RimWorld

RimWorld

Harder Gear Looting
22 Comments
BlackSparrow 23 Jul @ 3:06am 
Hate to be that guy but 1.6?
Dogged 21 Apr @ 9:44pm 
Yeah. Immortal animals can be an issue to look into, stumbling into acidifier insects in Urban Ruins' locations.
Liinux 9 Jan @ 5:46am 
I had a random encounter with a caravan, and am now fighting an immortal manhunting arctic wolf with an acidifier.
Dr Jimothy 6 Dec, 2024 @ 1:54pm 
The acidifiers are appearing on wargs belonging to the Yttakin Pirates faction, and said wargs then become unkillable (but can still be downed).
I have death on downed disabled via storyteller settings, as well as lethal damage threshold disabled using Tweaks Galore, cos the Slaughterer meme goes brrrr. So I assume this wouldn't be happening otherwise.
Regular animals and yttakin-pirate wargs whose acidifiers are removed with character editor die normally (well they need an extra bonk if already injured but whatever).
I already closed the game before thinking to get a log so don't have one, nor have I done any testing around this yet, just been yeeting the wargs with the clear area dev command :(
Selmephren 24 Nov, 2024 @ 7:50pm 
Should the biocode reformatter be decaying by 1 point a day? I don't see any way to keep this without it decaying.
Dr Jimothy 22 Nov, 2024 @ 11:32am 
Questions!:
- Can the Acidifier be present alongside death acidifier?
- Does the Acidifier also destroy gear on death, or only in response to stripping attempt?
- Safe to use alongside, say, having death acidifiers force-enabled on all factions using Total Control, or enabled in options of Compressed Raiders?
femoral2 17 Nov, 2024 @ 3:10pm 
same with man in black, can you biocode those weapons?
femoral2 16 Nov, 2024 @ 2:41am 
The creepy ones do not appear with their weapons (charge lance in my case) biocoded. In the option everything is 100% but still..
Lulamine 15 Nov, 2024 @ 11:06pm 
This mod conflicts with the Milira mod, specifically it prevents the Milian mechs from spawning in raids, quests, or clusters. Also Milian clusters will sometimes bug out their raid points if theyre trying to spawn mechs in the cluster, and they will spawn an entire metropolis of walls and hundreds of turrets destroying both your cpu and your map. Took me a while to narrow it down to this mod specifically thats causing it.
Sirreal 15 Nov, 2024 @ 5:28am 
Rimsenal - Spacer Faction won't spawn raids when loaded together with this.
Futstub 31 Oct, 2024 @ 11:54pm 
Nice mod!
Null 24 Oct, 2024 @ 4:36pm 
@Kokorocodon you should you be able to just turn off gear acidifers lower the chance of wepons being biocoded
Kokorocodon 24 Oct, 2024 @ 4:09pm 
That reformatter would be cool as a separate mod
Haxer347 24 Oct, 2024 @ 7:27am 
does this work with "Biocodable Apparel" ?
Prucha  [author] 22 Oct, 2024 @ 12:58am 
In vanilla it is different for different pawn kinds. You can search for `biocodeWeaponChance` in the game directory to see it. It appears to be between 10% and 30% depending on the pawn.
StarAustin 20 Oct, 2024 @ 5:42pm 
Do you happen to know what the default biocoding chance is? i feel like 100% is too much and i want to only make it slightly more than vanilla (maybe adding a vanilla marker in the options would be nice)
tgr4ripe 19 Oct, 2024 @ 1:52am 
I get around biocoding by recruiting the pawn in question
PearificPear 19 Oct, 2024 @ 12:59am 
Cool idea!
turkler 18 Oct, 2024 @ 7:48pm 
hello, just wanted to report that this mod works out of the box with my mod biocodable apparel (which does exactly what its name suggests)
Prucha  [author] 18 Oct, 2024 @ 2:55pm 
There is no mechanic to make removing the Acidifier easier if they join you or are enslaved. I think the Empire wouldn't want that. You could increase the Acidifier removal success factor in the settings up to 2, which would make it twice as likely to succeed as a regular operation. It is still capped at 98% for the full success (where they survive), but if that roll fails, there is another roll with the same probability that they die, but you still manage to strip them, so it's quite likely that you'll get the gear.
ALE199 18 Oct, 2024 @ 10:04am 
Question could I in theory
1. Down them without killing them
2. Capture them
3. Remove their gear without any problems
or
4. Remove the Acidifier easier now that they aren't enemies?
(maybe not with a surgery but with a special interactiong like right clicking so only pawns (and slaves) can do it.
turkler 18 Oct, 2024 @ 5:26am 
love this idea, I've always wanted a mod that made all spacer gear biocoded.