RimWorld
Ocen: 93
No more weapons bloat
2
   
Przyznaj nagrodę
Ulubione
Ulubione
Usuń z ulubionych
Mod, 1.4, 1.5, 1.6
Rozmiar pliku
Zamieszczono
Zaktualizowano
518.658 KB
2 listopada 2023 o 9:23
31 lipca o 11:37
Listy zmian: 9 ( zobacz )

Zasubskrybuj, aby pobrać
No more weapons bloat

W 1 kolekcji stworzonej przez Andromeda
Andromeda's mods
Przedmioty: 14
Opis
This mod tries to balance the loot aspect of the game after raids.
In RimWorld, there is no point in studying weapon technology branches when raiders are kindly dumping all possible equipment under your amazing turrets.
After 15-20 hours of play, you usually have more weapons than the capacity of all rational warehouses, especially if the storyteller has no mercy to you.

The mod will try to biocode all possible weapons, if this is not possible, it will try to lower the quality of the item, as well as its durability (decay).
Weapons such as grenades cannot be corrupted, in this case the item will be deleted.
Everything can be customized and can be applied to apparel as well

CE compatible and must be compatible with everything



Мод пытается сбалансировать аспект лута в игре после рейдов.
В RimWorld пропадает всякий смысл изучать ветки технологий производства оружия, когда рейдеры любезно сыпят всей возможной экипировкой под вашими великолепными турелями.
Через 15-20 часов игры, как правило, у вас скапливается оружия больше, чем вместимость всех рациональных складов, особенно если рассказчик вас не щадит.

Мод попытается биокодировать всё возможное оружие, если это невозможно, то попробует понизить качество предмета, а так же его прочность (ветшание).
Такие оружия как гранаты нельзя испортить, в этом случае предмет будет удален.
Всё можно настроить и так же применить к одежде

Translations:
Eng
Rus
Komentarzy: 56
Hominus 20 sierpnia o 15:58 
I wanted to report an incompatibility. There's a bug that triggers with the shuttle event from vanilla events expanded. The shuttle spawns endless pawns and there is a bunch of errors.

Here is the log: https://gist.github.com/HugsLibRecordKeeper/4c862e059091d08bf24b273c9c532d97

I also reported this bug to the vanilla expanded team.
hog_jockey 8 sierpnia o 0:00 
Is this safe to add to an existing save?
Pickle Peterson 29 lipca o 8:42 
@Drunken Eagle

I agree, the voices are telling me the same. thank you so much Andromeda
Drunken Eagle 28 lipca o 7:36 
Thank you, literally cant play without it.

The voices in my head are getting to loud if I dont hoard everything I see.
Andromeda  [autor] 28 lipca o 7:34 
1.6 has some refactored code.
Now the rules are much more reliable. I added more options in the settings. Clothing destruction is now available, just like weapon.
The individual item settings list now shows in advance what is likely to happen to the item. And now they are easy to filter by different categories.
I added an option to check the quality of an item — now the quest for a legendary item from DLC Odyssey is NOT useless .
DeluvianSenecca 27 lipca o 4:42 
1.6 pls
Church.exe 26 lipca o 16:33 
@mu_xu maybe if there was some process to de-biocode weapons? For instance maybe someone in your colony needs to 'rebuild' the weapon and the work time is based on their intellectual stat, plus they need to have some baseline crafting stat to do it?

(I mean the obvious answer is 'just don't biocode unique weapons' but where's the fun in that?)
mu_xu 20 lipca o 6:58 
Unique weapons are a quest reward that drops from enemy characters. This mod will turn it into a biocode weapon, which I don't think makes sense.
Farbott 11 lipca o 14:40 
1.6 hopefully soon :)
Харон 8 lipca o 22:46 
Звучит весело, а на 1.6 будет порт?