Mods / RPG Item Rarity
Category:
#Magic
#Other
#Weapons
Author: Yew
Side: Both
Created: Sep 21st 2022 at 4:54 AM
Last modified: Aug 1st 2023 at 12:32 AM
Downloads: 12430
Follow Unfollow 154
Author: Yew
Side: Both
Created: Sep 21st 2022 at 4:54 AM
Last modified: Aug 1st 2023 at 12:32 AM
Downloads: 12430
Follow Unfollow 154
Latest file for Various v1.18.x:
rpgitemrarity-1.0.4.zip
1-click install
Makes weapons, tools, and armor get assigned a rpg-esque rarity which improves their stats.
It is written in a way that should ensure compatibility with modded items as well.
Partially an example mod for my patch I'm working on called Attributer.
How to use:
Items when obtained automatically have rarity generated, this includes loot drops and chests.
Items that don't have rarity need to be "appraised" by dropping them and picking them back up, or using them.
The mod does work on existing worlds, and can be safely removed as well.
Requirements:
Features:
Configuration for adjusting chances and the like, and Language files! (1.0.4)
XSkills/XLib Compatibility! (1.0.4)
Six different item raritys that modify stats:
Rarity: | Stat Modifier: | Rarity Chance: |
Common | 0% Stat Bonus. | 50% |
Uncommon | 10% Stat Bonus. | 20% |
Rare | 20% Stat Bonus. | 15% |
Epic | 30% Stat Bonus. | 10% |
Legendary | 40% Stat Bonus. | ~5% |
Unique | 50% Stat Bonus. | ~1% |
Stats Modified:
Tools:
- Durability.
- Attack Power.
- Mining Speed.
Weapons:
- Durability.
- Attack Power.
- Ranged Damage.
Shields:
- Durability.
- Damage Absorption.
Armor:
- Durability.
- Flat Damage Reduction.
Clothes:
- Durability.
- Warmth.
Spoiler!
Will eventually be developed into a prefix/suffix system. (e.g. Terraria.)
Please report any bugs!
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.0.4 | 7481 | Aug 1st 2023 at 12:32 AM | Show | rpgitemrarity-1.0.4.zip | Install now | |
v1.0.3 | 1276 | Jul 10th 2023 at 4:38 PM | Show | rpgitemrarity-1.0.3.zip | Install now | |
v1.0.2 | 2887 | Sep 23rd 2022 at 8:40 PM | Show | rpgitemrarity-1.0.2.zip | Install now | |
v1.0.1 | 348 | Sep 22nd 2022 at 5:30 PM | Show | rpgitemrarity-1.0.1.zip | Install now | |
v1.0.0 | 322 | Sep 22nd 2022 at 5:17 AM | Show | rpgitemrarity-1.0.0.zip | Install now |
So until Yew is back I post a updated one what seem to fixed the issue with crashing when using a bow
RPG Item Rarity - Reborn - Vintage Story Mod DB
Attributer - Reborn - Vintage Story Mod DB
if you do get back Yew please let me know as I will remove the mod if needed.
Yeah 1.19 does not like this mod. It runs, but assigns rarities to otherwise stackable things, making them unstackable. Crocks, temp gears and whatnot.
it crashes with Attributer when you fire a bow and you cant craft bows to avoid crashing 😞
Any chance this will be updated for 1.19 Stable
Is there a way to prevent the "Grey Rotten Book" from getting the attributes from this mod?
Is this working on 1.19 rc4?
MadGnome - XSkills lacks quality patches for many mods, including toolheads added by ceramos, stone quarry, ancient tools, metal tongs, acorns, in dappled groves, and others, so those smithed tools won't benefit. I'm currently working on a patch mod to help incorperate cross-mod compatibility for xskills. Stay tuned.
