RimWorld

RimWorld

More Unique Traits
21 Comments
Metalocif  [author] 17 Aug @ 2:41pm 
Thanks for the report, should be fixed.
Victor 17 Aug @ 2:06pm 
Got many errors with Cooler Psycasts:
https://gist.github.com/HugsLibRecordKeeper/8039d42c3466b5784035ed0ec87b892a
Also, there's a warning if only this mod is active, can you fix?
Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
Giorgio Dibitonto 17 Aug @ 2:38am 
Wonderful mod!

Some suggestions for additional trait bullets:
- bullet explode on web (stun)
- Buellet become ice spike (slow)
- Buellet explode on pahyayc weave that make pawn in a little area go berserk (5 sec)
TheTrueJohnMadden 15 Aug @ 8:13pm 
No offense but I think "EMP bullets" sounds a bit... too literal for what it is, it doesn't sound very unique. I understand if you don't wanna use a name from an existing game/franchise but XCOM 2 has anti-robot ammunition called "Bluescreen Rounds" which I've personally always thought sounded cool.
Gravenwitch 3 Aug @ 8:29pm 
Other tweaks:

I am assuming disruptor bullets are themed after disruptor flares. It might be fun to have them light up the targets with a small glow. This would be more effective on anomaly stuff, as its frequently fought in dark / dim environments, but would provide accuracy bonuses for all your pawns in any nighttime gunfight. A far more niche effect might be healing reduction. Fleshbeasts, ghouls, revenants, the unnatural corpse, and cultists frequently have a massive regeneration rate.

Other suggestions:
Sawn-off: allows a shotgun to be fired in melee range
Flechette rounds: significantly higher chance to cause bleeding wounds, chance for 'cleave' across several body parts
Bipod: Accuracy, burst shot count, or miss radius reduction. Increased ranged cooldown time (needing to pack up the bipod to move)
Cluster Munitions: Grenades throw 0-2 additional projectiles, sort of like the guns in VEW: Makeshift
Gravenwitch 3 Aug @ 8:10pm 
Wow these look great! I especially like the underbarrel attachments! Stuff like that makes a weapon feel far more unique than most vanilla modifiers.

The only one that feels a bit odd is the crownbreaker's bullets, it feels kind of random or nonsensical, like do the bullets psychically read the political beliefs of the target, so that it affects an empire cataphract but not a derserter in the same armor?

Some ideas for replacements, if you are interested:
Apply a hedif that reduces enemy armor or that reduces armor durability. Empire soldiers are the most heavily armored so it would be more effective against them than other enemy types.

An effect targeting psychically sensitive pawns. it could be something basic like a damage modifier dependent on psy sensitivity, adding neural heat on hit, or a small chance to stun that is increased / decreased by psychic sensitivity.
Metalocif  [author] 3 Aug @ 3:12am 
No issue with that.

Updated the mod. Go auto-headshot some tribals.
Gpac1231 2 Aug @ 10:31pm 
Metalocif, I hope you do not mind, but I would like to take this opportunity to promote my mod that adds unique versions of the autopistol, machine pistol, pump shotgun, and beam graser because I believe that most of the added traits here will apply to those weapons as well. I will delete this comment if you would like, but the mod is called Unique Weapons Extended. P.S. Love the work you are doing, was even thinking of doing some of these myself but clearly you have it covered.
Metalocif  [author] 2 Aug @ 7:16am 
Bean Bag: cool.
Slug Shells: cool.
Firefoam launcher: sure.
Anti-Empire Bullets: I dig it. I can even make it check for the presence of the acidifier hediff and do a visual effect.
Disruptor Bullets: same, I can do an effecter as well.
Definitely not Doggo 1 Aug @ 3:29pm 
Trait:

Slug shells
(Shotgun):
This weapon fires shells containing slugs. It has extended range and is more accurate at long range, but less accurate at close range.
Ranged Armor Penetration Multiplier: +0.1
Range Multiplier: +0.1
Accuracy (Touch): x0.9
Accuracy (Short): x0.95
Accuracy (Medium): x1.1
Accuracy (Long): x1.25
Market value: +10 Silver

Firefoam launcher
This weapon has a pressurized firefoam unit. The extinguisher generates a blast of firefoam from a high-pressure charge. Once used, it must be reloaded using steel/chemfuel/neutroamine/whatever else.

Flavortext:
Anti-Empire Bullets:
Fires a special bullet that shortly activate the integrated Acidifiers, activated or not, of the Empire, which deal extra damage against soldiers from the Empire.

Anti-Entity Bullets (Disruptor Bullets):
Special bullets with a tiny capsule of bioferrite, that ignites on impact, creating a short bright flash and a short local psychic disruption, which deals extra damage against entities.
Imagine12 30 Jul @ 7:44pm 
A bean bag ammo that massively reduces damage but have a chance of stunning or really good stopping power is my idea
Metalocif  [author] 29 Jul @ 7:16pm 
Neat idea. Wouldn't it be too similar to Tox Rounds? Tranquilizer Shots would have to check for toxic sensitivity as well, otherwise you could put mechs to sleep.

Trait for the next update: guaranteed headshots on hit, but increased cooldown.
ShodawCat13 29 Jul @ 6:55pm 
Thanks for answering, I had the feeling Bayonets was beyond what the traits could do.

What about a trait that would tranquilize targets? Like the rounds give small amounts of the stuff surgeries use to knock out pawns?
girk 29 Jul @ 5:22am 
anti empire? that gun is a communist
Metalocif  [author] 29 Jul @ 5:19am 
Bayonet as a trait: cool idea, but it wouldn't come with graphics and the game doesn't support that anyway.
Anti-Anomaly Rounds: see Anti-Entity rounds?
Renames: sure.
SAUCE__GODD 29 Jul @ 1:34am 
anti-anomaly rounds: This weapon fires bioferrite rounds that disrupt the psychic field. It's especially effective against Void entities. Adj: Nullifying, Depleted Bioferrite, Breaking, Sanctifying, Cursed
Fellow Kriegsman 28 Jul @ 10:47pm 
Could the "anti X" traits be renamed? It just bothers me mentally a little xD
Like, Anti-Empire could be "Crown breaker", anti insect could be "Pesticide payload", and anti Entity could be something like "Void nullifier".
ShodawCat13 28 Jul @ 6:58pm 
Is it possible to add a bayonet as a trait? So you can get melee damage on guns?
Metalocif  [author] 28 Jul @ 11:34am 
I had no issue doing so.
Generally speaking, simple mods are safe to add mid-save but not safe to remove, unless you manually delete all their content before removing.
(hash collisions can rarely occur even with simple mods when added mid-save)
Good Old Jim 28 Jul @ 11:30am 
Safe to add mid save?
Latex Santa 28 Jul @ 11:22am 
>underbarrel deadlife launcher
Shoot a mfer. Turn that mfer into a zombie allied to you.
You're on that Necromancer Grindset. Nice.