RimWorld

RimWorld

Lock Boxes
27 Comments
Romyashi  [author] Jul 11 @ 6:26am 
@glennlewis2346 Not without recoding the mod. I have never had this problem before though, strange. May be a conflict.
glennlewis2346 Jul 11 @ 5:49am 
Is there a way to get this mod to work with out the Drop Loot mod? The Drop Loot mod has been feezeing my game, I can never figure out how and why just keeps happening. But since removing that mod, any Loot boxes I get, I can't open anymore.
Romyashi  [author] Jul 18, 2024 @ 2:23pm 
@gunns22 Oh, I see. You are free to do what you think is best, I don't mind as long as you are polite to other people. And there are no modded items supported as is in this mod.
gunns22 Jul 18, 2024 @ 2:11pm 
I was offering to help call attention to this mod so that there would BE support for modded items. If there's already support for items from some mods, then I'd be glad to hear which mods are already supported.
Romyashi  [author] Jul 18, 2024 @ 12:30pm 
@gunns22 Sorry, I don't think I understand you correctly. Are you asking if this mod has built-in support for any modded items currently?
gunns22 Jul 18, 2024 @ 11:40am 
Would you mind terribly if I were to ask around about which mods support this Lock Boxes mod? I saw that note at the bottom about “unless specifically patched the mod supports only vanilla items,” and I’d like to call attention to this mod to get more support.
Alex Nares Oct 23, 2023 @ 9:59pm 
Thank you very much for the clarification!
Romyashi  [author] Oct 23, 2023 @ 9:58pm 
@Alex Nares Yes, I think so.
Alex Nares Oct 23, 2023 @ 9:51pm 
Thanks for the info! So, when DropOnlyOne is true, then only the first item successfully rolled will drop. Does that mean, if I were to make a big list (adding every single item in the game), then the items further down would naturally drop less because the items higher up are getting rolled first?
Romyashi  [author] Oct 23, 2023 @ 9:24pm 
@Alex Nares It's a multiple of one item. Right before LootConfigs there is a DropOnlyOne property. It prevents any future rolls if there is a successfull roll. It can be removed so multiple different items will have a chance to drop at once.
The way it works in general is it makes a new roll per each entry in LootConfigs. So two items with 10% chance of dropping have to both individually make a successfull roll in order to drop.
There is also a GuaranteeOne property which makes it so if every item failed a roll it goes through the item list and makes every item take a roll again until at least one successfull roll.
Alex Nares Oct 23, 2023 @ 6:18pm 
According to the mod description, it is possible for multiple items to drop from 1 box, correct? I was digging through the mod files to try to customize the lock boxes. Does -each- item in the drop list have a chance of dropping? For example, below, is there a roll made for both items, with Silver having a 10% chance to drop AND for Gold having a 10% chance to drop? (So you could end up with either Silver, or Gold, or both?)

<LootConfigs>
<li>
<LootThingDef>Silver</LootThingDef>
<LootChance>0.1</LootChance>
<LootAmountMin>400</LootAmountMin>
<LootAmountMax>650</LootAmountMax>
</li>
<li>
<LootThingDef>Gold</LootThingDef>
<LootChance>0.1</LootChance>
<LootAmountMin>40</LootAmountMin>
<LootAmountMax>65</LootAmountMax>
</li>
Romyashi  [author] Sep 8, 2023 @ 9:26pm 
@Victor The framework does not support stack size currently, so no.
Victor Sep 8, 2023 @ 6:40pm 
It should look like this inside OgreStack/Overrides.xml:
<item defName="Romy_ArmorLockBox" stackLimit="1" />
<item defName="Romy_ArtifactLockBox" stackLimit="1" />
<item defName="Romy_FirearmLockBox" stackLimit="1" />
<item defName="Romy_MedicalLockBox" stackLimit="1" />
<item defName="Romy_ShellLockBox" stackLimit="1" />
<item defName="Romy_ValuablesLockBox" stackLimit="1" />
Victor Sep 8, 2023 @ 6:36pm 
Hmm, I just noticed that opening a stack of boxes only yields one result, would it be possible to allow multiple boxes opening at the same time? This is only possible with a mod that increases the stack size, the one I'm using is OgreStack. Maybe you could add a patch for it so to automatically make it non-stackable? Meanwhile I'm gonna have to manually set that.
Romyashi  [author] Aug 17, 2023 @ 2:41pm 
@Victor No idea, I've never tried it. I'll maybe look into it.
Victor Aug 17, 2023 @ 2:38pm 
Oh alright, I'll leave that idea as a suggestion then, would it be hard to implement?
Romyashi  [author] Aug 17, 2023 @ 2:37pm 
@Victor Because the lock boxes themselves drop loot. So they require the code that allows for this behavior. So the framework that handles this is required.
Victor Aug 17, 2023 @ 2:19pm 
Why does it require the Drop Loot When Destroyed Framework if you can only get the boxes from traders and quest rewards? I thought they were going to randomly drop from raiders, that'd be cool
Romyashi  [author] Aug 14, 2023 @ 10:45pm 
@123nick Probably no.
Romyashi  [author] Aug 14, 2023 @ 10:45pm 
@Gyger No.
Gyger Aug 14, 2023 @ 7:12pm 
Do they show the percentage chance of each of the loot appearing?
123nick Aug 14, 2023 @ 5:35pm 
Can you add a mod configuration menu that allows people to add and remove items from lock box loot lists?
Romyashi  [author] Aug 13, 2023 @ 11:02pm 
@AugustTheTitan Quest rewards and exotic traders.
AugustTheTitan Aug 13, 2023 @ 7:51pm 
Where can you find locked boxes in the game?
Romyashi  [author] Aug 12, 2023 @ 12:05am 
@Aranador I did specify in the notes that no, unless they are manually added to loot pool they do not appear.
Aranador Aug 11, 2023 @ 8:51pm 
Do items from other mods appear within these boxes ?
AlexJones1776 Aug 11, 2023 @ 5:05pm 
There could be anything in this lock box, even a box! You know how much we've wanted one of those? Gimme the mystery box.