RimWorld

RimWorld

RandomizedItemsPlus
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)!
VitaKaninen 27 Jun @ 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] 27 Jun @ 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 27 Jun @ 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?