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Starsector 0.98a is out! (03/27/25)

Author Topic: [0.98a] Guarantee Rare Items 0.4.0  (Read 50184 times)

pipai

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[0.98a] Guarantee Rare Items 0.4.0
« on: March 03, 2023, 05:57:35 PM »

Guarantee Rare Items

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Github

Requires LazyLib and MagicLib

Now compatible with Version Checker.

This ensures that there is one salvageable instance of every special colony item in the whole sector upon sector generation. They'll be scattered across Research Stations, Mining Stations, and Orbital Habitats.

Won't do anything for old saves, because it only adds the salvage during sector generation.

Comes with Industrial Evolution compatibility and JSON configuration. You can add or remove specific items and other salvage types by editing modSettings.json.
« Last Edit: April 22, 2025, 09:01:49 PM by pipai »
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pipai

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Re: [0.95.1a] Guarantee Rare Items 0.2
« Reply #1 on: March 08, 2023, 02:13:32 PM »

Update for mod compatibility (in particular Industrial Evolution) and JSON configuration.

Version 0.2 link here: Link

Main post updated.
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Android9k

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Re: [0.95.1a] Guarantee Rare Items 0.2
« Reply #2 on: March 15, 2023, 09:37:57 PM »

Thanks for making this.
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unslaught

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Re: [0.95.1a] Guarantee Rare Items 0.2
« Reply #3 on: April 01, 2023, 06:33:32 AM »

Very useful. Thanks.
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Versil

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Re: [0.95.1a] Guarantee Rare Items 0.2
« Reply #4 on: April 03, 2023, 05:43:00 AM »

Awesome. Thanks.
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pipai

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Re: [0.97a] Guarantee Rare Items 0.3
« Reply #5 on: March 02, 2024, 06:14:38 PM »

Updated for Starsector 0.97a.

You could also just bump the version numbers yourself, looks like no code changes were needed.

Download link here.
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Gris

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Re: [0.97a] Guarantee Rare Items 0.3
« Reply #6 on: March 06, 2024, 09:43:47 AM »

Good day Pipai!
Finally an update for this mod!  :D
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Burminsky

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Re: [0.97a] Guarantee Rare Items 0.3.1
« Reply #7 on: March 11, 2025, 02:48:28 PM »

Does Adjusted Sector or Industrial Evolution affect this mod?
With these mods, items from the list appear in salvage locations very rarely (definitely not "guaranteed").

PS: Even if some items are removed from the list, they still appear in the loot.
The mod clearly needs some improvement.
« Last Edit: March 15, 2025, 12:17:41 PM by Burminsky »
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pipai

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Re: [0.98a] Guarantee Rare Items 0.3.1
« Reply #8 on: April 02, 2025, 01:15:49 AM »

Mod is now updated for Starsector 0.98a, and uses Java 17 bytecode (finally! Thanks Alex!).

The main test I did was to check that the guaranteed items still spawn in the sector and are salvageable. I haven't played through the campaign, so I'm not sure if any new changes or spoilers will cause any conflicts, but I believe it should be OK.

If you encounter any issues, let me know.

Does Adjusted Sector or Industrial Evolution affect this mod?
With these mods, items from the list appear in salvage locations very rarely (definitely not "guaranteed").

PS: Even if some items are removed from the list, they still appear in the loot.
The mod clearly needs some improvement.

This mod doesn't affect randomly-generated loot. If you received a rare item, the vanilla RNG rolled in your favor (and seeds are set upon campaign generation, so save-scumming doesn't change loot). This mod only guarantees that there will be at least one salvageable instance of each rare item in the sector somewhere in orbital habitats, etc. This also means that the only difference Adjusted Sector makes is that this guaranteed instance is harder to find.

Industrial Evolution's rare items are included by default.
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Terethall

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Re: [0.98a] Guarantee Rare Items 0.4.0
« Reply #9 on: April 03, 2025, 10:18:49 AM »

Does the mod change the net total number of rare items, if it doesn't have to? E.g. in a sector with one of everything except a plasma dynamo and two hypershunt taps, will it only add a plasma dynamo somewhere or will it replace a hypershunt tap to "conserve" the number of rare items?

Guessing it only adds because I've been getting richer hauls of colony items with it on, and it's pretty normal for me to be missing 1-5 types of items.

Also, would it be possible to add a setting for number of rare items to guarantee? Like I don't need any nanforges or synchrotron cores since those are raidable, it's really just catalytic cores and hypershunt taps that kind of determine whether a huge endgame reward works at all....
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pipai

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Re: [0.98a] Guarantee Rare Items 0.4.0
« Reply #10 on: April 03, 2025, 02:50:22 PM »

Does the mod change the net total number of rare items, if it doesn't have to? E.g. in a sector with one of everything except a plasma dynamo and two hypershunt taps, will it only add a plasma dynamo somewhere or will it replace a hypershunt tap to "conserve" the number of rare items?

Guessing it only adds because I've been getting richer hauls of colony items with it on, and it's pretty normal for me to be missing 1-5 types of items.

Also, would it be possible to add a setting for number of rare items to guarantee? Like I don't need any nanforges or synchrotron cores since those are raidable, it's really just catalytic cores and hypershunt taps that kind of determine whether a huge endgame reward works at all....

Yeah this mod only adds, so technically the sector will be slightly more powerful than vanilla. Vanilla doesn't actually store the values of the loot in salvage, it only stores the seed, so it would've required the mod to evaluate every single piece of salvage during sector generation, which would have added a lot more complexity than it was worth. I figure that most players don't actually salvage the entire sector anyway, so the experience should be the same for the most part. IMO it's still balanced because finding that last item is still just as hard, except that you now know that eventually you can find it if you strip mine the entire sector. I had a campaign where even with this mod I never found a pristine nanoforge, so I did the usual and raided Chicomoztoc :D When I finished the campaign, I checked the save file, and discovered that the guaranteed nanoforge was located in a star system I already salvaged, it was just out in the middle of nowhere...

Sometimes, when loot generates more rare items than I expected, I actually check if it was from this mod. The vast majority of the time, it was actually just Vanilla RNG rolling in my favor.

If you want to remove nanoforges and synchrotron cores to incentivize raiding, you can edit modSettings.json and remove their respective lines from the rare_items array. You could also remove everything except the catalytic core and hypershunt tap (id is "coronal_portal"), if you want.
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Terethall

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Re: [0.98a] Guarantee Rare Items 0.4.0
« Reply #11 on: April 04, 2025, 10:27:07 AM »

If you want to remove nanoforges and synchrotron cores to incentivize raiding, you can edit modSettings.json and remove their respective lines from the rare_items array. You could also remove everything except the catalytic core and hypershunt tap (id is "coronal_portal"), if you want.
Perfect, wasn't sure if that would break anything. Thank you!
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