Item mods: Difference between revisions

Jump to navigation Jump to search
6,957 bytes added ,  07:41, 16 October 2023
m
no edit summary
imported>Lemonlich
(Created a barebone for a bit of testing)
 
mNo edit summary
 
(32 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{stub}}
{{disambig hatnote|This page describes item '''mods''', which are modifiers applied to equipment or items. For a more general usage of the term, refer to [[mods (disambiguation)]].
* [[Relic Mods]]
}}
===Modification List===
Item mods, often referred to simply as "mods", represent enhancements or abilities that can be added to an item. Mods can either be added intentionally to an item with the [[Tinkering]] skills, or mods can appear spontaneously on an item as part of procedural item generation. Items are limited to a maximum of 3 mods in almost all cases.<ref>One rare but notable exception to the 3 mod limit is described on the [[extradimensional]] page.</ref> The [[gigantic]] mod is the primary exception, as it does not take up a modification 'slot'.{{Code Reference|namespace=XRL.World.Parts|class=ModGigantic|method=GetModificationSlotUsage}}
==General Mods==
{{#cargo_query:table=Mod|fields=_pageName=Name,Rarity,Description,Tinker Tier,Value|where=_pageNamespace='0' AND Type = 'General'|order by=Mutation ASC}}


==Weapon Mods==
Relics have unique modifiers and a described separately. For more information about relics, refer to the [[Relic]]s page.


==Armor Mods==
== Mod Rarity ==


==Negative Mods==
Each mod has a rarity value of either Common, Uncommon, Rare, Rare 2 or Rare 3. The rarity of the mod affects its weighted chance of appearing on procedurally generated items within the overall mod pool for that item. The rarities have the following weights.{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getBaseRarityWeight}}<ref>The actual weights for mods by rarirty are 100000, 40000, 10500, 1500, and 150, but those numbers have been simplified to the highest common factor for this article.</ref>
  {| class="wikitable"
  ! colspan="2" | Rarity
  ! Weight
  |-
  | C
  | Common mods
  | 2000
  |-
  | U
  | Uncommon mods
  | 800
  |-
  | R
  | Rare mods
  | 210
  |-
  | R2
  | Rare 2 mods
  | 50
  |-
  | R3
  | Rare 3 mods
  | 3
  |}


==Misc Mods==
The actual percentage chance of obtaining a particular mod depends on the rarity of each mod in the overall pool of potentially applicable mods for an item. For example, in a pool of 3 common mods, 2 uncommon mods, 1 rare mod, and 1 rare 3 mod, the total weight would be 7813 (2000+2000+2000+800+800+210+3) and the weighted percentage of obtaining mods of a specific rarity would be 76.6% common, 20.4% uncommon, 2.68% rare, and 0.03% rare 3. The exact pool of mods varies for each type of item, such as a grenade or a pair of boots.
 
In addition to rarity, some mods have a "Native Tier", which represents the lowest tier of item that the mod is likely to appear on. It is still possible for the mod to appear on lower-tier items, however the weighted chance of a mod appearing on items is significantly reduced for items below the mod's native tier. ('''Weight ÷ ((ModNativeTier - ItemTier) * 5)'''){{Code Reference|namespace=XRL.World|class=ModificationFactory|method=ApplyModifications|name=ApplyModifications}}{{Code Reference|namespace=XRL.World|class=ModificationFactory|method=getTierRarityWeight}}
 
== Other Qualities ==
Item mods have a variety of other qualities, many of which are described in the infobox on each mod's wiki page.
{| class="wikitable"
! Quality
! Description
|-
| Categories & Restrictions
| The items to which mods can be applied are defined by categories, and in some cases additional unique restrictions. For example, the [[fitted with filters]] mod is associated with the Helmet and Mask categories, meaning that it can be applied only to helmets and masks. Furthermore, this mod has an additional unique restriction that prevents it from being applied to any item that already filters gas, such as the {{favilink|gas mask}}.
|-
| Difficulty and Complexity
| Item mods often increase the difficulty and/or complexity of the modded item, making that item harder to [[artifact examination|identify]].
|-
| EMP-sensitivity and Reality Distortion
| Certain mods are susceptible to being disabled by [[EMP]] effects or [[normality]].
|-
| Tinkerability
| Many, but not all, mods can be added to items through tinkering. Notable exceptions include the [[painted]] and [[engraved]] mods, which appear only on procedurally generated items. Additionally, some mods can appear spontaneously on ''items'' created through tinkering. These mods are classified as "Autotinkerable" on their respective wiki pages.
|-
| Value multiplier
| Each mod has a value multiplier which increases the [[commerce]] value of the modded item. Multiple mods' value multipliers stack multiplicatively.
|}
 
==Modification List==
===General Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'General'|order by=Name ASC}}
 
===Electronics Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS LIKE 'Electronics'|order by=Name ASC}}
 
===Weapon Mods===
====Melee Weapon Mods====
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Melee Weapon'|order by=Name ASC}}
====Missile Weapon Mods====
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Missile Weapon'|order by=Name ASC}}
====Thrown Weapon Mods====
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Thrown Weapon'|order by=Name ASC}}
 
===Armor Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Armor'|order by=Name ASC}}
 
===Energy Cell Mods===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Energy Cell'|order by=Name ASC}}
 
=== Book Mods ===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Book'|order by=Name ASC}}
 
=== Statue Mods ===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Statue'|order by=Name ASC}}
 
=== Tech Wall Mods ===
{{#cargo_query:table=Mods|fields=_pageName=Name,Rarity,Description,Value,TinkerTier,Type|where=_pageNamespace='0' AND Type HOLDS WITHIN 'Tech Wall'|order by=Name ASC}}
 
== Tinkerable Mods ==
Several, but not all mods can be added to their appropriate items if they have learned it with a data disk. The cost of such modification is the highest(right-most) bit of the mod, and the tier of the item to be modded. For example, modding a {{favilink|fullerite plate mail}} to be flexiweaved would cost {{bits|25}}: flexiweaved costs {{bits|2}}, and fullerite plate mail is tier 5 armor. For any additional modification already on the item, the cost based on the tier will increase by 1. If the flexiweaved fullerite plate mail was further modded to add wooly, it would cost {{bits|26}}: wooly costs {{bits|2}}, and the tier of the plate is 5 plus 1 from the flexiweaved mod.
=== Tinker I ===
{{Mods that can be learned with|Tinker I}}
=== Tinker II ===
{{Mods that can be learned with|Tinker II}}
=== Tinker III ===
{{Mods that can be learned with|Tinker III}}
 
 
{{references|2.0.201.114}}
{{Mechanics Navbox}}[[Category:Mechanics]]
321

edits

Navigation menu