RimWorld

RimWorld

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RWWB : Vanilla
   
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24 May, 2017 @ 6:21pm
26 May, 2017 @ 2:53pm
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RWWB : Vanilla

In 1 collection by Precious Pomeranian
RWWB : RimWeapon Balance
10 items
Description
TL;DR go to the bottom for changes.


I love weapon mods, I'm sure a lot of you do as well. But it's always annoying when you end up using the same weapons over and over because one mod happens to be stronger than another.
Or scoffing at legendary vanilla weapons because they are so weak compared to that shoddy mod rifle you've got.
Maybe you just wanted to really use that new weapon, only to be dissappointed at how weak it is.

I've been working on a solution to just that problem, with RWWB, RimWorld Weapons Balance.

This project aims to create a standard, based on popular mods, and mods claiming to be vanilla friendly.
Using the data from these mods, I'll be creating a series of mod patches that will tweak, buff, and nerf mods with weapons that are too strong or too weak.


This particular mod patch is for Rimworld itself, to adjust a few weapons to fit better into the new standard, which is a little stronger than vanilla in a few places, and a tiny bit weaker in others. It's all based on data gathered from the modding community!

Check it out for yourself. I've gathered an extensive sampling of mods. All of which will get a patch.
The balancing work is mostly done. I Just need to wait on A17 releases so I can check for changes and adjust accordingly.
https://docs.google.com/spreadsheets/d/18sS12brn0e_xDUs4KxYvBX1kTHmOjzvqchZyHNREWMc/edit?usp=sharing

This is a constant work in progress, so please forgive any missing data or mistakes. The sample size is large enough that a few typos shouldn't make a big difference.


Anyway, here's the changes I've made to the vanilla game. They might appear small and arbitrary, but I assure you, every change was made with a purpose.

Pump Shotgun
Cooldown from 1.26 to 1.11
Range from 16 to 17

Chain Shotgun
Touch Accuracy from 40 to 45
Short Accuracy from 43 to 48
Medium Accuracy from 38 to 43
Long Accuracy from 32 to 37
Ranged Cooldown from 1.26 to 1
Warmup from 1.1 to .95
Range from 10 to 12

Machine Pistol
Damage from 5 to 6
Ranged Cooldown from .9 to .8

Heavy SMG
Damage from 13 to 14
Range from 18 to 19

LMG
Range from 25.9 to 29.9
Burst from 6 to 8

Charge Rifle
Range from 23 to 30

Sniper Rifle
Short Accuracy from 86 to 80
Medium Accuracy from 86 to 80
Long Accuracy from 88 to 82
Ranged Cooldown from 2.33 to 2.75

Shiv
Damage from 8 to 9
Cooldown from 1.6 to 1.55

Knife
Damage from 9 to 10

Club
Damage from 12 to 13
Cooldown from 2.15 to 2.1

Mace
Damage from 12 to 13

Gladius
Cooldown from 1.95 to 1.8

Spear
Cooldown from 2.3 to 2.2

Longsword
Cooldown from 2.5 to 2.4

Shortbow
Damage from 10 to 12

Pilum
Cooldwn from 4 to 3.25
Warmup from 4 to 3



Feel free to give suggestions and feedback, or make requests for mods to be balanced.

Huge props to Zwagoth for helping me figure out XML, as well as making some utilities to greatly help things along.
This project would be impossible with out him.
34 Comments
Precious Pomeranian  [author] 1 Oct, 2019 @ 6:40am 
@Canon
For now, yes. I really want to get back to working on this mod series, but the task is daunting and huge, if you check out the google documentation linked above you'll get an idea of just how much data goes into this project.

If I do start this project up again, I'll probably abandon the idea of balancing all mods against each other, and just re-balance everything for vanilla instead. The amount of work that goes into documentation in order to re balance mods using an average was just too work intensive.

I'd also have to re-work my entire balance formula and find a way to factor in other things like research costs, actual costs, etc. It's a lot of work and it's daunting to try and start it up all again.
Canon 30 Sep, 2019 @ 3:35pm 
Is this discontinued?
Precious Pomeranian  [author] 20 Oct, 2018 @ 12:09pm 
Well, I've been considering abandoning the original approach of taking the median of all mods for balance, and instead balancing mods against vanilla, using the same math and tier system as before.

However, I was thinking of paying more attention to materials/costs involved in making weapons when balancing them. Allowing for industrial era weapons to be stronger or weaker than vanilla counterparts. It's something I'll experiment with.
Nilserrich 20 Oct, 2018 @ 11:30am 
I'm curious to see what else comes next. But don't stress yourself. It's just a game. :cta_emo7:
Precious Pomeranian  [author] 20 Oct, 2018 @ 11:21am 
@Nilserich
Yep! I've not forgotten. I'm going to wait for 1.0 mods to sort of settle in place and finish updating before I start this project again.

RWWB is a massive undertaking, check out the spreadsheet if you want an idea of how work intensive it actually is.

I've also got other things going on in life, so finding spare time to dedicate for such a massive project can be a challenge.

I do intend to pick this project up again however, it just might take some time.
Nilserrich 20 Oct, 2018 @ 10:29am 
You noticed that you are waiting for the 1.0 version before updating.

Are you still interested in working on and extending the mod? I hope there will be something more to come.
Precious Pomeranian  [author] 27 Mar, 2018 @ 3:39pm 
I'm waiting for the game to officially release first. After that I'll wait a tiny bit more for weapon mods to kind of settle and update to 1.0.
After the dust has mostly settled I'll start working on mods.

I mostly make these mods for myself, so it's hard to enjoy them when I'm spending more time updating them than I am using them.

The update train got out of hand with A17 and I just want to avoid getting hit by that again.
Nilserrich 27 Mar, 2018 @ 11:47am 
Can we still expect updates?
Sparrow 19 Aug, 2017 @ 3:54pm 
please do mechanoid tech they're robots are too damn powerful
Hawkefire 30 Jun, 2017 @ 5:51pm 
Woops posted feedback for the glitter tech rebalance on here, sorry about that, deleted and moved and reposted them under the right mod this time lol.