Yew - I found a bug when storing tools/weapons on the ground. When you hover over them when stored, instead of displaying the names of the items, it displayes VTML perameters with their name -> ex: "<color="#XXXXX">ItemName"
Is there any known mod incompatabilities? Playing on a heavily modded server, and while the titles do work for everything, nothing gets any of the stat bonuses. I have not adjusted any of the settings/config files for this mod at all.
Aside from doing the 1-mod removal kind of thing, anyway I could troubleshoot it on my end? I am using the mod xskills.
i found the issue it was due to me modifing
"ItemRarityModifier": {
"Unique": 2.1,
"Legendary": 1.9,
"Epic": 1.7,
"Rare": 1.5,
"Uncommon": 1.3,
"Common": 1.1 it should always just be 1
im having an issue where when i modify the config rarity it resets this is all i changed
{
"ItemRarityProbablility": {
"Unique": 0.6,
"Legendary": 0.5,
"Epic": 0.4,
"Rare": 0.3,
"Uncommon": 0.2,
"Common": 0.0
},
"ItemRarityModifier": {
"Unique": 2.1,
"Legendary": 1.9,
"Epic": 1.7,
"Rare": 1.5,
"Uncommon": 1.3,
"Common": 1.1
},
Kignus use the mod Attributter
Is it possible to change the item quality(xskill blacksmithing) coresponding with the rarity ? We would like to rebalance them for a server.
I would also love to know if it would be possible to change the stats of other items based on their rarity. Like giving backpacks extra slots depending on the rarity.
I try it with a bunch of other mods ( xlib/skill, still usefullstuff, primitive survival,bullseye and some other 20 in total) and it dont really work well. The rarity and color works but stats are still vanilla one i check the config file and everything is good ðŸ˜.
Edit: i try in a new world with only this mod and still dont work I dont know if its from recent update .
would it be possible to add a config setting for suffixes instead of prefixes? i wouldve liked a style similar to RimWorld qualities i.e. "Tin bronze falx (masterwork)"
Bug report: custom rarity names don't work for Unique. Seems that the code uses config.ItemRarityName["Unique"] instead of ModConfig.Current.ItemRarityName["Unique"].
Whenever a person learns via xskills the Blacksmith skill, the rate of getting items that are above common drastically diminishes; however, whenever one does not have the skill, they get at what feels like a very significantly higher chance of getting items to roll greater than common. It's almost like it is not really compatible with xskills' Blacksmith skill. On top of this, when blasksmithing using the Blacksmith skill, the if the blacksmith crafted an item that has a higher quality with better durability, and then drops or uses the item, it is overwritten with RPG Item Rarity and rolls significantly lower stats and gravely lesser quality than what the blacksmith has crafted.
Also posted this here: your forum page and here: your github issues tracker
Most of the time I get Rare, Epic, and Legendary items I think there's something up with that ;-) as an additional proposal, maybe a small chance of getting a Poor and Very poor item (for the sake of balance)? would be quite cool if this could be tied up with the XP and level of an item depended on the skill level of "crafting" :-)
i have made a fair few Unique items now and a conundrum has appeared,
So here is my problem I need a way to repair my tools armor was easy because it had a defualt way to repair them but tools don't any plans for a tool repair mod? or does anyone have any ideas of an existing mod that does just that?
It would seem there is a conflict between this mod and butchering. https://mods.vintagestory.at/show/mod/7966 When i tossed my catch over to our butcher it changed the carcas to be "unique" and we could not place it into the butcher table or do anything with it past that. This happened to all our carcases. Only way to fix it was toss those ones in a pit to despawn and remove this mod for the time being. I hope this can be fixed, be in via a "blacklist" to stop items from being modified by this mod or some other method.
Looks like bow damage is not affected by rarity, despite the stats above saying range damage is modified. Tested with different bows just in case, but none of them receive any bonus to piercing damage.
While the mod doesn't work in vanilla either, I have to mention that I am using Bullseye and noticed that this may need a compatibility patch in the event this issue is addressed.
