RimWorld

RimWorld

Condition Matters
62 Comments
Jan 10 @ 11:47am 
Does anyone else have an issue where colonists are choosing to wear objectively worse clothing in every way simply because it has a higher condition%?
Aug 13, 2025 @ 9:24am 
Since this mod has been reported working in 1.6 I added it to the No Version Warning-mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2599504692
Aug 4, 2025 @ 9:05pm 
Still hoping for a 1.6 update. I'm not sure this is still working in 1.6 as it is. If it is, It's not saying so.
Jul 24, 2025 @ 2:03pm 
really missing this mod for 1.6, it is such good take on condition, base game is so dumb about it
Jul 16, 2025 @ 8:56am 
any planes for 1.6?
Mar 18, 2025 @ 9:14am 
A bit late to the party, but I would like to thank you for updating this mod.
IMO it should be in base game, because it totally make sense and prevent you from cheesing the game with hier tier armor in poor condition..
Thanks A LOT !
Nov 10, 2024 @ 10:48am 
Finally! And if one day, someone will finally add a mod/update that makes weapons deteriorate over time as they get used in fights, it'll finally make buying/finding/crafting weapons more important.
Nov 8, 2024 @ 8:38pm 
lol. ok. I had the chance to test against a fresh weapon of the same style/material/quality. The penetration IS affected like it should, it just doesn't say anything about it like it does with armor. :steamthumbsup:

I'll stop blowing up your comment log now.
Nov 8, 2024 @ 8:26pm 
I also have a plasteel longsword at 65% and also showing no degrade in value (as far as the info panels show) either. So its not just modded weapons, its vanilla too.
Nov 8, 2024 @ 8:18pm 
Looking further. Armor DOES show the decrease in value as "Multiplier for Health" ... but there's nothing for weapons.
Nov 8, 2024 @ 8:16pm 
Looking at my current game. I have a weapon that is down to about 35% percent of its health. But looking at the information for the weapon (melee), it doesn't show any drop in its penetration at all. It is a modded melee weapon but is otherwise just a slightly smaller, quicker, and less damage longsword. I looked around at a few items and don't seem to find anywhere that it notes the drop in any stats. What am I doing wrong here?
Nov 8, 2024 @ 7:57pm 
Thanks for that. So I can drop the "weapon condition matters" mod then? Thanks for testing and doing all the mod work. I appreciate all you mod authors that make the game better for the rest of us.
SteveZero  [author]
Nov 8, 2024 @ 6:24pm 
it does, armor pen is affected.

