor Sprinkles 10 Jun @ 9:00pm 
iirc Blunt damage penetrates shields by default, but how would you make any of these work in Rimworld?
solodoot 10 Jun @ 8:57pm 
id like to request
the lament; Revved Consumption
Damaging a combatant heals the wielder.
Banshees wail
Increases damage and adds [Shield-Piercing] shield piercing to all attacks
Graviton lance; Cosmology
Kills with this weapon cause enemy targets to detonate and spawn Void projectiles that track targets.
Tractor cannon; Repulsor Force
This weapon emits a powerful impulse that pushes enemies away, suppresses their abilities, and makes them more vulnerable to all incoming damage.
No Time to explain; Time-Slip
At 10 stacks of Rewind Again, a small portal will open, shooting bullets from an alternate timeline version of this weapon. Precision hits extend the portal's duration.
Rewind Again
Precision shots and shots against combatants slowed or frozen by Stasis will return to the magazine.
milkwater  [author] 10 Jun @ 8:28pm 
Senor Sprinkles, Thank you for the detailed comments, I will get to work soon!

The Wardcliff Coil looks really nice, and seeing a swarm of micro-rockets will definitely be awesome. The Witherhoard also has a cool perk, an explosion that spawns a blighted crater to DOT enemy pawns sounds dope as well.
Senor Sprinkles 10 Jun @ 8:13pm 
Jotunn - pretty straightforward, could just shoot a solar rocket shaped like a fireball

Wardcliff Coil - this is one of the tougher ones because in Rimworld, a pawn can only target and attack 1 thing at a time. So in lieu of begging for the enormous work it would take to achieve a multi-target locking system, I think it would be better to just make it a burst-fire rocket launcher. Tone down the damage and explosion radious for each individual rocket, because the entire point of the Wardcliff is essentially a hand-held saturation bombardment

Witherhoard - possibly the hardest on the list, maybe the easiest, depends on the approach. My first idea would be as simple as a grenade launcher, and wherever it hits making an Acid-like damage over time puddle on the ground

part 3/3 - finally finished with my ideas lol at the mercy of the 1,000 character limit
Senor Sprinkles 10 Jun @ 8:13pm 
To get into specifics:

Outbreak Perfected - first draft ideas were an assault rifle with an Acid-like stacking damage over time effect, and then an AoE explosion on kill to spread the "outbreak", bonus points if those currently afflicted have a red wispy sort of particle effect going on as their lives tick away

Cerberus+1 - could be a hellcat rifle variant that, of course, fires 4 rounds at a time, similar to several mods that make shotguns fire several bullets instead of the vanilla single slug - such as Llama's Proper Shotgun Patches or [XND] Proper Shotguns (Continued)

Hardlight - could just be an assault rifle that rotates thru every element on each bullet/burst fired, or an ability is given to the wielder to toggle the gun's element manually

part 2/X
Senor Sprinkles 10 Jun @ 8:12pm 
@milkwater My choices were a combination of things that I thought could be more easily implemented and my personal favorites - Outbreak Perfected being at the top of the list

While I do think in some cases, exotic weapons can be 1:1 ported into Rimworld. I think that in most cases, it would be better to look at the essence of the exotic perk and find a way to make that function fluidly in Rimworld - the Rule of Cool is important

Case in point: Thunderlord would cause an area of effect Arc explosion/lightning strike on kill, versus in Des2ny this only happens on headshot kills. It's not identical to what it was in Destiny 2, but it retains it's core concept and isn't cumbersome to actually use in practice

part 1/X
BrGuardian 10 Jun @ 7:29pm 
hell nah
LZIM 10 Jun @ 3:38pm 
about armor, Destiny Armor as a whole is a joke. But there are many exotic armor pieces that do provide sweet perks. an overlooked thing about armor was having entire armor sets should grant bonuses. If youre considering exotic armor sets (and ignore Bungies dumb limitations) that would be cool.