RimWorld

RimWorld

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RandomizedItemsPlus
   
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Mod, 1.6
File Size
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992.317 KB
27 Jun @ 11:33am
27 Jul @ 6:34am
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RandomizedItemsPlus

In 1 collection by Side1iner
Side1iners 'Plus' Series
8 items
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.

Suggestions, discussions and feature previews in Discord
[discord.gg]

Mod content
  • 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.
Popular Discussions View All (1)
3
28 Jun @ 1:21am
1.6 - Conflict with Quality Expanded
moo
42 Comments
Post Ma'Gnome 25 Aug @ 6:25am 
I really love the concept, but would it be possible to get an adjustment or toggle for the accuracy edits? Standard quality weapons feel incredibly inaccurate even with a Shooting spec'd 18 skill pawn. It's just frustrating to have every shot from what's supposed to be a hunting rifle miss while melee targets charge down your sniper with impunity.

I shoot pretty frequently irl, and I can say it is not hard at all to hit a human - sized target inside of 100 yards with literally any rifle if you have any skill. It feels like only Masterwork+ guns are worth keeping - randomized stats don't mean much if they never connect and it heavily favors sheer volume of fire over a skirmishy sniper. Cool mod though. :)
Rockydo 21 Aug @ 3:06pm 
Update: After a little messing around it seems like the weapon cooldown issue was not linked to this mod alone but caused by an interaction with Quality Expanded. It seems when we disable "ranged weapon cooldown" in that mod then we no longer have the issue in this one.

However that other mod also works fine alone. So it's some interaction between the two, something being multiplied somewhere.

It seems like ranged cooldown is not actually touched at all by this mod alone.
Rockydo 20 Aug @ 8:08am 
I found an issue, not sure if it's expected where this mod will multiply the delay between which a weapon can fire two shots (or two bursts of shots). The better a weapon the higher this delay will be, effectively making legendary weapons potentially weaker than regular weapons.

I'm using Combat Extended and Quality Expanded so there may be a conflict with one of those, I don't know if anyone using Combat Extended can confirm a similar issue. Maybe Combat Extended uses a vanilla value differently and when this mod makes it better it's actually worse with CE. Not completely sure.

I'll be turning this mod off in my next runs to confirm if it's the one actually causing the issue and not another one, but because the delay has random differences between two weapons of the same quality, I think it has to be coming from here.
morianimoriania 18 Aug @ 8:08pm 
I really like this mod, I just wish it had a random range control.
Side1iner  [author] 12 Aug @ 1:15pm 
@Q: There's always next time!
Q 11 Aug @ 7:44pm 
damn I'd like this for 1.5
Side1iner  [author] 2 Aug @ 12:33pm 
@Flurbel: :steamthumbsup:
Flurbel 2 Aug @ 12:08pm 
The things CE touches like accuracy and penetration won’t be random but enough of the weapon or armor stats still have vanilla values so it should be fine.
Side1iner  [author] 2 Aug @ 8:53am 
@Flurbel: Not sure! This mod only changes values of vanilla fields; doesn't add anything new etc. I don't use CE so I don't know in detail what it changes or how.
Flurbel 2 Aug @ 8:46am 
Does this work with Combat Extended?