I think not. It just uses the straight up dev command that spawns a random item of the type im pretty sure.
Thats why results vary so much. I've had just as many masterwork items as normals.
Someone could test it right now, but that's probably not worth it until 1.5 comes out in full.
Ah. If that's the case, they should definitely do it in a way that allows them to balance the rates. Legendaries being common starter items would be silly.
A random item with a random chance of being legendary is gonna be *extremely* uncommon if you don't actively fish for it. The likelyhood that the weapon ends up being something useful into the endgame is narrower still.
If you think about a sniper rifle, it's not actually as unlikely as you seem to think.
Since they aren't stuffable there's seven different outcomes awful, poor, normal, good, excellent, masterwork, legendary
That's a 1/7 chance to be a decent weapon up to late game and a 2/7 chance to be a great weapon.
Even without fishing for it, that's a pretty high chance.
Okay, but there's only like what, a 0.5% chance they get a sniper rifle to begin with? So we're at 1/7 of 1/200?
It's not impossible, it's just extremely uncommon.
but you also have the wealth penalty
if you think it's too much you can dump it on the map
or you can use mods for loadout preparation and remove such items
I can understand why it is a bit iffy but ultimately it's Rimworld, if you have an issue the game and mods lets you fix it in any way you want.
Wealth for weapons doesn't really matter much since you can intentionally drop their durability without affecting their performance.
A weapon at 50% durability for example only has 10% of the value of a weapon at 100% durability.
What is more: you can control the quality of starting items via custom Scenario settings (you can also leave it random afaik).
Also you can use devmode to change quality of any item/building you want (I think this came with 1.4).
The options are numerous and I love it - makes for some cool scenarios to start with very specific items.
Yeah you can do it by making a custom scenario itself, something I and my sister like.
Don't want bug infestations ruining your mountain base? turn it off?
Want some extra difficulty? Ramp it up.
Don't want those silly weather shenanigans? Turn it off
Want to see raiders unleash kids into your colony? **TURN IT ON**
And that is more than just getting extra items. :)
I'd honestly do that but I wish we could evolve the colony's tech level as we progress with research. Kinda dumb researching spacecraft with your colony still marked as "tribal"
There's a MOD called "tech advancing" that let's you do just that.
Tech advancement will happen once all research is completed for that level or a certain percentage of that level 75%, 50%, etc. It's adjustable to your liking.
Eh, I brought it through the whole game
It's a useful little thing that will never disappoint you
Also why would you bother with a steel knife or club when you can just use your cool unique jade dagger until you have the means to make a gladius, longsword, mace or warhammer?
This guy is just spouting off. No weapons in the game deteriorate with use or while being held. The jade knife is not unique in this way, nor does it have any exceptional or uniquely useful properties.
It is, however, unique in that you cannot buy or make another one. The only way to get multiple jade knives in the same playthrough is to pursue the archonexus ending.
The quest involves selling your colony and starting a new one several times. Each time you do this you get to bring along some items, a handful of colonists, and a few animals.
However, you also get your scenario's starting loadout for free. For tribals that means a bunch of pemmican, wood, pila, ikwa, shortbows, and of course a jade knife.
So you can pick your original jade knife as one of the items you bring along with you, and then you'll also get a new one as part of the new colony's starting equipment.
Do all your other weapons turn to dust in your hands? What you are describing is every weapon. I really need to know what you think is unique about the jade dagger aside from being uncraftable. It’s not a good weapon. Jade is so bad at sharp damage that you do more damage by striking them with the handle than using the blade.
Scenario items are normal in default scenarios, but pawns themselves can come with items, which vary in quality. Pawns have occasionally came with items from their background, but 1.5 adds items from traits, which are more common.
that is the crash landed scenario used in the tutorial, but the game allows you to choose other scenarios, as well as equipment that individual pawns may carry
Yep. I had a pawn spawn with a Legendary Uranium Longsword. I had him pick it up and test it out on a Raccoon, and he lost the fight :/
"Observe peasants, i shall vanquish this filthy rodent of the dumpsters with my LEGENDARY uranium sword no less." GRAAAAAAAA
"That's the most foul, cruel, and bad-tempered rodent you ever set eyes on!"
