RimWorld

RimWorld

RWWB : RimWeapon Balance
28 Comments
Conspicuous Coyote  [author] May 15, 2019 @ 1:04pm 
Additionally, I might be able to expand my ability to balance to things like turrets, creatures, armours, and even alien races.

My modding ability is still limited though, and I'm basically just stuck patching values, but a lot of balancing can be done with that alone still.
Conspicuous Coyote  [author] May 15, 2019 @ 1:02pm 
Good news, I've got a work around to my old methods, and carpel tunnel wont be an issue anymore proceeding with this project.

It'll take some time to figure out what approach I want to take with balance.
I might just use the old methods I developed and base it all on vanilla, instead of gathering obscene amounts of data to base the balance changes on.

I may also start looking into materials cost effectiveness for weapons, to better balance low tier weapons that require abnormal amounts of resources.

Either way, I should be able to get back to work in the next month or so, when I get the free time to start working on it again.
HEL Jan 22, 2018 @ 2:25pm 
This project is really needed. Thanks for everything. Hope you will start another attempt after the final release
Conspicuous Coyote  [author] Jan 18, 2018 @ 9:54pm 
THE STATE OF THIS MOD PROJECT.

I have not given up on it, but the scope of this project is kind of massive. Thus, I'm not going to even try to work on it again until Rimworld is properly released, and we can stop worrying so much about major version updates. As it stands right now my collected data is now useless, I'd have to re-gather it and form a new median to balance with, as well as actually make the patches themselves.

This is a process that could easily take two weeks of non-stop work. While I'm up to the task, I don't want my efforts to simply be wasted again.
Ixcatl Jan 2, 2018 @ 10:37pm 
If you do end up updating, I'd love to see you have a crack at the Ni'Hal. I'd rather not have a small fleet of fully power-armored soldiers arriving at my doorstep just after I obtain a multi-analyzer.
Conspicuous Coyote  [author] Nov 22, 2017 @ 3:29am 
Honestly, I'd just recommend not playing with Glitter Tech. It's an unbalanced mess. My system of balance had the APB-Projector about 4000% stronger than the vanilla minigun. Which it blatantly is.

Even if I do start up this project for B18, Glitter tech honestly won't be on the priority list for me. I want to balance mods I'm personally interested in, and Glitter tech just didn't add anything worth dealing with for me. Especially since it's a bit outside of my personal modding ability to fix the amount of unbalanced crap inside of glitter tech, outside of the unbalanced weapons.
Ideal Nov 22, 2017 @ 1:48am 
GlitterTech is a nice mod but the op weapons it provides are very annoying. A pawn with a OC defense rifle is a one man army who can wipe out entire bases.
Cassara Nov 21, 2017 @ 12:03pm 
I'd love to see an update to this project for B18, particularly for GlitterTech which sorely needs a balance pass. Thanks for the great mod Kinjry. :)
Conspicuous Coyote  [author] Nov 20, 2017 @ 4:23am 
Maybe for a few select mods when I get time. This mod project is waaay too big for one person to really reasonably handle. The data collection and maintenance of mods is a pretty big task to do alone.
Ideal Nov 20, 2017 @ 3:47am 
Any chance you updating this to B18? I really enjoyed playing with your patches - so thx for a great run in A17 :)
Conspicuous Coyote  [author] Sep 20, 2017 @ 11:17am 
Hey all, sorry for being so inactive lately. The scope of this project has very quickly grown into something a lot larger than I thought. I can't say when I can get back to work on it, but it's not abandoned or anything. It just might be a while before I can start slotting aside weekly time to get this stuff done.

Documenting everything is what takes the vast majority of time. Especially for mods with lots and lots of items.

