RimWorld

RimWorld

RandomizedItemsPlus
42 Comments
Post Ma'Gnome Aug 25 @ 6:25am 
I really love the concept, but would it be possible to get an adjustment or toggle for the accuracy edits? Standard quality weapons feel incredibly inaccurate even with a Shooting spec'd 18 skill pawn. It's just frustrating to have every shot from what's supposed to be a hunting rifle miss while melee targets charge down your sniper with impunity.

I shoot pretty frequently irl, and I can say it is not hard at all to hit a human - sized target inside of 100 yards with literally any rifle if you have any skill. It feels like only Masterwork+ guns are worth keeping - randomized stats don't mean much if they never connect and it heavily favors sheer volume of fire over a skirmishy sniper. Cool mod though. :)
Rockydo Aug 21 @ 3:06pm 
Update: After a little messing around it seems like the weapon cooldown issue was not linked to this mod alone but caused by an interaction with Quality Expanded. It seems when we disable "ranged weapon cooldown" in that mod then we no longer have the issue in this one.

However that other mod also works fine alone. So it's some interaction between the two, something being multiplied somewhere.

It seems like ranged cooldown is not actually touched at all by this mod alone.
Rockydo Aug 20 @ 8:08am 
I found an issue, not sure if it's expected where this mod will multiply the delay between which a weapon can fire two shots (or two bursts of shots). The better a weapon the higher this delay will be, effectively making legendary weapons potentially weaker than regular weapons.

I'm using Combat Extended and Quality Expanded so there may be a conflict with one of those, I don't know if anyone using Combat Extended can confirm a similar issue. Maybe Combat Extended uses a vanilla value differently and when this mod makes it better it's actually worse with CE. Not completely sure.

I'll be turning this mod off in my next runs to confirm if it's the one actually causing the issue and not another one, but because the delay has random differences between two weapons of the same quality, I think it has to be coming from here.
morianimoriania Aug 18 @ 8:08pm 
I really like this mod, I just wish it had a random range control.
Side1iner  [author] Aug 12 @ 1:15pm 
@Q: There's always next time!
Yuka Aug 11 @ 7:44pm 
damn I'd like this for 1.5
Side1iner  [author] Aug 2 @ 12:33pm 
@Flurbel: :steamthumbsup:
Flurbel Aug 2 @ 12:08pm 
The things CE touches like accuracy and penetration won’t be random but enough of the weapon or armor stats still have vanilla values so it should be fine.
Side1iner  [author] Aug 2 @ 8:53am 
@Flurbel: Not sure! This mod only changes values of vanilla fields; doesn't add anything new etc. I don't use CE so I don't know in detail what it changes or how.
Flurbel Aug 2 @ 8:46am 
Does this work with Combat Extended?
Iki Jul 30 @ 7:28am 
ty <3
Side1iner  [author] Jul 30 @ 6:53am 
@Iki: On the top of my head, it should be safe. But it's always risky so make sure you backup your save just in case!
Iki Jul 30 @ 3:55am 
hey man love the mod! this works on old saves? ? or do you need a new colony
Side1iner  [author] Jul 30 @ 1:58am 
@CTH2004: As always!

No, no XML. It's all in C#.
CTH2004 Jul 29 @ 7:51pm 
Fair enough. I can see benifits and drawbacks of both.

Ultimate question is: how are you controlling the values? Is it via xml?
Side1iner  [author] Jul 29 @ 11:26am 
@CTH2004: I considered that, but in the end the thought of not being able to know if that Good spear is actually better than the Normal was unfun. So I decided to do it the way I did (each quality still being better or worse than the next)!
CTH2004 Jul 29 @ 7:03am 
here's a thought;

what if the ranges slightly overlapped, so the upermost part of the range for"normal" is the same as the lowermost for "good", the idea being the outliers which are sorta "quality wise not "good", but it's practicly "good".

so, at the most basic:

• Awful: 0.5 to 0.71
• Poor: 0.70 to 0.91
• Normal: 0.9 to 1.15
• Good: 1.14 to 1.31
• Excellent: 1.3 to 1.56
• Masterwork: 1.55 to 2.01
• Legendary: 2.00 to 5.0

of course, the overlap could use some work, and should have a fall off (so it's a lower chance than just a linear range suggests)
Side1iner  [author] Jul 28 @ 6:38pm 
Discord server
We have created a new Discord server. Suggestions, feedback and input on future new features etc all welcome!
https://discord.gg/xWadkMZn35

@Redrum: That's not a bad idea! Added to The List!

@Rtepper: Right?! (But yeah, it's probably a pretty easy fix to make a setting for some of it, and then why not do it...)
Rtepper Jul 28 @ 8:15am 
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 Jul 27 @ 5:35pm 
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?