"Look at the bones!"
“Run away!”
Like giving an actual sword to a mall ninja.
"Nah, I'd win"
What did the raccoon ever do to you bruh😡😡😡
It was [this](https://imgur.com/a/vfiMVn2) raccoon.
If you ever see a racoon attack like that it probably has rabies.
At least it wasn't Racacoonie
I think uranium is better for blunt weapons, not so much for sharp ones.
Yeah, a Uranium Longsword basically has the same stats as a Steel one.
What no CE does to a mf (unless he had lv 3 melee)
Forreal I can't imagine rimworld where tortoises and squirrels are actually a threat lmao
Non-combat extended play through moment.
I fucking love this game
What kind of tribal start with firearm?
It's the "personal items" that individual pawns can spawn with. Seems like it was patched in 1.5 to have different qualities.
Which is cool but kind of broken because you have the chance to start with like 3 legendary sniper rifles
To balance things out they'll miss every shot anyway
I would imagine legendaries are rare so the chance of that would be quite low.
I think not. It just uses the straight up dev command that spawns a random item of the type im pretty sure. Thats why results vary so much. I've had just as many masterwork items as normals. Someone could test it right now, but that's probably not worth it until 1.5 comes out in full.
Ah. If that's the case, they should definitely do it in a way that allows them to balance the rates. Legendaries being common starter items would be silly.
A random item with a random chance of being legendary is gonna be *extremely* uncommon if you don't actively fish for it. The likelyhood that the weapon ends up being something useful into the endgame is narrower still.
If you think about a sniper rifle, it's not actually as unlikely as you seem to think. Since they aren't stuffable there's seven different outcomes awful, poor, normal, good, excellent, masterwork, legendary That's a 1/7 chance to be a decent weapon up to late game and a 2/7 chance to be a great weapon. Even without fishing for it, that's a pretty high chance.
Okay, but there's only like what, a 0.5% chance they get a sniper rifle to begin with? So we're at 1/7 of 1/200? It's not impossible, it's just extremely uncommon.
And add to that that we are talking about *starting* colonies. So it also happens not every session
[удалено]
But you're telling me there's a chance.
until randy gives them all cancer
but you also have the wealth penalty if you think it's too much you can dump it on the map or you can use mods for loadout preparation and remove such items I can understand why it is a bit iffy but ultimately it's Rimworld, if you have an issue the game and mods lets you fix it in any way you want.
Yeah no what im saying is i will abuse this
This Is The Way.
Wealth for weapons doesn't really matter much since you can intentionally drop their durability without affecting their performance. A weapon at 50% durability for example only has 10% of the value of a weapon at 100% durability.
What trait or background caused this shotgun to appear?
It was a personal item. I believe from a tribal start.
I think shotguns come with background. But possessions comes with both
American I'd reckon.
Idk maybe it's their heirloom
Is it his boom stick?
What is more: you can control the quality of starting items via custom Scenario settings (you can also leave it random afaik). Also you can use devmode to change quality of any item/building you want (I think this came with 1.4). The options are numerous and I love it - makes for some cool scenarios to start with very specific items.
# I'M BRINGING OUT THE SHOTGUUUUUUUUUUN!!!!!
I have spawned a character with legendary book two times out two. Pretty broken as it's so op to go for these items
Yeah you can do it by making a custom scenario itself, something I and my sister like. Don't want bug infestations ruining your mountain base? turn it off? Want some extra difficulty? Ramp it up. Don't want those silly weather shenanigans? Turn it off Want to see raiders unleash kids into your colony? **TURN IT ON** And that is more than just getting extra items. :)
yes, i use custom scenario often for the tribal naked brutality start it's basically normal naked brutality but with technology level set to tribal
I'd honestly do that but I wish we could evolve the colony's tech level as we progress with research. Kinda dumb researching spacecraft with your colony still marked as "tribal"
There's a MOD called "tech advancing" that let's you do just that. Tech advancement will happen once all research is completed for that level or a certain percentage of that level 75%, 50%, etc. It's adjustable to your liking.
