RimWorld

RimWorld

619 ratings
[FSF] Better Camp Loot Classic
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Mod, 1.3, 1.4
File Size
Posted
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307.573 KB
25 Aug, 2021 @ 4:06am
2 Mar, 2024 @ 6:02pm
3 Change Notes ( view )

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[FSF] Better Camp Loot Classic

Description
Announcement

The Classic version of this mod is discontinued and will no longer be updated. You can find the new version of the mod here.

Description

This mod overhauls the mapgen loot table used for storage areas which is used for Bandit Camps (Possibly other things?). Ordinarily this loot table is spawned using threat points and market value with a maximum value of $300 per item. It then spawns a bunch of rather terrible and uninteresting items that you probably won't even bother picking up. This mod revamps the loot table, removing the limitations, improving the value and the the quality of the loot.

The vanilla spawning was fairly broad using mostly major categories rather than items or subcategories. This is possibly because the spawning follows the factions technology level, Tribals give tribal clothes/weapons ect. I've decided to keep the major categories so the loot list looks unimpressive but the range and quality it provides can be quite major. The higher tech the faction you fight the higher the tech you'll get (Tech Prints seem to need at least Outlander factions level of tech).

The total value a camp gives should range between $1500 to $3000, this should make it worth the trip with or without a quest. During testing I found a camp can overshoot this value on rare occasions probably because it could spawn just one more item and as luck would have it that item turned out very expensive.

[FSF] Better Camp Loot
- Total Item Value Range $1500-$3000
- Weapons
- Apparel
- Body Parts
- Drugs
- Tech Prints (Very Rare)

Note: I've already tried adding both neurotrainers and artifacts to the loot tables. It does not work likely due to the tech level lock, so please don't ask for those to be added.



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
118 Comments
Alex_ 20 Jul, 2024 @ 1:48am 
nevermind top of the description
Alex_ 20 Jul, 2024 @ 1:48am 
1.5 when?
Deadmano 3 Mar, 2024 @ 9:38pm 
@FrozenSnowFox: I'm so glad that you stuck with it honestly, that's a part of why I didn't want to step in, because we can never have enough talented modders adding to the game! And I was positive you would be able to find a solution (there always is), so thank you for not giving up either! :love: Each "failure" is only one more thing to strike off that didn't work, and brings us closer to success, as is well the case here because I am loving the loot generation! :rshout: Perhaps one day I'll be surprised by a C# mod after you decided to pick it up? Coding is all logic; if you can solve problems you're a programmer already! The languages are simple syntax anyone can learn.
FrozenSnowFox  [author] 3 Mar, 2024 @ 9:23pm 
@Deadmano
Personally I previously found this mod both annoying and a bit embarrassing. It was annoying that I couldn't figure out a solution to fix its underlying issues and embarrassing that something that should be so simple didn't work as intended. It was one of the big reasons I just wanted to throw it to someone else and wash my hands of it.

I tried many times to try to work out how to fix it but I kept getting stumped by the tech lock, item count and market value problems. I reviewed it a few times after your comments and got nowhere again. So I was ready to toss it aside once more. As I kept comparing it to my other mod though I realised if I just changed the overall approach it would work so much better and be much more balanced.

Thank you for your insistence to rework it. I'm much happier with how the new version works.
Deadmano 3 Mar, 2024 @ 8:44pm 
@FrozenSnowFox: Thank you for being willing to still work on this, and further refine your ideas, it is much appreciate! The new version seems to be working out nicely and I suspect (based on the values you're using) it should have far less of a "all or nothing" approach to loot this one had at times. :rshout:

And I agree with the PackageID change, it makes sense people who want this specific version would grab it and other mods (including existing ones/patches) can still target the new one going forward.
FrozenSnowFox  [author] 3 Mar, 2024 @ 1:49pm 
@CurtimusPrime92
The only thing this mod touches is the loot table for camps so there shouldn't be any issues updating, adding or removing it. The packageid of the new version is the same as it was previously so any mods or load order information referencing it will carry over. I left the old version so people can stick with it if they wish since its a major change to the balance. The only problem is they'll have a minor inconvenience re-adding it to their mod list since the packageid changed.
CurtimusPrime92 3 Mar, 2024 @ 6:59am 
or is new mod hotswap compatible with existing save game?
CurtimusPrime92 3 Mar, 2024 @ 6:54am 
hey maybe instead of changing packageid breaking 3rd party tools and everyone's load orders how about just rename the mod like you did and have your new mod have packageid frozensnowfox.bettercamplootNEW or something...
FrozenSnowFox  [author] 2 Mar, 2024 @ 6:19pm 
I've made a revamp of this mod which you can find at the link below. I've modified the packageid of this version and labelled it as Classic. It is now discontinued and will no longer be worked on.

In the new version I've ditched the old idea of using market value as it never really worked. Instead I've rebalanced the mod so a camp is worth about 1-2 security crates from FSF Better Ancient Complex Loot. I've also added a slew of new items that can be found at camps making for more varied loot. For a full list of changes see the change log.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3172074919

@Deadmano
I wouldn't want to tack the word balanced on any variant of this mod because everyone has a different definition and without it being based on threat level I fear it'll never truly be balanced.
Deadmano 2 Mar, 2024 @ 12:00pm 
@FrozenSnowFox: Understood, no worries! I'm in no rush as I have a few hundred mods to still test, create patches for, and then add to my ever-growing collection, so I'd much rather utilise the effort you have put in, even if it is just that; a "best effort", since it is far better than vanilla that is for sure! Regarding the more balanced approach, I would 100% be in favour of a "[FSF] Better Camp Loot - Balanced" mod! A more conservative approach that just aims to remove the junk, while giving a chance at slightly better stuff. How does that sound?