RimWorld

RimWorld

[XND] Profitable Weapons
158 Comments
MrPinobis 27 Jan, 2024 @ 7:38am 
This is one of the things that should be in the base game, obviously a repaired, used and groped weapon is not worth as much as a new weapon, recently made by the hand of a high -level manufacturer achieving excellent quality
Mlie 27 Oct, 2020 @ 2:15pm 
pgames-food 23 Oct, 2020 @ 8:46pm 
yeah why be a tyrant, when you can be a hero :)
Drayco84 22 Oct, 2020 @ 9:16pm 
Really, Steam's auto-updating is mostly why we use it. It also looks like this is ready to be submitted to Steam, why not make the final step and upload it?
sonicht 28 Sep, 2020 @ 11:51am 
can you put it on steam? I don't like dodgy download links :(
Tyrant 21 Aug, 2020 @ 2:10pm 
I've updated this mod to 1.2, which mainly consisted of recompiling it (using updated 0Harmony.dll & MendAndRecycle.dll files) with the fix I listed in my previous comment, and updating the About.xml file.

Let me know if there's any issues.

https://files.catbox.moe/j9zuy9.zip
Camaleão 16 Aug, 2020 @ 7:51am 
+1 to 1.2
Wicked 14 Aug, 2020 @ 9:49am 
1.2?
Murden 12 Aug, 2020 @ 10:22am 
hi @XeoNovaDan, is this designed to work with modded weapons? For some reason, guns I craft from "[SY4] Vanilla-Friendly Weapon Pack" are still worth kwap.
brody1601 16 May, 2020 @ 12:30pm 
hey just curious will this work with the bandaid economy mod?
Tyrant 14 Apr, 2020 @ 11:29pm 
So as far as I can tell, I'd just have to change

foreach (ThingDef weaponDef in DefDatabase<ThingDef>.AllDefs.Where(d => d.IsWeapon && !d.HasComp(typeof(CompLootedWeapon))))

to

foreach (ThingDef weaponDef in DefDatabase<ThingDef>.AllDefs.Where(d => d.IsWeapon && !d.IsDrug && !d.IsStuff && !d.HasComp(typeof(CompLootedWeapon))))

Is this correct?
XeoNovaDan  [author] 13 Apr, 2020 @ 12:14am 
I'll get to adding a check so that anything that is a drug or resource doesn't get tagged, whenever I next get the chance
Tyrant 12 Apr, 2020 @ 11:47pm 
I concur that beer really shouldn't be getting the tag. Would it be possible to have some sort of configurable blacklist as to what not to tag?
Maaxar 4 Apr, 2020 @ 3:56pm 
Beer can be wielded as a weapon actually (in-game). But it still probably shouldn't happen.
hop 21 Mar, 2020 @ 6:54am 
hey i killed some raiders and they dropped beer with looted tag. I dont think thats supposed to happen
SirVivel 26 Feb, 2020 @ 11:15am 
Yaaaay, you saved my colony in more ways than you'd imagine. ^^
XeoNovaDan  [author] 22 Feb, 2020 @ 9:10am 
Note for 1.1: An updated version of this mod is in the wings
HawnHan 5 Feb, 2020 @ 9:36pm 
I translated the mod into Chinese(include Simplified Chinese and Traditional Chinese),and I send a pull request in github.Please confirm and merge.thank you!
Holgast 28 Dec, 2019 @ 8:07pm 
I'd like to know the same before enabling.
Razor 25 Nov, 2019 @ 5:54am 
Great mod, but I'm encountering a small problem: I'm using this mod along with Mend and Recycle and my colonists don't want to repair looted (L) weapons at the repair bench when the weapon's health is 100%. Because of this, I can't remove the (L) tag from those weapons.