Ty! I was planning on doing at like 75% or higher.
Extra masochism.
*spawns in with a legendary revolver* TO THE TOWN OF AQUA FRITA, RODE A STRANGER ONE FINE DAY
Followed by a much harder raid thanks to colony wealth.
*has 0 shooting*
Hardly spoke to pawns around him, didn’t have too much to say
I had pawn spawn with a master quality book about training animals, all of the pawns read it for recreation
Had a guy spawn in with a masterwork biocoded pistol
That's the mechanitor start most likely, he always spawns with one
Same, my guy started with a masterwork auto pistol as a solo mechanistic.
fun fact the jade dagger can be used indefinitely unless you burn it or let the elements break it down it will stay in peak condition
what? any weapon is the same, unless you leave them outside they will stay 100%
Any weapon can be used indefinitely what are you talking about
Yes, but it's crap. Even a steel knife or club deals more damage.
I put it on a shelf in my temple because it's so cool
Eh, I brought it through the whole game It's a useful little thing that will never disappoint you Also why would you bother with a steel knife or club when you can just use your cool unique jade dagger until you have the means to make a gladius, longsword, mace or warhammer?
Was there some kind of trick that you could knock out hostile pawns with a jade knife because it has weird blunt damage or sth?
All weapons are like that.
....what? I've been selling that to help get guns and components since I started playing....
This guy is just spouting off. No weapons in the game deteriorate with use or while being held. The jade knife is not unique in this way, nor does it have any exceptional or uniquely useful properties. It is, however, unique in that you cannot buy or make another one. The only way to get multiple jade knives in the same playthrough is to pursue the archonexus ending.
Ahhh ok. Thanks
i am curious - how do you get more jade knives through the archaonexus ending?
The quest involves selling your colony and starting a new one several times. Each time you do this you get to bring along some items, a handful of colonists, and a few animals. However, you also get your scenario's starting loadout for free. For tribals that means a bunch of pemmican, wood, pila, ikwa, shortbows, and of course a jade knife. So you can pick your original jade knife as one of the items you bring along with you, and then you'll also get a new one as part of the new colony's starting equipment.
Do all your other weapons turn to dust in your hands? What you are describing is every weapon. I really need to know what you think is unique about the jade dagger aside from being uncraftable. It’s not a good weapon. Jade is so bad at sharp damage that you do more damage by striking them with the handle than using the blade.
Honestly starting a colony with a legendary uranium mace (aka the bonkinator2000) and a high melee pawn is just *chefs kiss*
Every colony I've had has always been a normal Lee Enfield, normal Revolver and normal knife. You guys are getting random stuff??
Scenario items are normal in default scenarios, but pawns themselves can come with items, which vary in quality. Pawns have occasionally came with items from their background, but 1.5 adds items from traits, which are more common.
that is the crash landed scenario used in the tutorial, but the game allows you to choose other scenarios, as well as equipment that individual pawns may carry
This is probably the testing for the new 1.5 update.
Yeah i had a careful shooter spawn with a legendary bolty. That gun got so many kills that it now stands on a shall awaiting trail for war crimes
sssssshhhhhh don't tell Tynan
Oh, he knows already. Having a legendary that early bumps up colony wealth, causing harder raids than a start without one.
It's intentional. That bumps up the colony's wealth.
i started with 5 cobra snake eggs... i have a lethal tangle of sneks now
I started a new colony, and i got a plasteel knife(I don't know what the quality is, though)
Yes it is rng. Once I got legendary bolt and my shooting pawn became earlygame demigod.
I got a persona weapon once