RimWorld

RimWorld

[FSF] Better Exploration Loot
suggestion: mod options to choose which loot you want to add to loot tables
i like the idea of better loot, but i feel some of them are a bit imba to just loot out in the open without a proper fight/encounter, like the new unique weapons and mechanitor items

i dont think i can choose the loot table items with the cherry picker mod, so im suggesting a proper option for that
Last edited by PlayerEmers; 20 Jul @ 10:05am
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also makes sense since you merged all the better loot mods from different dlcs into one, sometimes you just want something better
FrozenSnowFox  [developer] 20 Jul @ 5:04pm 
Please don't use discussions without leaving a comment as steam doesn't notify mod authors when they're created.

In regard to mod options I'm sorry to say I don't plan to implement any for loot tuning. It's more annoying to balance and once I implement one option I'm sure I'll be bombarded with "can you add x" and "can you do y as well?". For the most part I'm balancing the mod around specific value returns and unfortunately that might not suit everyone's taste.

A lot of the better loot like Unique Weapons and Mechanitor items are quite rare. Although some of this stuff was in the original loot tables anyway. I recall seeing Unique Weapons in a couple of them. Bear in mind these kinds of items are supposed to be rare and lucky drops do occur so please don't mistake a few lucky finds for the normal loot baseline.
Yeah, I get that. if we want something balanced, make it ourselves :) Modding is done in your free time and I very much appreciate you don't need the extra hassle. Lots love the mod as you can see from the stats :)
@FrozenSnowFox Looking at the xml, I should be able to do a more balanced version as an alternative for people. I have two mods I am working on right now, and I can get to this after, i think. I should be able to limit the range(s), and provide a smaller variation in reward amount.

Back operation too, this week, so that is going to take a bit of a toll too, recovery-wise.
FrozenSnowFox  [developer] 4 Aug @ 12:22am 
Originally posted by pklemming:
@FrozenSnowFox Looking at the xml, I should be able to do a more balanced version as an alternative for people. I have two mods I am working on right now, and I can get to this after, i think. I should be able to limit the range(s), and provide a smaller variation in reward amount.

Back operation too, this week, so that is going to take a bit of a toll too, recovery-wise.

I'm going to have to say a hard no to anyone taking this mod as it is and releasing an altered version. I've put a lot of work into it and I don't feel comfortable with people taking it, tweaking a few numbers and uploading it with their name on it. I also don't intend to include any sort of balance changes people offer because I have no intention of maintaining them.

Having said all that you of course can make a patch mod that relies on mine to rebalance things however you wish. However the majority of complaints I've seen have stemmed from the rare valuable drops that people got while being lucky so unless you plan to gut those or heavily reduce the odds of them it probably won't be enough to satisfy those interested in a rebalanced version.
@frozensnowfox Um, when did I say I would take this mod? What I am doing can not be done in xml and needs to be done in cs, and uses the base code as a reference. At no point am I touching any of your code.
Nor would I ever do that. I just wanted to ask if you were intending any of this first, before I did something. You stated multiple times that you were happy with how the mod was could not suit everyone's need.

There needs to be a balance between OP and base game in some aspects. Your mods own comments reflect that. It only may be a small number of people, but I am happy messing around and programming after a long, long break.
Any mods I make, I make because I find a need for them. Once they are done, i share them and if other people like them, great. if not, it makes no difference to me, it was not why I made them in the first place. I always start from scratch with code. Tbh, working with other people's code sucks ass and you never really understand the full mechanics until you make it yourself.
FrozenSnowFox  [developer] 4 Aug @ 3:17pm 
When you said tweak some ranges I assumed you meant you wanted to just change a few xml values from the mod. Anyway sorry if it came off a bit rough but I wanted to be clear on my stance. In the past I had someone from the Nexus message me about one of my elder scrolls mods. The guy wanted to take my mod, make a minor change then upload it and collect money from it. So I've learned its best not to leave things open for interpretation and to make my stance on something clear.
@Frozensnowfox It is all good. When we type it the interpretation can often be not what the writer intended. I could, and should, have been way clearer. My only excuse is I am on a shedload of painkillers and other prescription stuff right now, and both get confused, and confuse people at the same time. To be fair, I spent most my life confusing people, so it is definitely a me thing.

You have done a vast amount for the Rimworld modding community, and we all very much appreciate that.

I don't aim (or want) to make any money for any of my mods. I don't even expect many people to use them. It keeps both me and my mind occupied and that is enough for me.

Anyway, take care and thanks again :)
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