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Morph's Assorted: Unique and Rare Items (Continued)
   
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Mod, 1.5, 1.6
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285.441 KB
12 Aug @ 5:54pm
21 Sep @ 8:03am
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Morph's Assorted: Unique and Rare Items (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
545 items
Description
Original mod by Morphium
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2473951034
I received permission from Morphium, but all the same:
If the original author requests it, I will remove this update.

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I recommend reading the original mod notes below.

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Original mod notes (1.4):

Have you ever used a (modded) weapon or armor and thought: I want this awesome gear just for one of my pawns and no one else !?!

No? well, then move along… :-(

Yes? Great! Read through the description and give this mod a try! :-D

What it does:

Unique and Rare enables the player to set the maximum amount of any weapon or armor in the game. If the maximum amount is reached it will prevent NPC pawns from choosing this item when gearing up for a caravan or to raid your colony.

Every Item that is managed by this mod and spawned (e.g equipped, in one of your stockpiles, pawn inventories, or active world maps) will be visible in a control window.
(You will need to define a Keyboard-Shortcut via Keyboard Configuration)

This window includes two buttons:

Destroy the Item (red X)- this is basically a debug option, as you will be able to delete the gear of enemy pawns as well- so (ab)use at your own risk.
You will need to confirm this, so dont be afraid about misclicking

A search option(yellow +) to jump to the item. (very useful if you have lots of different maps/pawns/stockpiles or use Deep Storage). This works wherever your pawns are. In a drop pod, cryo casket, somewhere in the world map or somewhere dead on your map.


New Moods +/-:
Have your crafter be proud of his work! if your pawn creates a unique or rare item he will get a mood buff.
Also every pawn who carries a unique or rare item will be elated to carry such a treasured piece of equipment.
But be careful! If you destroy or lose a Unique and Rare Item your crafter will be very sad….

[How would you feel if the magnum opus that you made with blood, tears and nonexistent animations is destroyed or sold for peanuts?]

The mood effect is based on the rarity of the crafted item with a max of +20 for a unique and about 0 if the slider is set to >40.
The mood debuff is calculated accordingly with -20 for a unique item and about 0 if the slider is set to >40.


Warning: If an item is managed it will not be possible to craft any more items than your slider setting allows. You won't even be able to spawn one into existing with devmode or character editor. If you still somehow manage to do that (congratulations!), the item will be deleted once it's dropped or interacted with. Cheaters have been warned.


Custom Map support!
You’ll get a message when there is a unique or rare item on the map you’re currently visiting.
Same goes for raids or visiting pawns- You’ll get notified that they have the item equipped.

Prefix: “Unique” if the slider is set so that only one instance of the Item exists in the game. (Default)
Prefix: “Rare” if the slider is set to allow 2-100 instances of the item.

Every item which validates to get an art description (normal excellence or above quality) will get a unique line too, so that you don't forget who made this rare item!

Div. Information:
-If your pawns get kidnapped they will get stripped of their stuff and the instance of the Item will be destroyed.
-If you sell a unique or rare item to a trader be careful to which one you sell it:
The inventory of caravans and orbital traders gets deleted once they leave the map, but settlements keep their inventory for 30 Ingame days, thus taking up a slot on your slider.

How to use:
To manage an item you will need to add a patch in its XML-file to it. Either do it directly or via a patch option. [You can also now specify items in-game in mod options, and it should persist in the saved game]

A template:
<comps> <li Class="UniqueItems.CompProperties_UniqueItem"> <maxCount>1</maxCount> <!-- You can change this number to define the maximal number your item is supposed to exist. This is also toggable within the Mod settings in-game. --> <labelUniquePrefix>Unique </labelUniquePrefix> <!-- The above line needed to add the Prefix 'Unique' to an Item. --> <labelRarePrefix>Rare </labelRarePrefix> <!-- The above line is needed to add the Prefix 'Rare' to an Item. --> <artDescriptionPostfix>DM.UniqueGladiusArtPostfix</artDescriptionPostfix> <!-- The above line adds the 'unique' line to the description of your Item if it is viable for artdescription. --> </li> </comps>


If you find any Bugs, please try to describe the issue as detailed as possible. Provide screenshots and a log if you get error messages.
Simple “This doesn't work - I need help, mod not working pleeeeease” and other similar comments will be ignored.

If you have any ideas for additional features or if you notice any balancing issues then tell me. But I won't promise anything as this is a commissioned mod (by me) and therefore additions are not done with free time and goodwill, but with funds.



Legalstuff
No part of this mod may be distributed or uploaded without permission. (I received permission from Morph)
If you want to publish a translation or upload a patch for another mod you are free to do so, when setting this mod as dependency and do not include parts of it.
The provided template is obviously excluded from this.

Credits:

-Taranchuk who did all the coding and endured my endless questions during his work
-Idea commissioned by me (Morphium)
-Special thanks to Argon for the preview picture