I noticed Temporal gears have rarities, which prevents stacking in barrels. Is this intended behavior?
Second, does anyone know a good gear-repair mod to keep those Legendary and Unique drops?
Ionite Yes. It's listed in the requirements. I missed it the first time too. Read the OP again.
Accensus no I did not, Is that a Lib needed to make it run?
Ionite Did you download Attributer?
so not sure why but I had 2 tin bronze picks made before finding this mod so I threw them and repicked them to get the rarity but the stats are exactly the same
Suggestion: rarity affects storage space for items such as backpacks/sacks. Those already get a roll for rarity, only it doesn't do anything.
Suggestion Part Deux: Yew so I'm really liking the Firearms mod by Maltiez. One slight problem, though. This doesn't quite work with that or at least not entirely. Durability and name are both affected as expected, but the weapon stats obviously don't work out of the box. How possible is a compatibility patch in this case? Disregarding the fact that the numbers used in the description are currently hardcoded in the language file. I've posted about both issues on the mod's page, but the former seems like something that'd need to be handled on your side, if doable.
Anytime! I may be wrong on the dynamic naming by the way. Initially I thought it only changed the name, but I later found out that whenever you "recalibrate" the propick, an entirely new object is created which gets its own roll for rarity. This still leaves the question of why it doesn't prepend the prefix. Hopefully this information is at least somewhat useful to you. At least the source code for Temporal Prospector is available. Might be worth looking at.
Thanks for letting me know Accensus! It probably is fixable, depending on how Temporal Prospector generates its dynamic names anyway. If all else fails I can add a specific patch for it as well, I don't think it would be much effort to do.
Mods such as Temporal Prospector that have items with dynamic names do not have the prefixes or colors from this mod applied to them. No idea if this is even fixable. Might be some weirdness in the other mod's implementation. The good news is that after spending half an hour trying to figure out what's up, I've concluded that this mod does, in fact, work just fine with regards to attribute modification. This is purely a visual bug.
Since I have some time on my hands for once, I'll be not only making the configuration files actually work, but also I'm going to work on adding XSkills/XLib compatability, Bullseye Compatability, and of course fixing the knife bug.
Same issue as BigShasta here
tools can only be used for special blocks and not for stuff which has a more purpose toolusage
I really like this mod, gives a little bit more of fun to weapon crafting but doesnt make them op
hey you should make it generate fantasy words instead of epic and unique, maybe it says sharp or mastercrafted.
First let me say Thanks for this mod and the creativity behind it! I wasn't able to get it to work, please take this as simply an anecdote; I don't want to discourage anyone from trying the mod. My issue seems to have been caused by this mod, I had a pretty light mod list (<10), just a little grab I made for testing. The Attributer and the RPG Item Rarity mods were the ONLY mods I used that changed anything about tools... Golden Combs but I don't think that messes with tools... anyway I could start a new game, punch branches, get a stick, (get flint) craft a flint knife, and the knife would cut exactly ONE branch block (evergreen "Pine" was used in my world) - and the knife would no longer cut any branches at all. It would cut grass, etc, but no branches after the first one. Tested it 3 times before removing the attributer and rpg mod - then everything worked normally. Weird! So if it's all working correctly - my apologies - but it seemed to have a bug here in my instance, from what I can deduce.
Binn told the truth, the config file does not appear when the server is loaded. The file itself is in mods.
This means that the administrator has the opportunity to set the chance of the appearance of this or that item in server machine.
Yew
I do plan on adding compatability with some other mods, including xskills and bullseye.
This would be awsome with the XSkills XSkills - Vintage Story Mod DB mod the higher smithing skills the more chance of making a better Item maybe look into doing that
I believe I did include config files in the latest update, however I don't remember if I actually got it working or not. If you unzip the mod folder, it should have an "assets" folder with the configuration and language files. If they don't work, just shoot me a message wherever. Binn
Hi!