Is there a patch or a workaround to solve this? I mean, besides damaging these weapons myself so they can be repaired. It's not really a huge deal, most weapons I loot are damaged anyway, so only a small fraction of my weapons is affected by this. But it would be nice if I could sell all my weapons at full price.
Mistletoe The Bard 29 Oct, 2019 @ 9:52pm 
@Stuff You've made a really good point. I am totally gonna use this mod now, so I will only strip when I need the clothes
Suff 25 Oct, 2019 @ 2:21pm 
Comparing with vanilla rimworld tainted apparel, this mod approach is so much better... now I'm sad I can't just "worn" cloths instead of "strip people before they bleed out" minigame
Bishop 7 Sep, 2019 @ 3:49pm 
This mod sounds perfect. Should be able to profit from crafting weapons just like drugs, clothing and alcohol.
XeoNovaDan  [author] 24 Aug, 2019 @ 4:34am 
@Madara Uchiha - No worries! I think this is ultimately down to RawGit's recent discontinuation, which is what was used for the manifest version checking in older versions of this mod.
Madara Uchiha 24 Aug, 2019 @ 4:29am 
@XeoNovaDan, no, PEBCAK confirmed. Mod Manager screwed me over, said the versions matched even though they weren't. Forcing an update solved it. Thanks!
Madara Uchiha 24 Aug, 2019 @ 4:25am 
I have them both installed from the Steam Workshop, so I have no reason to believe they're outdated.
Madara Uchiha 24 Aug, 2019 @ 4:24am 
So even after reversing the mod order, enabling and disabling the relevant option and PW, and even messing around with all the options of both PW and M&R, I still can't get the (L) flag to be lifted.
XeoNovaDan  [author] 24 Aug, 2019 @ 4:24am 
@Madara - Are you using the latest versions of MendAndRecycle and Profitable Weapons? The current patch integrated in this mod won't work with older versions of MendAndRecycle, and older versions of this mod won't work with MendAndRecycle.
Madara Uchiha 24 Aug, 2019 @ 4:20am 
@XeoNovaDan I have just tried on a blank save with only Core, MendAndRecycle and Profitable Weapons installed, did the exact same test as you have, and the (L) flag is still there. I'll try reversing the mod order now.
XeoNovaDan  [author] 13 Aug, 2019 @ 3:31am 
@Madara Uchiha - I cannot reproduce this issue: https://youtu.be/EQUdH67W4ew
Madara Uchiha 13 Aug, 2019 @ 12:56am 
This mod does not work for me with MendAndRecycle. When I mend a weapon, it does not remove the (L) tag, with or without the MendAndRecycle integration option checked in the mod settings.
XeoNovaDan  [author] 7 Aug, 2019 @ 9:54am 
@Rachty - Yeah, that would be the case. As long as your pawns don't use beer as weapons, it should be fine.
Rachty 7 Aug, 2019 @ 9:44am 
But that affects then to his price? I mean, i have a lot of beer that i want to sell
XeoNovaDan  [author] 7 Aug, 2019 @ 9:09am 
@Rachty - The game technically counts beer as a weapon (along with wood logs).
Rachty 7 Aug, 2019 @ 8:54am 
why my beer has the (L)?
PartyCowboy 6 Jul, 2019 @ 7:23am 
@XeoNovaDan Ohh, that's a nice trick, thanks!
XeoNovaDan  [author] 6 Jul, 2019 @ 4:45am 
@PartyCowboy - There isn't a direct filter for looted weapons, though what you can do is add a filter within whatever group you've set up to handle weapons, then have that filter be for sell price multiplier under Statistics -> BasicsNonPawn and set the value range to say 21-100% for it to auto-select non-looted weapons (default settings)
PartyCowboy 5 Jul, 2019 @ 11:47am 
Is there a filter for Looted weapons in the AutoSell mod?
XeoNovaDan  [author] 5 Jul, 2019 @ 3:51am 
Pushed v1.2.8 which adds support for Nano Repair Tech!

@Cocco81 - While that is a potential exploit as you indeed mentioned, I honestly don't feel like adding more complexity to the process of determining whether or not a tagged weapon should have its tag removed. I'll just leave this down to individual discretion.
Cocco81 5 Jul, 2019 @ 1:26am 
**Balance suggestion**

I found that perfect weapons marked L can be left outside, degrade to 99% and be mended back to new with little effort, zero materials consumption and full profit.

Suggestion: on top of what is required to mend the weapon normally, have the removal of L cost an amount of work and "mending fuel" scaled with base value and/or quality (de-looting a masterwork sniper rifle should be much more expensive than de-looting a poor steel knife, but would yield a much higher return)

Idea is that de-looting should still be profitable overall, but not so no-brainer as it is now and maybe for normal or better the overall balance should not be so advantageous to be worth the effort

PS: i know I can disable "mending removes looted", but I like to keep it
XeoNovaDan  [author] 4 Jul, 2019 @ 2:05pm 
@arendjvr - I'll look into it at some point, and thanks!
Sally smithson 4 Jul, 2019 @ 12:29pm 
Love the idea of the mod. Is it possible to apply the same system from mend and recycle to nano repair tech
XeoNovaDan  [author] 4 Jul, 2019 @ 5:55am 
Update has been pushed! Sorry for the slight delay, I decided to add new settings too :P
XeoNovaDan  [author] 4 Jul, 2019 @ 5:30am 
@Cocco81 - CE patch was actually pretty straightforward for once! Working on pushing v1.2.7 now.
Cocco81 4 Jul, 2019 @ 5:06am 
YEAH! I hope the CE patch won't take too much, as the Mending one...
will make my colony rich again!
will make my colony proud again!
will make my colony great again!
(until the next wealth-scaled raid of course)
XeoNovaDan  [author] 4 Jul, 2019 @ 4:32am 
Okay, I've succeeded where I've failed before and managed to get the mending patch working again! Will update after also patching for Combat Extended.
XeoNovaDan  [author] 4 Jul, 2019 @ 3:52am 
Yeah, it is probably about time I've addressed this issue. I'll try to fix the integration patch with newfound experience from making Survival Tools and if push comes to shove, get in touch with the author of MendAndRecycle so that they can make it possible to hook into.

I'll also work on proper functionality with Combat Extended since that's somewhat overdue.
Cocco81 4 Jul, 2019 @ 3:38am 
Had a look at the source files, just to remind myself on how utterly ignorant in C, C++, C# (or whatever) I am.

However I, as others I think, would appreciate an update on the mending compatibility, if feasible.
I would help but I would be more harm than help, sorry
XeoNovaDan  [author] 23 Jun, 2019 @ 8:20am 
@david.bell - The mending patch integrated into the mod is quite badly outdated and I haven't gotten around to updating it due to technical difficulties.
david.bell 23 Jun, 2019 @ 7:35am 
I have an issue where my weapons are not losing their looted tag after I mend them, I have checked the option in the settings and get no errors, what's wrong?