RimWorld

RimWorld

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RandomizedItemsPlus
   
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Mod, 1.6
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992.317 KB
Jun 27 @ 11:33am
Jul 27 @ 6:34am
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RandomizedItemsPlus

Description
This is one piece of the puzzle for a series of mods I'm making with one goal in mind: making each story or campaign at little more personal. Special. In terms of gameplay: more random.

This mod changes the way items are created, by randomizing important stats. Weapons have randomized damage and accuracy stats; apparel randomized armor and insulation values. All items have their market value changed.

Though, all of it is done within reasonable limits. An 'Excellent' weapon will always be better than a 'Good' weapon. How much better is up to the random generation.

The TLDR bullet list of what this mod does:

  • Adds personality, flavor and a little uniqueness to each of your colonies, perhaps making some items as much of protagonists as some of the colonists
  • Randomizes all weapons and apparel (rolling random damage, accuracy, armor values, market value etc within set ranges for each quality level)
  • Nerfing accuracy of ranged weapons, making fighting more interesting in general, and making good fighters more important specifically
  • It doesn't completely change the game, but it does change it - enough to make a difference, not enough to feel strange
  • Choose if weapons, apparel or both will have randomized stats using the mod settings

So what have I actually done?

I have highjacked the core game way of applying quality modifiers to items. Instead of set changes, like a flat damage boost if the weapon is 'Legendary', I have put in place ranges for the game to roll multipliers from.

As an example, the weapon damage ranges look like this:

• Awful: 0.5 to 0.7
• Poor: 0.71 to 0.9
• Normal: 0.91 to 1.14
• Good: 1.15 to 1.3
• Excellent: 1.31 to 1.55
• Masterwork: 1.56 to 2.0
• Legendary: 2.01 to 5.0

What does this mean in practice?

It means a 'Normal' bolt-action rifle will have a damage rolled between and 16.38 and 20.52, instead of always having the flat 18 that is the base damage. Always better than a 'Poor' weapon of the same kind; always worse than a 'Good' one - though always with a little personality. Add the random stats for accuracy as well and every weapon is a little unique in its own right.

Many weapons will be better than they are with core game logic. Some will be considerably worse.

Significant rebalancing of ranged accuracy

In the core game pretty much all weapons have great accuracy. And even if they don't on first glance, the calculations for accuracy is very favorable. In my opinion, too many weak fighters land too many shots.

In addition to making accuracy numbers random (along the same principles as above, using ranges for each quality level) I have also nerfed accuracy by a lot. It makes fighting a bit more interesting, as well as finding that legendary charge rifle all the more exciting and desired.

Moving forward

I like stuff to be randomized in general. More random stats. More random traits for pawns. More random maps to play on. I've always liked to play with 'Infused' and 'Infused 2', as both make items more unique and add a lot of flavor. Although, they end up over the top.

I think I will look into adding a sort of prefix-suffix system or the like as well, so items can even more unique flavor. If I do, it's gonna be a little along the same lines as what I've done so far; shaking thigs up, but just a little.

In the bigger picture, I'm working on a set of mods that will all come together in a neat way to add flavor and personality to each colony. Random items, owned and inherited by the people of your colonies, while having more random elements to faction relations and raid calculations. All of it with one goal in mind: making every story a little more different and a little more memorable.

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Yes, of course I used AI for the preview pic. Sadly for us all, my 'Artistic' is disabled. AI can do okayish art quickly, and I feel like it's good enough. If you are so annoyed by it you want me to get rid ot if, I'm taking artistic donations and will consider changing it if I like what you create!
Popular Discussions View All (1)
3
Jun 28 @ 1:21am
1.6 - Conflict with Quality Expanded
moo
22 Comments
Miyu 6 hours ago 
Got it, thanks!
Side1iner  [author] 6 hours ago 
@Miyu: It's a legendary bow! That's the whole point. One arrow to the head from your most fearsome fighter... yeah, that's it.

That said, I could maybe make a setting for tweaking the modifier - at least for legendary items. But I'm in the middle of a lot of other stuff, so it might not happen right away!
Miyu 6 hours ago 
Like, more numbers on item > less chances for it, and usually items are just normal.
Miyu 6 hours ago 
I got legendary long bow with 92 damage. Seems something needs to be changed? Can you make balanced version of it? Love this mod but its too much. ;D
Side1iner  [author] Jul 26 @ 3:56am 
@snake: I will add it to the 'circle back task list'! Shouldn't be too hard to do.
snake Jul 26 @ 3:01am 
can you make an option to disable the accuracy nerfs or reduce them? i love the mod, i just dont like how hard it is to shoot stuff
El Capitan Kirk Jul 20 @ 8:43am 
Hey, thx regardless. I'll dive into it at some point I imagine. The xml for this game looks easier than that of X4 Foundations, so I'd evenually give it a good read and jump in so I can stop pulling my hair out with X4.
Side1iner  [author] Jul 20 @ 6:40am 
@El Capitan Kirk: Hey! That's some XML gymnastics you are going for! While I do basic XML stuff when I need to, I haven't done that. So can't really help, sorry!

The best way might be to look at another mod you know does the same thing? That's often a good way of progressing within the modding realm.
El Capitan Kirk Jul 19 @ 9:32pm 
Quick question, if you find the time and don't mind: What code should I put in an .xml patch if I want returned resources from "RubblePile" deconstruction to be random within a range?
Mod I'm trying to alter: https://steamcommunity.com/sharedfiles/filedetails/?id=3529058623
code:
<Patch>

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RubblePile"]</xpath>
<value>
<costList>
<Steel>1000</Steel>
<WoodLog>30</WoodLog>
<ComponentIndustrial>10</ComponentIndustrial>
<Gold>2</Gold>
<Plasteel>1</Plasteel>
</costList>
</value>
</Operation>

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="RubblePile"]</xpath>
<value>
<resourcesFractionWhenDeconstructed>0.00025</resourcesFractionWhenDeconstructed>
</value>
</Operation>

</Patch>
Side1iner  [author] Jun 30 @ 1:08pm 
@Box: I haven't made a patch for it. You know better than me if it would work, I guess! I haven't used CE for years now.