After completing some more research into how RimWorld is modded, I discovered a tutorial online dedicated to teaching new modders all aspects of RimWorld modding.
The end result of this tutorial is the Plague Gun, a gun that, upon hitting someone, gives them the plague. This tutorial has been created to go through each step and each separate functionality of RimWorld modding, such as creating the necessary metadata, creating and setting separate Def files for each entity, and C# integration.
Whilst also researching RimWorld modding, and the steps to move forwards, I have also created a few simple mods that required very little skill to create, just to get into the progress of doing so, acting as a form of rapid prototyping.
The mod I created was called the "God Gun", a gun that shot an incredibly powerful bullet that could one-hit-kill any unit in the game. The caveat to this, however, is that the gun had a minute long cooldown where the user can not move or react to anything, as opposed to a fraction of a second like normal weapons have.
The damage profile for the God Gun. Note the incredibly high damage value and the minute long ranged cooldown.
I tested this gun on various natural fauna, and as can be seen, it deals an insane amount of damage in one shot, far more than any normal bullet should.
What can also be seen in is the ability in RimWorld to enable a development mode, enabling the player to access extra data within the game, such as debug data, variable tracking, and additional resources that will be pivotal in creating the mod.
I also created a secondary gun within this test mod, called the "Nuke Gun". The nuke gun is another simple variation of a default gun, with a single exception: instead of firing bullets, the gun fires mortar rounds.
In order to create the Nuke Gun, all I had to do was change the Def value that dictates what bullet the new gun fires. As mortar shells are simple a vastly changed version of a bullet; they are children of a default bullet, there was no issue in getting a normal gun to fire mortar shells.
For extra effect, I vastly lowered the cooldown on the weapon to 0.5 seconds. As this rapid prototyping test mod is not going to be created for release, I can forgo balancing what I am creating whilst testing my modding capabilities, and see how far I can push RimWorld via modding.
This shows an overview of what I achieved this week in my RimWorld modding project.