// Management · RimWorld Mod
Daily Supply Drops
Grants your colony a supply drop once per game-day.
Grants your colony a supply drop once per game-day.
Rewards are dynamically scaled based on your colony’s age, providing helpful resources to young settlements while rewarding long-term survivors with late-game tech.--- Basic Overview ---
- Daily Supply Drop: Get a small collection of random items every day. Items are spawned on the ground and not delivered via drop pod.
- Value Balancing: Items are selected using weighted randomization from the entire game database (including other mods). Drop Weight is based on the item's Market Value. High-value items have a low chance of dropping while low-value items will drop more frequently and in higher quantities.
- Progressive Growth: Rewards automatically scale based on the number of days passed on the player's current map, ensuring rewards remain relevant as your colony grows. (You won't get anything on your first day when starting a new colony)
--- Advanced Technical Stuff ---
Here is an overview of how the mod actually works internally. You can skip this if you don't care about that: Drop Procedure: - First, the mod creates a list of all items in the game, with a few exceptions (such as Techprints, Corpses, Animals, Pawns, etc). - Then 5 random items are selected for drop. - There is an internal value "targetSilverValue" which then gets divided by the number of items dropping. This value starts at 22 on a colony's first day and increases by 3 for each game-day passed (not real-days). - TargetSilverValue defines the approximate value of the entire supply drop, so for each game-day that passes, you'll start getting more stuff and better stuff. - So for example, if TargetSilverValue is 250, then divided by 5 items = each item should be approximately 50 silver's worth - this number is called Average Item Value (AIV). - TargetSilverValue caps at 250 silver. - For each item selected for drop, a number is generated equal to = this number results in Drop Quantity. If the number is 1 or greater (low-value items), the game will spawn the item in that quantity. If the number is less than 1 (because it's a high-value item), it will instead have a percentage chance to spawn based on the number. Examples at 250 TargetSilverValue: - Let's say one of the items selected is Hay, which is worth 0.6 silver per unit. = 83 Hay is dropped. - Let's say another item selected is a Persona Core, worth 4000 silver. = 0.0125% chance to drop 1 Persona Core and 0.9875% chance to drop nothing in that item's slot.--- Footnote---
- Mod Compatibility: Automatically detects and includes items from other active mods into the reward pool. The drop table is regenerated each time the daily drop fires, so you can seamlessly add or remove other mods without consequence.
- Safe to add/remove: Can be safely added to ongoing saves or removed at any time.