features as per mod description are still functional as per my test run updating to 1.5 :)
Nov 8, 2024 @ 5:58pm 
Now does this mod effect melee weapons at all? I don't remember. Would be cool if it did in some way.
Nov 8, 2024 @ 5:50pm 
Awesome Thanks!!! yay!!!:megamanjump:
SteveZero  [author]
Nov 8, 2024 @ 5:06pm 
updated to 1.5
SteveZero  [author]
Nov 8, 2024 @ 4:52pm 
@The Bard of Hearts, there might be (<_<)
Nov 3, 2024 @ 1:58am 
Still really kinda hoping someone can update this mod.
Aug 18, 2024 @ 10:03pm 
Is there any chance this mod is going to get an update?
Jun 23, 2024 @ 4:06pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1734018911 similar mod, only does weapons afaik though
May 30, 2024 @ 1:06am 
Man I just found it and was really happy, and then - no 1.5... D:
Apr 17, 2024 @ 12:33am 
1.5 update would be awesome
Apr 15, 2024 @ 4:56am 
Hi mate. Thanks for the mod. It really helps with raids a lot. Could you please advise if you've tested it on 1.5?
Sep 25, 2023 @ 3:48pm 
it would be nice if you could make it have an auto patcher that checks for anything that quality affects and make it add scaling to all of those factors depending on the percentage
Aug 11, 2023 @ 7:46pm 
Am I correct in assuming this mod also causes weapons to degrade over time like armor items, thus requiring constant repair (using repairable gear)? Or is that part of the other mod? Or any mod for that matter? I always assumed it was this mod lol.
Jun 29, 2023 @ 6:28am 
for some reason in rimpy this mod is listed as Version: UNKNOWN despite being listed in steam as >1.2 compatible. I'm guessing based on the fact that it is listed as >1.2 compatible in steam it actually is >1.2 compatible and it's just a formatting bug or some such causing it to be misdisplayed in rimpy.
Jan 6, 2023 @ 4:49pm 
thank yooouu
Dec 24, 2022 @ 10:34am 
Much appreciated!
Dec 12, 2022 @ 7:09pm 
Thank you @SteveZero
SteveZero  [author]
Dec 12, 2022 @ 5:02pm 
updated to 1.4.
Dec 8, 2022 @ 10:30pm 
It is included in "No Version Warning", so I imagine it still works.
Nov 2, 2022 @ 6:44am 
Please update 1.4
Oct 28, 2022 @ 8:04am 
Does this still work with 1.4?
Oct 26, 2022 @ 8:52am 
Any chance for a 1.4 update?
Aug 5, 2022 @ 4:33am 
Does this work with (non-CE) mods that add weapons or apparel?
Aug 11, 2021 @ 2:01pm 
Looks good. The curves used is VERY easy to edit in the .xml files, also.
Aug 6, 2021 @ 2:49am 
And your mod wins again. You sure know how to make 'em.
SteveZero  [author]
Jul 27, 2021 @ 11:40am 
Yayo's Combat doesn't seem to use armor HP as a multiplier for armor rating like this mod does. Or at least if it does it's not something that is visible in the stats (armor stats were unchanged as condition was reduced during play-testing) and would be internal. So I'm not sure if that mod's armor reduction even works as advertised.
Jul 27, 2021 @ 9:43am 
great mod, and also curious for an answer to NeoG's comment , how do the two work together when it comes to armor values/hp
Jul 25, 2021 @ 12:42pm 
Ty for this mod!!
Jun 20, 2021 @ 7:06am 
Would also be curious to know the answer to NeoG's question.
Jun 15, 2021 @ 9:41pm 
When talking about Yayos combat, they take the HP from the armor to adjust the armor it has if im not mistakes, does that apply in conjunction with your changes? Or does one or the other overide the pther option?
May 18, 2021 @ 2:28am 
This really should be a feature of the base game. Thank you for making this mod.
SteveZero  [author]
May 15, 2021 @ 7:43pm 
@Templar, did some playtesting with it and I didn't find any compatibility issues. The previously reported error is unrelated and fixed.

@Jagd Rhino, yes, but after running several dozen raid simulations with and without mod, I didn't find the condition to be that drastic.. I'll write more about this in the mod description.
May 15, 2021 @ 11:59am 
Hello. Just looking at the comments. Is there a compatibility issue with this and Yayos Combat?
May 15, 2021 @ 10:03am 
Steve i let you a bug comment on your Chittin matter mod
May 15, 2021 @ 9:59am 
It might make more sense, but wouldnt you be able to add a chance for raiders to spawn in with better conditioned gear?
SteveZero  [author]
May 14, 2021 @ 11:33pm 
@Chocolate Pie Kitten, good point, when I made the mod I was mainly thinking of how easy it is to say pick up a marine armor from a ancient danger tomb in the early game and wear it down to single digits while still being at full efficiency. I'll have to run some simulations to see if the raider difference is drastic. If so I could increase the wealth of raiders so that they can afford to equip themselves with gear and weapons in good condition to balance this out.
May 14, 2021 @ 4:48pm 
@stevezero no this was on a test save its fine for you to do anything you need
May 14, 2021 @ 3:56pm 
I like the idea of this mod, but usually players keep their outfits and weapons in far better shape than have raiders . Will it not make the raids easier as mainly raiders are thoses with bad gear ?