What about adding a config file to set own chances of each rarity?
so it looks like you can disregard my last comment about the mobs lagging me out and assuming it was a part of the mod. I'm running some tests right now with a fresh instance of my game and it seems to me that running the game for multiple hours without closeout was causing memory issues and slowing my overall experience down. Apologies about that.
Mobs shouldn't be getting assigned attributes, only items should. However, I'll see what I can find. I did notice I left in some debug print statements so I'll be updating the mod with those taken out to clear out the console a bit.
so it seems like this mod may be lagging a server it's applied in extremely dark environs and high mob pop areas. Is this mod running the get attribute check on every mob that spawns by chance? there have been several times where it just freezes up when enough mobs spawn in.
Also, sorry for anyone who gets the error "Modinfo.json missing", it should be fixed momentarily, I accidentally uploaded the mod zipped wrong.
I will be updating both RPGItemRarity(and Attributer) soon. Sorry for the delay, but I've been busy. I plan on also patching any missed bugs and also adding features such as you no longer need to "appraise" them to get them to get a rarity, hopefully.
Oh yeah, I'll also likely make a github for both, probably a good idea.
Just a FYI: This uses 'Attributer' which is said not to be compatible with 1.18.
Hello hi, I wanted to know if the mod applies itself to modded items, based on it being tagged a specific item like shield, or armor?
Hello. Here is a conflict with xSkill. You can't break grass with any tool, exept knife or hand, or locust nest with pickaxe. Seems like you can't destroy blocks with "wrong" tools, i.e. break planks with shovel or dirt with pickaxe. Problem occurs right after you "appraise" tool, until that - any tool can break any block. But appraise it - and you curse it, so it can break only tool-related blocks.
I have installed only xSkills + xlib and attributer + rpg item rarity. Because problem occurse only after appraising of item - i think that problem can be on your side.
There is nothing interesting in game logs, no errors or even warnings.
This is great mod, but this conflict is a big pain. Espessialy locust nests, whitch can be broken only by bare hands.
I'm enjoying this mod so far, but I ran into a crash when I interact with our beehives. Any time angry bees spawn the server crashes:
1.2.2023 20:44:13 [Fatal] System.NullReferenceException: Object reference not set to an instance of an object
at attributer.src.patch.WearableStatsPatch.handleDamagedWearableStats (Vintagestory.API.Common.IPlayer player, System.Single damage, Vintagestory.API.Common.DamageSource dmgSource, Vintagestory.API.Common.ICoreAPI& ___api, System.Single& __result) [0x0099f] in <eea4f6c535c743898b0cd7360e22c393>:0
at (wrapper dynamic-method) Vintagestory.GameContent.ModSystemWearableStats.Vintagestory.GameContent.ModSystemWearableStats.handleDamaged_Patch2(Vintagestory.GameContent.ModSystemWearableStats,Vintagestory.API.Common.IPlayer,single,Vintagestory.API.Common.DamageSource)
at Vintagestory.GameContent.ModSystemWearableStats+<>c__DisplayClass8_0.<Event_PlayerJoin>b__1 (System.Single dmg, Vintagestory.API.Common.DamageSource dmgSource) [0x00000] in <7256d91810284f579e2e7941793953ac>:0
at Vintagestory.GameContent.EntityBehaviorHealth.OnEntityReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single& damage) [0x00021] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.API.Common.Entities.Entity.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00047] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.API.Common.EntityAgent.ReceiveDamage (Vintagestory.API.Common.DamageSource damageSource, System.Single damage) [0x00000] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.GameContent.AiTaskMeleeAttack.ContinueExecute (System.Single dt) [0x0013d] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.GameContent.AiTaskManager.OnGameTick (System.Single dt) [0x000e4] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.GameContent.EntityBehaviorTaskAI.OnGameTick (System.Single deltaTime) [0x00076] in <9c38126554f4487fb83f000702c9438e>:0
at Vintagestory.API.Common.Entities.Entity.OnGameTick (System.Single dt) [0x00100] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.API.Common.EntityAgent.OnGameTick (System.Single dt) [0x007a0] in <91db2521046c453ea2051bafcf1a8522>:0
at Vintagestory.GameContent.EntityBeeMob.OnGameTick (System.Single dt) [0x0005e] in <7256d91810284f579e2e7941793953ac>:0
at Vintagestory.Server.ServerSystemEntitySimulation.TickEntities (System.Single dt) [0x00035] in <ff0c509c81c540cc89f5bdcbaf20f7cf>:0
at Vintagestory.Server.ServerSystemEntitySimulation.OnServerTick (System.Single dt) [0x00167] in <ff0c509c81c540cc89f5bdcbaf20f7cf>:0
at Vintagestory.Server.ServerMain.Process () [0x001ba] in <ff0c509c81c540cc89f5bdcbaf20f7cf>:0
Hope this helps at all! It looked like it was an issue with attributer but since this is the only mod that uses it (AFAIK) I wasn't sure if this was the right place to report or not.
