// Weapons · RimWorld Mod

Degrading Weapons

by Elv

1.61.5
Steam ↗
Degrading Weapons mod preview for RimWorld

About Ever feel strange about your weapons not loosing hp in a battle?

About

Ever feel strange about your weapons not loosing hp in a battle? No?
Spoiler
Whatever...
I fixed that! Dunno actually why nobody did this before...
Spoiler
(Reuploaded due to technical reasons, sorry)

Description

Long story short, this mod makes all weapons in the game loose it's hp while being used to attack in melee/in range Rates of this and chances to avoid hp loss can be changed in settings

Details

Below are the formulas with explanations on which the mod actually works: (All variables can be changed in settings) Melee atack hp loss - calculates by formula: HP Loss = 0.25 × x Where: x = 1 by default Ranged atack hp loss - calculates by formula: HP Loss = ((warmup + cooldown + (burstAmt - 1) × ticksBtwnShots / 60) / burstAmt) × 0.1 × x Where: x = 1 by default; ticksBtwnShots - number of ticks between shots in burst; burstAmt - number of shots in burst This function allows to find average number of shots per second and equalise this way amount of damage that receive minigun and sniper rifle for example TechLevel Scaling - If enabled, the result of the HP Loss function is multiplied by TechLevelMult TechLevelMult = TechLevel + TechLevelAdjuster * TechlevelDifference Where: TechLevel = 0.4 by default (Base Modifier); TechLevelAdjuster = 0.2 by default (Multiplier for TechlevelDifference); TechlevelDifference - Difference between Techlevel of the weapon and Archotech ▲All this values calculates for all weapons on game startup and require restart▲ ▼All this values can be changed without the game restart▼ Chance to avoid hp loss both melee and ranged calculates by this formula: Chance = x + (Skill × y) Where: x(base chance to avoid hp loss) = 0 by default; Skill(melee or ranged) - skill level of the pawn; y(skill multiplier) = 4 by default So (by default) chance to avoid hp loss will look like this: Additionaly in settings you can find options: To show hp loss rate in info tab of all weapons To stop hp loss for researched weapons

Performance

I made this mod as optimised as I could This mod does most calculations during startup, while during run it only applies this damage to required weapon

Compatibilities

Should be compatible with any modded weapons that uses vanilla attack methods (almost all weapon mods) Added compatibility for Vanilla Weapons Expanded - Makeshift Not compatible with CE (has it's own system)

Recommended

MendAndRecycle Quality And Durability or: Quality Affects HP

FAQ

Is this compa... Look at the section: Compatibilities Found bug? Try to unsubscribe from the mod, wait for about half of a minute and subscribe again. If it doesn't help, submit bug report here Don't forget to attach log Is it ok to add/remove from save? Yep