RimWorld

RimWorld

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RandomizedItemsPlus
   
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Mod, 1.6
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463.301 KB
27 Jun @ 11:33am
27 Jun @ 3:25pm
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RandomizedItemsPlus

Description
This is one piece of the puzzle for a series of mods I'm making with one goal in mind: making each story or campaign at little more personal. Special. In terms of gameplay: more random.

This mod changes the way items are created, by randomizing important stats. Weapons have randomized damage and accuracy stats; apparel randomized armor and insulation values. All items have their market value changed.

Though, all of it is done within reasonable limits. An 'Excellent' weapon will always be better than a 'Good' weapon. How much better is up to the random generation.

The TLDR bullet list of what this mod does:

  • Adds personality, flavor and a little uniqueness to each of your colonies, perhaps making some items as much of protagonists as some of the colonists
  • Randomizes all weapons and apparel (rolling random damage, accuracy, armor values, market value etc within set ranges for each quality level)
  • Nerfing accuracy of ranged weapons, making fighting more interesting in general, and making good fighters more important specifically
  • It doesn't completely change the game, but it does change it - enough to make a difference, not enough to feel strange
  • Choose if weapons, apparel or both will have randomized stats using the mod settings

So what have I actually done?

I have highjacked the core game way of applying quality modifiers to items. Instead of set changes, like a flat damage boost if the weapon is 'Legendary', I have put in place ranges for the game to roll multipliers from.

As an example, the weapon damage ranges look like this:

• Awful: 0.5 to 0.7
• Poor: 0.71 to 0.9
• Normal: 0.91 to 1.14
• Good: 1.15 to 1.3
• Excellent: 1.31 to 1.55
• Masterwork: 1.56 to 2.0
• Legendary: 2.01 to 5.0

What does this mean in practice?

It means a 'Normal' bolt-action rifle will have a damage rolled between and 16.38 and 20.52, instead of always having the flat 18 that is the base damage. Always better than a 'Poor' weapon of the same kind; always worse than a 'Good' one - though always with a little personality. Add the random stats for accuracy as well and every weapon is a little unique in its own right.

Many weapons will be better than they are with core game logic. Some will be considerably worse.

Significant rebalancing of ranged accuracy

In the core game pretty much all weapons have great accuracy. And even if they don't on first glance, the calculations for accuracy is very favorable. In my opinion, too many weak fighters land too many shots.

In addition to making accuracy numbers random (along the same principles as above, using ranges for each quality level) I have also nerfed accuracy by a lot. It makes fighting a bit more interesting, as well as finding that legendary charge rifle all the more exciting and desired.

Moving forward

I like stuff to be randomized in general. More random stats. More random traits for pawns. More random maps to play on. I've always liked to play with 'Infused' and 'Infused 2', as both make items more unique and add a lot of flavor. Although, they end up over the top.

I think I will look into adding a sort of prefix-suffix system or the like as well, so items can even more unique flavor. If I do, it's gonna be a little along the same lines as what I've done so far; shaking thigs up, but just a little.

In the bigger picture, I'm working on a set of mods that will all come together in a neat way to add flavor and personality to each colony. Random items, owned and inherited by the people of your colonies, while having more random elements to faction relations and raid calculations. All of it with one goal in mind: making every story a little more different and a little more memorable.

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Yes, of course I used AI for the preview pic. Sadly for us all, my 'Artistic' is disabled. AI can do okayish art quickly, and I feel like it's good enough. If you are so annoyed by it you want me to get rid ot if, I'm taking artistic donations and will consider changing it if I like what you create!
Popular Discussions View All (1)
3
28 Jun @ 1:21am
1.6 - Conflict with Quality Expanded
moo
13 Comments
Side1iner  [author] 30 Jun @ 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 30 Jun @ 4:47am 
does this work with CE?
Side1iner  [author] 28 Jun @ 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 27 Jun @ 9:10pm 
Posted a bug - believe this conflicts with Quality Expanded
Side1iner  [author] 27 Jun @ 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 27 Jun @ 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] 27 Jun @ 12:27pm 
@VitaKaninen: Glad to hear it! Happy hunting for that world beater!
VitaKaninen 27 Jun @ 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] 27 Jun @ 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] 27 Jun @ 12:18pm 
@VitaKaninen: Independent (by choice)!