RimWorld

RimWorld

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[FSF] Better Exploration Loot
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Mod, 1.6
File Size
Posted
Updated
1.976 MB
15 Jul @ 8:52pm
23 Jul @ 5:33pm
5 Change Notes ( view )

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[FSF] Better Exploration Loot

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

While the vanilla loot tables for exploration locations provide some decent items a lot of the time you'll question if it was really worth the time and effort you spent. This mod revamps the loot tables increasing the rewards, adding new items and adding in rare spawns. The intention is that when you walk away you'll feel the trip was worth it even if Randy curses you you with bad RNG. Lucky people might find quest grade loot, legendary items, high end bionics, archotech Items and all manner of things.

This mod includes loot rebalancing for the Core game and all its DLCs. However, there are no requirements everything is loaded as required so you only need to add it to your mod list.

Core - Ancient Dangers

The loot table for Ancient Dangers has been changed so it no longer works off Maker sum and instead uses the more consistent Random Option. The primary loot of Ancient Dangers has been kept intact but a lot of new things have been added. They should provide a larger variety of interesting rewards.

Ancient Dangers have also been patched to randomly spawn on Encounter Maps which are from Camps or Caravan Incidents. In Vanilla you can only encounter them on tiles you Settle or land on with a Gravship

Core - Bandit Camps

The mapgen loot table used for storage areas such as Bandit Camps has been revamped. 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 items that fit within those settings. This mod revamps the loot table removing the threat points and market value. Instead it provides a small high quality reward from a more varied reward pool.

Note: The available loot is locked to the tech level of the defending faction. If you want higher tech items you need to attack higher tech factions. Also higher tech factions can provide much more expensive loot as high tech items are worth significantly more.

Core - Encounter Map Resources

Encounter Maps have been patched so they can spawn resources. These maps are spawned from Camps or Caravan Incidents. In Vanilla these maps are barren but you can get around that by Settling on a tile or landing on it with a Gravship

Ideology - Ancient Complexes

There's three types of containers for Ancient Complexes The Standard Crate, The Better Crate which has improved quantity and higher odds on better loot and the Security Crate. The first two provide everything but with low odds for things like Techprints, Bionics, Neurotrainers, Psylinks, Psytrainers, Quest Loot and Empire Loot. The Security Crates are rare finds so all the cheap generic stuff has been removed leaving only the good loot. If you open a Security Crate you should get something rare or valuable.

Ideology - Mining Worksites

The worksites that can spawn around the world have had new resources added to their selection pool based on the Deep Drill commonality. So its now possible to find worksites mining up Jade, Plasteel or Uranium.

Anomaly - Flesh Sacks & The Gray Maze

The goal of each box has been kept in mind while adding loot and weighting the odds. Gray Boxes come in Low Value and High Value. The Low Value box has high odds of trash loot with a large spread of valuables with lower odds. The High Value box has great loot but has a bit of a slant towards the original theme of Books, Skulls, Organs (newly added), Serums and Shards. The Flesh Sack has great loot with a slant towards the original theme of Armour, Weapons, Special Artefacts and Bionics.

Odyssey

There's many different loot crates in Odyssey all tuned with different intentions and found in different zones. The original intentions have been largely preserved while adding a large swath of new loot and rare finds. The loot for Abandoned Colonies has been overhauled giving them the same kind of loot as Bandit Camps but with half the value. Not much loot will be found but what you find will be worth the trip.

The Loot

So what exactly does this mod add? This mod adds a large amount of loot drops covering a huge assortment of things. It even includes stuff from mods when those mods are active. Below is a selection of things that can be found from these loot tables. This list probably won't include everything available but it should give you a good idea what you can find.

- Misc (Survival Meals, Industrial Components)
- Medical (Medicine, Neutroamine, Penoxycyline)
- High Value Drugs (Luciferium, Go Juice, Double Aged Whiskey (Vanilla Brewing Expanded))
- Artisan Products (With Alpha Crafts)
- Luciferium
- Chemfuel
- Silver
- Gold
- Synthread
- Hyperweave
- Advanced Components
- Glitterworld Medicine
- Books (Textbooks, Novels, Schematics, Tomes, Maps) (Also Alpha Books)
- Techprints
- Neurotrainers
- Special Loot (Reinforced Barrel, Archotech Items, Power Cells, Serums)
- Seeds (Archean, Harbinger, Polux) (With the Appropriate DLCs)
- Bionics
- Art (Small and Large Sculptures)
- Quest Loot
- Empire Loot (With Royalty DLC)
- Unique Weapons (With Odyssey DLC)
- Psylink Neuroformers (With Royalty DLC)
- Psytrainers (With Royalty DLC)
- Mechinator Items (With Biotech DLC)
- Genepacks/Archite Capsules (With Biotech DLC)
- Genetools (With Alpha Genes)
- Research Items (With Research Appropriation)
- Ambrandy (With Vanilla Brewing Expanded)
- Eltex (With Vanilla Psycasts Expanded)

