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Bionic Wealth
   
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Mod, 1.4, 1.5, 1.6
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22 DIC 2023 a las 7:14 p. m.
20 JUL a las 7:20 p. m.
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Bionic Wealth

Descripción
A bionic wealth rebalance mod, to mitigate the need of colony wealth management.
Also affects other implanted body parts

Multiplies wealth of implanted bionics/other parts by 0.36
Does not change the value bionics/other parts are bought or sold at


Balanced around the vanilla odds of:
~1% Chance for 1 Pawn to beat 1 Bionic pawn
~50% Chance for 2 Pawns to beat 1 Bionic pawn
~99% Chance for 3 Pawns to beat 1 Bionic pawn
Bionics on a bionic pawn:
Archotech limbs, Painstopper, Bionic heart
All pawns had melee 6.
Sample size 100.

Why?
  • 18 Bionic pawns are worth 100 non-bionic pawns (in raid points), but only have a 50% chance to win against 2 pawns. This mod changes them to be worth 36 non-bionic pawns

  • The wealth created by a bionic pawn will look skewed in the history tab, as it's displayed as pawn wealth but calculated as direct wealth for raid points, this mod lessens that

  • Bionics aren't removable from a corpse, if your bionic pawn dies all bionics die with them unless you resurrect them, equal wealth implanted or not is odd

  • Bionics aren't worth it until max wealth is reached, slaves or other means of increasing pawn count are always more viable



Misc
Why melee skill 6 in tests?
Skill 0 - 20 Averaged gives melee dps 2.87
Skill 6 is 2.79
Skill 0 - 20 Averaged on a bionic gives melee dps 6.145
Skill 6 bionic is 6.16
100% quality pawn has 5's and 6's in skills
Why those bionics in tests?
They give the best odds for fighting in vanilla, wealth only matters because of raid points, so fighting bionics are used

Compatibility:
Should be all good, does use Harmony

Updates:
Updated to 1.6, added load order (Load after Harmony & Core), and added Harmony dependency in About.xml, thanks to others for checking it still worked :)
Updated to 1.5, nothing needed to be changed, added ModIcon.png and 1.5 to supported versions in About.xml

Uploaded for anyone interested, sorry for long description
Feel free to modify or re-upload this mod
Other (outdated) balancing mod: Food Wealth
25 comentarios
Codi  [autor] 17 JUL a las 7:46 p. m. 
Also good to hear it works :steamhappy:
Codi  [autor] 17 JUL a las 7:45 p. m. 
@cat monke You're completely right, I'll do that when I update it
cat monke 17 JUL a las 7:24 p. m. 
if you are willing, please add harmony to the about.xml as a dependency

i also just tested this in 1.6, and it seems to work fine
Codi  [autor] 17 JUL a las 6:31 p. m. 
@Darkborderman Haha, yea for sure feel free :steamhappy:, do whatever you want (Pretty sure I included source code), I'll probably update it sometime myself (by just adding 1.6 to supported versions in the about.xml), I assume it works on 1.6 already, but I'll double check
Darkborderman 12 JUL a las 11:50 p. m. 
@Codi Hello, can I create a 1.6 version of this mod?
I see Feel free to modify or re-upload this mod , but would like to ask permission first.
AbitHigh 7 JUL a las 7:39 a. m. 
just asking do you plan on updating to 1.6?
joyrider 1 JUN a las 11:44 a. m. 
yeah, i also find it odd that a 2 bionic parts cost about more in wealth than actual pawn, and 1 bionic=1 pawn with a scar or something, but i think it's compensated by the number of colonist being an extra modifier for raid strenght
Codi  [autor] 13 ABR a las 10:27 p. m. 
@Lv99POTATO Glad to hear :steamhappy:

Bionics die with the pawn (:deadrat:), so I wouldn't worry too much
Lv99POTATO 11 ABR a las 12:11 a. m. 
Thank you for the great mod! :steamhappy:
It would be great if there’s a mod that prevents prosthetics from being removed once installed.
That would make the decrease in value of installed prosthetics feel even more natural.
Codi  [autor] 22 ABR 2024 a las 4:52 p. m. 
@JoeMomma225 Should be like everything