Hello Yew
Apologies, I'm new to modding Vintage Story, I haven't noticed you need Attributer as required mod for this to work. I installed Attributer and now it works without issues.
Agreed. It's a shame to get an Epic or Unique spear or knife only for it to be the same as a common tool of the same kind
Hey. I have been using this mod for around 15ish hours and it feels like it doesn't work? I mean no matter what type I get, even Legendary, the stats don't change when you hover on items and they dont "feel" like they last longer.
17.9 here
Krieden
Interesting, I have not tested it with xskills. I will check it out when I have time! Thanks for letting me know.
I plan on eventually officially adding full xskills and other mod support for it, so maybe this is a good time to start!
@Yew
I have this installed on a hosted server with xskills and eveything seems ok except the daggers. I cant seem to harvest with them sometimes. Now I am fairly new so I dont know if it could be an issue with snow (wich sux lol) but I cant harvest trees or bushes and grass only when its not in a snow block. I guess I need to know if its an issue with the mod or an issue with snow or snow with the mod. Otherwise its a really nice mod. Thanks
Edit: Started a single player game and tried using the knife in the snow and in temperate...seems the knife can not harvest tress or bushes, it can harvest grass as long as its not on a snow tile. Doubt thats intended but there ya go :)
Does it have source code somewhere? I know how to make it apply rarity when you holding it in hands instead of dropping etc.
PeterSanderson
There is not. I had the mod work that way at some point, but ran into the issue of shift clicking the output assigning all crafted items the same rarity. I could not make a workaround for it because the required functions don't seem to be exposed.
Is there any way to offer a config option that only makes "items of quality" for loot drops and treasure? Or to ensure player crafted items don't have values assigned merely by dropping and picking up?
Jaloopy
The problem is fixed! Thanks for letting me know!
You just need to download the newest version of Attributer.
Running into some weird problems where my game crashes because of attributer,
"9/23/2022 10:33:37 PM: Critical error occurred in the following mod: attributer@1.0.2"
"System.ArgumentException: Empty name is not legal. Parameter name: oldValue"
Not too sure why this is happening, any ideas?
xCoiotex
It could be integrated with both.
With Bullseye you would need to write a compatibility mod for Attributer, and with Xskills you could just write a compatibility mod for this mod.
I plan on atleast poking around with xskills compatibility for this mod. Maybe. Currently spending time expanding Attributer so its more useful.
This is already somewhat compatible with Bullseye, Bullseye weapons don't get any bonus though, it's purely visual as far as I'm aware.
It would probably help once I put these mods up on GitHub.
Is it possible to integrate this with this mods: Bullseye and Xlibs/ Xskills?
@1618 Yep! You just have to use the item afterward or drop it on the ground and pick it up again.
One of my favorite features.
Will Quality be applied to Crafted items?
Looks awesome!
Definitely going to give it a try :D