RimWorld

RimWorld

RandomizedItemsPlus
24 Comments
Rtepper 5 hours ago 
Hey people do you know what legendary means, no offence but if it's better then master's work(masterwork) it ought to be effective.
Redrum 20 hours ago 
is it possible to make a setting for percent chance that get randomized instead of 100% of the items? that way it can be more aligned with 'Infused'
Miyu Jul 27 @ 2:00am 
Got it, thanks!
Side1iner  [author] Jul 27 @ 1:48am 
@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 Jul 27 @ 1:47am 
Like, more numbers on item > less chances for it, and usually items are just normal.
Miyu Jul 27 @ 1:45am 
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.
Box Jun 30 @ 4:47am 
does this work with CE?
Side1iner  [author] Jun 28 @ 1:54am 
@moo: Answered in the thread. Anything messing with the vanilla system for how items work under the hood could likely have issues (this mod only shuffles the numbers for vanilla stuff).
moo Jun 27 @ 9:10pm 
Posted a bug - believe this conflicts with Quality Expanded
Side1iner  [author] Jun 27 @ 1:08pm 
@VitaKaninen: Depending on the stats rolled the item will move up and down the 'ApparelScore' ladder, I guess. Haven't done anything specific with the system, so it should work as usual (though, the actual stats will matter, at least if significantly better than the same quality item with worse score).

I guess? I don't play with Anomaly, so I'm not familiar with it. If it ends up being an issue let me know, and I'll see if there is an easy fix.
VitaKaninen Jun 27 @ 12:50pm 
Do you know how the vanilla apparel system will decide what items are considered "better", and when a pawn will decide to change clothes, seeing as two items of the same quality are no longer equal?

Also, will the psychic sensitivity multiplier effect of bioferrite scale as well? That might actually be too OP to leave in, if it does. It currently gives a 120% multiplier for psychic sensitivity at legendary quality, and it will really throw off the game balance if this is allowed to scale higher.
Side1iner  [author] Jun 27 @ 12:27pm 
@VitaKaninen: Glad to hear it! Happy hunting for that world beater!
VitaKaninen Jun 27 @ 12:21pm 
I might have to craft a few hundred legendaries to get the perfect stats. I really love it, actually!

I always feel disappointed when all my people finally get 100% legendaries, and I no longer feel the need to craft things anymore. Thanks for the great mod!
Side1iner  [author] Jun 27 @ 12:20pm 
Yes, all variants are possible: great rolls in all stats, great in one but bad in all others, bad in all etc. Completely random (again, within the applied ranges for each quality).
Side1iner  [author] Jun 27 @ 12:18pm 
@VitaKaninen: Independent (by choice)!
VitaKaninen Jun 27 @ 12:18pm 
Ok. Are the stats independent of each other, or does each item get a single multiplier that all the stats are scaled by?

In other words, if an Item has better sharp protection, will it also have better blunt protection as well as a wider temperature range, or is each stat randomized independent of the others?

If legendary #1 has better sharp protection than legendary #2, will it also always have better blunt protection as well? Or can an item have better sharp, but also have worse blunt at the same time?
Side1iner  [author] Jun 27 @ 12:01pm 
@VitaKaninen: Insulation stats are randomized as well. So there will be some variation.

Yes, that's a good thing about it! Legendary gear have the widest range by far, and getting a god roll will mean a wicked item. But each item is a wee bit more interesting and I like that in general!
VitaKaninen Jun 27 @ 11:55am 
I really like the idea! Now I will have a reason to keep making weapons even when everyone has all legendaries. For things like armor, the temperature range is left untouched, right?