When I can start getting back into Rimworld I'll start working on these patches again as well.
Meme Turtle Sep 20, 2017 @ 10:40am 
Do you have any plans for rebalancing turrets as well?
Nanao-kun Sep 1, 2017 @ 5:16am 
I'd also like to see one for MechanoidTech and Rimfire.
Aeriby Jul 13, 2017 @ 6:38pm 
Thank you. MechanoidTech is the only combat mod of mine that you dont have a combat balance patch for.
Conspicuous Coyote  [author] Jul 13, 2017 @ 6:08pm 
I can certainly look into it! That mod seems pretty interesting.

Since I'm here, I've been pretty slow on getting Project Fallout completed, and I can assure you all I have a very reasonable excuse.

SGDQ happened and I'm catching up on all the good stuff I missed. Very important stuff.
Aeriby Jul 13, 2017 @ 3:36pm 
Conspicuous Coyote  [author] Jul 4, 2017 @ 4:02am 
Maybe, It's a bit less conveinent given it's not on steam, but it looks like a good weapon pack. Can't say when/if it'll get done though, I've got a lot of mods on my plate already.
123nick Jul 3, 2017 @ 1:54am 
will you make this for rimfire? https://ludeon.com/forums/index.php?topic=9536.0
Conspicuous Coyote  [author] Jun 29, 2017 @ 6:06pm 
I've already identified the issues, the major one is I tend to bend my wrists while sleeping. So any carpel tunnel i get while working doens't get a chance to heal overnight. I'm going to get myself some bracers for overnight to help. The session I gave myself carpel tunnel on was also about 20+ hours of data entry/coding. So, I did some pretty good damage to myself, and the sleeping issue has prolonged it. It's healing though, so I don't think there's any permanent damage.

That being said, Project fallout is a sure thing for next week. I just need to finalize some changes and make the patch itself.
Hawkefire Jun 28, 2017 @ 11:29am 
Thanks for the info there Kinjry.
As an off-topic ish thing, if you want to avoid carpel tunnel I highly suggest looking up proper poster guides, there are quite a few videos on it on youtube, and I know of at least a few articles on it. Also check how high you place your keyboard relative to your shoulders, if I remember correctly that plays an important part to that (same with the mouse, but I believe that is less important). I would post you some links, but I am on my phone atm so copy pasting is a bit...difficult. I will try to remember to send it this evening if you are still interested.
Conspicuous Coyote  [author] Jun 27, 2017 @ 1:53am 
Medieval times is planned, but low priority since it's fairly well balanced for RWWB already. really minor adjustments need to be made.

And don't worry, taking my time on these mods, I only work a set amount of time on them every week, specifically to avoid carpel tunnel, and to avoid burning out on making them. It's a massive undertaking, and I'm going to have to pace myself if I expect to keep going.
Hawkefire Jun 26, 2017 @ 4:38pm 
Also, nice work on what you have done so far! Very impressed with it all, and I greatly appreciate someone going through with the time and effort to attempt to balance all these mods like this! Just be careful not to get burned out or overwork yourself with keeping these all up to date :)
Hawkefire Jun 26, 2017 @ 4:30pm 
Any chance you could do the weapons from Medieval Times? Or do you consider them to be already balanced?
Conspicuous Coyote  [author] Jun 23, 2017 @ 6:26pm 
I hope you like the changes! Still working on adding more mods as well, currently working on the Project Fallout mod. It has over 70 weapons though so it's taking some time to complete. Unless something comes up though it should be done some time next week.
Bill Microsoft Gates Jun 23, 2017 @ 3:49pm 
Gonna try these out, at least someone finally nerfed the APB weapons from glittertech :)
Conspicuous Coyote  [author] Jun 5, 2017 @ 7:02pm 
Well, I've also got other stuff to do with my life. Should have another done this week though, probably ferals.
Tyrant Jun 5, 2017 @ 12:31pm 
I saw that you have the other Rimsenal mods planned out on your spreadsheet. Is there an ETA on that or are you still suffering from hand cramping?
XeoNovaDan May 27, 2017 @ 1:03pm 
It's interesting seeing others' viewpoints on balance... I'll have to keep an eye on this project.