Link to Non-Steam downloads for my mods.
Github[github.com]

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]



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

[ko-fi.com]
Popular Discussions View All (1)
2
20 Jul @ 5:04pm
suggestion: mod options to choose which loot you want to add to loot tables
PlayerEmers
172 Comments
FrozenSnowFox  [author] 34 minutes ago 
3/3

With the update please check over the following to ensure you don't get errors. Also I added a github link to the description.

[FSF] Encounter Map Resources
- Disable the mod as it is now included in this one.

[FSF] FrozenSnowFox Tweaks
- If you use this mod disable the following settings as they are now included in this mod. (Core) Encounter Map Ancient Dangers, (Core) Encounter Map Resources and (Ideology DLC) Better Mining Worksite Resources.
FrozenSnowFox  [author] 51 minutes ago 
2/3

I was considering offering some mod options to individually add to Quest Loot (Devilstrand, Synthread, Hyperweave and Jade). I was even considering adding More Quests as a mod option so you don't need to also have that mod. I'm also considering porting over my Better Raid Loot from my Tweaks collection maybe as a Core feature. It basically just adds more loot variety to the raider loot table so you don't always get medicine or components from dead raiders. This is kind of relevant since you do encounter this raid loot outside of normal raids since it also appears on triggered raids from visiting certain sites.
FrozenSnowFox  [author] 51 minutes ago 
1/3

New Update
Concerning the changes I've made. Mining Worksites I think fit nicely in the mod's Better Loot theme. I think the Ancient Danger patch works well because it gives an extra loot opportunity. Now the Encounter Map Resources patch is a bit more on the iffy side but this is kind of already in the game just in an obtuse way. I think it fits the mod but I personally hate when people make a mod and then add X Y Z when you just wanted A. So I'm going to try to stay true to the Exploration Loot theme and not stray too far outside it.
FrozenSnowFox  [author] 2 hours ago 
@GurtuzRC
This mod currently does not contain any text only loot tables.

@CrazyBlot
Sorry I don't plan to add any settings as it would be too time consuming and cumbersome. The mod is balanced around certain value thresholds I've decided on.

Camps have a decently high weight for Apparel and Weapons which can spawn as Masterwork or Legendary. However there is also a lot of other stuff in the loot table. Together Apparel and Weapons account for a weight of 2 while everything else combined is about a weight of 5. So you have about a 1 in 6 chance of an Apparel or a Weapon.

With Odyssey (without mods) you can now get quests with a guaranteed Unique weapon of Industrial or higher tech which spawns as Masterwork and Legendary with special bonuses. Early on these can be guarded by about three people. So I don't think its too out of balance to have a chance at a good weapon for travelling out early on.
Snues 3 hours ago 
Thank you for the mod, liked
GurtuzRC 6 hours ago 
Hi! Can you tell me if this mod includes a lot of new text, and if so, if there's an option to translate it? I think it's very interesting!
CrazyBlot 8 hours ago 
Cool work! Is it possible to adjust settings with some kind of multiplier to rarity-or-wealthes of item given? It confusing a bit when i receive legendary loot in first camps near game start.
Shiori 10 hours ago 
you are an absolute gem! ty for letting me know, i will do so!, ill just adjust it after every time you update i dont want to miss your updates ^^
FrozenSnowFox  [author] 19 hours ago 
@Shiori
If you open up the files in notepad or something like Visual Studio Code you'll see weight (how likely it is to be selected), count (how many of an item spawns) and thingdef which are in <li> nodes those are literally just the def names of the actual items which you can get by looking them up in the files. So you only need to adjust those things and if you want to add a whole new thing to the loot table just copy one of the big <li> blocks and change it. All files are neatly under folders of which DLC they come from.

If you plan to edit the files directly I suggest you run the mod from a local copy otherwise any changes you make will likely be wiped when I do another update.
Shiori 19 hours ago 
where in the mods files are the parameters im looking for to editing drop rates?