RimWorld

RimWorld

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Treasure Hunter (MO Beta)
   
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Mod, 1.4
File Size
Posted
Updated
13.020 MB
30 Apr, 2023 @ 9:07am
19 Sep, 2023 @ 8:14am
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Treasure Hunter (MO Beta)

Description
has been integrated into Medieval Overhaul

Please note that this is actually a beta. However, the MO content should be so far advanced that you should be able to play it without any problems. After everything is done (idk when this will be, though), i will delete this mod and reupload it to the workshop.




General
Since the Research Schematics are a bottleneck, I decided to make a mod to simplify the retrieval of them. The content of the mod is a new workbench, which makes it possible to actively search for special quests, as well as some linkables that can be connected to the workbench.

Treasure Hunter's Workbench Linkables
  • Treasure Hunter's Bookshelf (max. simultaneous: 6)
  • Pedestal (max. simultaneous: 1)
  • Book (max. simultaneous: 1)
  • Orb (max. simultaneous: 1)
New Dungeons
  • 3 Small Hideouts (requires: 0 linkables)
  • 3 Medium Hideouts (requires: 4 linkables, 1 of which is Pedestal)
  • 1 Large Hideout (requires: 7 linkables, 1 of which is an Orb)
New Lootables
  • A strange book (Military Weapons, Crossbow, Great Bow & Intermediate Cooking)
  • The Ancient Tome of Materialcraft (Steel, Gunpowder & Tar)
  • The Ancient Tome of War, Defense and delicious Food (Noble Weapons, Arbelast, Advanced Cooking & Ballista Repeater)
Hideout Rewards
  • Small Hideouts: Treasure Hunter's Bookshelf + A strange book
  • Medium Hideouts: Previous Reward + The Ancient Tome of Materialcraft
  • Large Hideouts: Previous Reward + The Ancient Tome of War, Defense and delicious Food
Requirements for MO Ruins
  • Small Ruins (requires: 2 linkables)
  • Medium Ruins (requires: 5 linkables)



How to use?
  • Start by building a treasure hunter's workbench, which you can find in the architect's "Misc." section.
  • Then supply it with fuel (currently wood, later maybe "clues" found in ruins).
  • Put an researcher to work on the table.
  • Depending on the skill of the researcher and the selected hideout, it can take 1 to 2 in-game weeks to get a result.
  • Form a caravan and march to the site.
  • Search the hideout, a minifiable bookshelf and a research schematics is always guaranteed.



Stuff
  • Currently the mod is not listed in the workshop as it is in a "Medieval Overhaul Beta". It is planned to make this mod available to the community outside of MO, so that other people can also use these features and, for example, create quest series or simply new dungeons to search for... Currently, however, only the MO content is done.
    So I wanted to share the mod with you, especially because I am interested in feedback.
  • If you would also like to make new searchable dungeons, here is a small (not yet completely finished) wiki: https://github.com/EvilEyeGuy/Dungeons-and-Ruins/wiki



Credits
  • legodude17 wrote the workbench code
  • SirVan has drawn the bookshelf
  • SirLalaPyon drew the workbench and all other linkable elements
44 Comments
(◣_◢)  [author] 23 Jun, 2024 @ 12:12am 
Currently only in the unofficial version, as soon as everything is finished, also in the official one.
Fedeh 22 Jun, 2024 @ 8:15pm 
(◣_◢)  [author] 28 Apr, 2024 @ 2:09pm 
This mod will not be updated, as it has been merged with MO 1.5.
kaczorski 12 Feb, 2024 @ 10:41am 
Custom Quest Framework lets you generate part of the map (it will generate in centre and will be surrounded by random biome-related terrain). Or you could use it to generate only your map (as small or as big as you like). Anyway, fingers crossed you find a solution!
(◣_◢)  [author] 2 Feb, 2024 @ 10:54am 
Unfortunately this happens from time to time and I have not yet found a solution, which is why I have not yet published this mod in its entirety.

I use the Vanilla Expanded Framework for map generation and my dungeon is simply a building that is placed on the map. Sometimes it can happen that mountains overlap.
Mr McNificent 24 Jan, 2024 @ 2:33am 
Admiral Penguin, you left Map Designer's mountain setting on High, didn't you? ;P
Admiral Penguin 2 Dec, 2023 @ 4:56pm 
So love the mod, Couldn't wait to test it. But yeah couldn't find more than a measly sect guy and no schematics then i read in these comment they could be hiding underground, so i started searching and found nothing since the big round mountain shape was kind of suspicious i used devmode and destroyed some rocks and did find the underground base but i didn't find any way to reach it except by mining the mountain?

https://imgur.com/a/DvCaaIE

I think the entrance should have been the hallway top right since there was a rock slab door but as you can see it was lost in the middle of the mountain.

this is my modlist:

https://rentry.co/spowp
kaczorski 26 Nov, 2023 @ 2:18am 
This looks simply amazing, beautiful mod! And documentation is really extensive too. I've seen those two VFE gizmos for ages now and I had no idea they hold so much potential :P
(◣_◢)  [author] 18 Nov, 2023 @ 4:48am 
Yeah i can make that compatible in the Future.
I am glad you like it
mountainofcheezo 17 Nov, 2023 @ 8:37pm 
Hey - This is awesome. The bases are really cool to explore. I'm wondering if you could potentially patch the "reduce schematics" option from the medieval overhaul toggleable patches mod. It just makes it so that there are only a few schematics required, not as many as the original mod. If not, no worries. Would be awesome!