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Vehicles Wrecks Expanded - Dungeons
   
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Mod, 1.5, 1.6
File Size
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1.177 MB
14 May @ 1:25am
14 Jul @ 3:16am
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Vehicles Wrecks Expanded - Dungeons

Description
This mod add to the game various of dungeons.

---FIRS OF ALL---
This mod DOES NOT require any mods or DLC installed, and can be run on basic vanilla as is.

However, for better experience, I highly recommend to have at least Ideology DLC, because most of the junk was used from it. (Example at the photo)
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This mod adds to the game five new POI, where You can find loot, vehicle wrecks (if you play Vanilla Vehicles Expanded - Tier 3 and Vehicle Wreck Expanded) and Techprints (if you play Vehicles Wrecks Expanded – Part Two).

All new dungeons are procedurally generated and absolutely random. Which means, you will never face the same dungeon twice.

Dungeons will generate naturally or by reading special map, that you can obtain as a quest reward or find in one of that dungeon.

Content will depend on what mods you playing with. This mod optimized for CE and most VE mods.

Apparel loot, spawned in military related dungeons will appear in various colors (Arctic, City, Forest, Desert and Black).

Most of the dungeons contains a threat, such as mechanoids, insects, zombies (requires anomaly) etc.
You will see.

Enemies level is completely random, so expect to see highest thread and prepare properly.

All loot was balanced, to make places worth to try, but not game breaking.

Sometimes you will find a containers, that will contain loot inside. (sarcophagus and two type of containers from Ideology DLC if you have it)

Now in details.
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Military fortress

The largest dungeon of this mod, with strong defenses and a large number of opponents. Contains best loot and wrecks and techprints of combat vehicles.

The number of some buildings is random. You may see or not some of them.

This place is highly dangerous, so I would recommend you to gear up properly for that.
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Factory

A huge factory, where you can find wrecks and techprints (in certain type of factory) for heavy vehicles.

The loot and shape of factory will depend on what this factory was producing. For example – metal working factories will have a huge pipes, when chemical factories will spawn with huge oil tanks, but not opposite.

Variants are depending on mods you play with. For example, if you play with Vanilla Cooking Expanded – expect to see canteen factory, or if you play Combat Extended - ammunition factory.
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Airfield

A small airfield, where you can find aerial vehicles wrecks and techprints.

It also has a defense system.
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Raiders camp

Special raider camp with garage, where you can find some basic civilian vehicle wreck and basic vehicle techprints (inside containers).

This is alternative to vanilla bandit camp quest with same behavior, except there is more enemies.
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Gas station

A random encounter, that you might see exploring world map as a caravan.
Cannot happens on a snow biome or sea ice.

It contains petrol pump (requires Vanilla Vehicle Expanded) to refuel your vehicle. Also have buildings to explore with rare loot. Can also spawn a garage nearby with some basic vehicle wreck.

This encounter is extremely rare and not contains any threats.
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Now about limitations

First - If you new to the Ideology DLC, you might see that the ancient junk will spawn always facing same direction. (Except toilets since 1.6 which gives me hope) This is because most of the ancient junk (from Ideology DLC and Vanilla Ideology Expanded – Memes and Structures) have only one direction and not rotatable, and I cannot influence on that. However, if one day RimWorld dews will add rest of the directions – it will begin works properly, because I set rotation for any of it. But until then I can advise only use your own imagination. I’m honestly doesn’t even noticing that.

Second – Its base game changing mods, like CE. For example, there is a feature that changes material requirements for some apparels. That kind of changes makes some conflicts with base game thingmaker. Despite I optimized this mod for CE, I made it only for default settings. So if you use this mod and turn this feature off - it won’t be critical – but console spam will be kinda annoying. Same troubles can be with other mods that changes base game things, so keep it in mind while making your modpack with this mod.
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Here is still some features under developing.

Since I finished core parts of this mod, there is some features that I don’t know yet how to realize. For example – you might notice that the enemy terminal doesn’t actually do anything. This is because I don’t manage yet how signals works. Same works for crypto caskets with ancient solders, who should wake up when you step inside.

Also I don’t know how to set faction who will raid you while you inside for too long. This requires to make Ancients as quest owner, but there is limitation in QuestWorker against it.

I know how to paint items, but didn’t find out how to paint floor, so it is in my plans too.

It will be nice to add some new interior variations in the future, specially to the military fortress.

--------------------
For upcoming DLS:

New junk and wrecks will be added in all existed dungeons.

Adding Gas Stations and Garages in upcoming ancient cities from DLC.

Smaller versions of military bases and factories for them too, but not sure.


--------------------
There is more!
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Core mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3299034372

Research rebalance

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481350596

Turn off natural Spawn

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481793016

Puickable wrecks patch

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371817645

Disassembling wrecks for spare parts

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3481345889
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Tags: Junk; Wreck; Vehicle; Dungeon
Popular Discussions View All (2)
0
14 May @ 1:41am
PINNED: What should be added
explorer.n11
0
14 May @ 1:39am
PINNED: Bug reports
explorer.n11
7 Comments
explorer.n11  [author] 16 May @ 3:47am 
@kingrevolucion12 good to hear. They should be rare, but think about adding a maps for them in the future.
kingrevolucion12 15 May @ 7:42pm 
I already solved it, thanks anyway, I had to update the vanilla framework and so far it's running well, although I haven't found any dungeons. I'll try to explore and see how it goes. Thanks for the mod. Anything that expands the world of Rim is welcome.
explorer.n11  [author] 15 May @ 5:14pm 
@kingrevolucion12 Im not sure i understand your question correctly. This mod really doest have any dependencies and will adapt if you dont have some mods or dlc. Even if you turn off, for example, mechanoid faction - it will works fine and doest say anything.

Crashes newer happens while i tested id, but i cant handle whole workshop. It actually doesnt influence to ability start the game, because it just a few quests and one incident. All work starts only when you enter the site. Maybe some mods that mess with hidden factions, limiting world tech level, or mess with world object spawns can cause some troubles, but mostly it ends up just console spam. Take a look at the console if you have any troubles and let me know, i`ll try to fix it.
explorer.n11  [author] 15 May @ 5:02pm 
@Deankiller Turnupseed I dont tested it, but it shuld be. I mean, they probably will spawn, but this dungeous clear whole area for themself, so i think ruins from other mods, if they are not in the edge of the map, will bu just destroyed rigth after map will be load.
Deankiller Turnupseed 15 May @ 4:43pm 
compatible with real ruins?
kingrevolucion12 15 May @ 12:52pm 
Do you know of any incompatibility with this mod that won't let me start the game?
StockSounds 14 May @ 12:44pm 
Can't just make a dungeons mod, gotta milk VWE as much as possible.