RimWorld

RimWorld

[FSF] Better Exploration Loot
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Update: 24 Jul @ 3:52pm

- Changed the Ancient Danger file to a patch so the run order lets it run after mods.
- Fixed the Ancient Danger loot issue with Miho The Celestial Fox by having this mod load after so it can do its loot changes to the original file. This mod then overwrites that change but adds the loot table for it.
- Changed the Encounter Map Resources patch to conditional so it won't error even if there's a conflicting patch.
- Changed the Encounter Map Ancient Dangers patch to conditional so it won't error even if there's a conflicting patch.
- Marked the [FSF] Encounter Map Resources mod as incompatible since its included.

Update: 23 Jul @ 5:33pm

Note: Please see the comments section for a update comment from me concerning the changes and some possible future additions. I've also added a github link to the description.

- Added a chance for Ancient Dangers to spawn on Encounter Maps. These are maps created via the Camp function or via interception incidents. Note: This does not guarantee them to spawn. The actual spawn weight listed in the files is countPer10kCellsRange 0.15-0.25. Without this change Ancient Dangers can spawn on Maps you Settle or Maps you land on with a Gravship. This merely allows you to look for them in a less cumbersome way and maybe occasionally encounter them while travelling.
- Added a patch to enable resources to spawn on Encounter Maps. These are maps created via the Camp function or via interception incidents. Note: Without this change resources spawn on Maps you Settle or Maps you land on with a Gravship. This merely allows you to look for resources in a less cumbersome way and gives you a chance to come across some valuable ore while travelling.
- Core - Bandit Camp: Added Anomaly DLC Tomes to Book list.
- Core - Ancient Danger: Overhauled Ancient Danger loot changing the weird Maker Sum Value thing to the concrete Random Option. A higher weighting was used on original items to help preserve the expected loot pool and quantity was increased in some cases to compensate for the change from Sum to option (Techprints, Artifacts, Bionics, Luciferium, Glitterworld Medicine). The Misc Cool Stuff table was replaced with broader specialised loot tables. The Marine Armour and Charge Weapons are removed. There wasn't a good way to add these that's mod compatible without a lot of manual editing or a tech lock. They should however show up in Quest Loot pretty consistently anyway and higher quality than previously.
- The new loot table is as follows. Techprints, Special Rewards (Lances, Serums ect), Bionics (Ultratech, Archotech), Luciferium, Glitterworld Medicine, Advanced Components, Seeds, Anomaly Serums, Books, Maps, Neurotrainers (These used to drop but don't now?), Quest Loot, Unique Weapons, Psylink Neuroformers, Psytrainers, Sentience Catalysts, Archite Capsules, Research (Techprof Subpersona Core also in Special Rewards), Mechinator Stuff, Ambrandy.
- Ideology DLC - Mining Worksites: This changes the default loot table of Steel, Gold, Silver and Components to more resources with a commonality based on the Deep Drill rarity. The new table is as follows. Steel, Gold, Silver, Components, Plasteel, Jade, Uranium.

[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.

Update: 20 Jul @ 6:13am

- Added Cerebrex Node to the disallowed list of the Apparel loot tables for Core - Bandit Camp, Anomaly - Flesh Sack and Odyssey - Abandoned Colony.

Update: 17 Jul @ 9:19pm

- Fixed an issue with extra closing node tags in the No Ideology Core file.

Update: 16 Jul @ 8:17pm

- Added a shiny new preview image.

Update: 15 Jul @ 8:52pm

- Merged Better Ancient Complex Loot, Better Anomaly Loot and Better Camp Loot into this mod.
- Added Royalty DLC Orbital Targeter Mech Cluster to Special reward loot tables for Ideology and Anomaly.
- Added Odyssey DLC Maps to all loot tables which are slightly lower weight than books.
- Added Odyssey DLC Sentience Catalyst to Ideology and Anomaly loot tables with a weight of items like Genepacks and Mechinator stuff.
- Added Seeds to Ideology, Anomaly and Odyssey loot tables. Also swapped the Anomaly Harbinger seed tables to instead offer all DLC seeds.
- Added Unique Weapons to loot tables with weighting matching Normal Masterwork/Legendary weapons.
- Removed old Vanilla Expanded Insectoids and Vikings items from loot tables.
- Core - Bandit Camps: Disallowed Odyssey DLC Unique weapons from spawning.
- Ideology DLC - Security Crate: Increased the weight slightly of Alpha Books from 0.2 to 0.3. Note: Based on the weights I've used this was accidentally not changed when copied over.
- Anomaly DLC - Flesh Sack: Reduced the weight slightly of Alpha Books from 0.5 to 0.3. Note: Based on the weights this was higher than it should have been.
- Odyssey DLC - Ancient Sealed Crate Shells: Added Anomaly DLC Deadlife shells to the loot table.
- Odyssey DLC - Ancient Sealed Container: Replaced the Orbital Device loot table with Special Rewards loot table which contains orbital targeters, mech serums, lances, vanometric power cells and so on.
- Odyssey DLC - Ancient Sealed Container: Increased the weight of the following loot tables by 1 to ensure they take priority, Special Rewards (Formerly Orbital Devices), Unique Weapons, Gravship Upgrades.
- Odyssey DLC - Ancient Sealed Container: Copied the loot table data from Security Crates.
- Odyssey DLC - Ancient Safe: Changed the weight of Maps from 2.75 to 6 and the number from 1 to 2 to compensate for additions to the loot table.
- Odyssey DLC - Ancient Safe: Changed Gold to use the High Value Crate amount which is 10-60 to 40-80. However the weight is reduced from 2 to 1.
- Odyssey DLC - Ancient Safe: Changed the weight of Seeds from 0.2 to 0.4 to compensate for additions to the loot table.
- Odyssey DLC - Ancient Safe: Changed the weight of Unique Weapons from 0.1 to 0.2 to compensate for additions to the loot table.
- Odyssey DLC - Ancient Safe: Copied the loot table from Ideology DLC High Value Crates and trimmed the lesser rewards. Note: This should result in safes holding only expensive, valuable and rare items, maps, gold, hyperweave, high value drugs and so on with low chances of super good stuff quest reward stuff, bionics, neurotrainers ect.
- Odyssey DLC - Abandoned Colony Stockpile: Copied the loot table from Bandit Camps and changed the rewards to provide 50% less.
- Odyssey DLC - Scarlands Hermetic Crate: Doubled the weight of Gravlite panels to compensate for additions to the loot table.
- Odyssey DLC - Scarlands Hermetic Crate: Copied the loot data from Low Value Crates.
- Odyssey DLC - Scarlands Hermetic Crate: Increased the weight of Books from the copied loot data to ensure books stay more common.
- Odyssey DLC - High Value Crate: Seems to be similar to Security Crates with more fluff from High Value Crates so tuned it as such. Some items had their weight increased slightly. Most of the loot table is copied from Security Crates while keeping most of the original fluff items. Note: Sorry I didn't document this as well, I spent a lot of time flipping between files and comparing things.
Note: Malfunctioning Transport Pods are currently unchanged. I haven't even seen these things yet. If you know where to find them let me know. I'm open to suggestions on what they should contain. Current loot is as follows. Weight 5: Random Resources 45-75, Weight 5: Drugs 15-25, Weight 5: Food Total Nutrition of 4-8, Corpses: Weight 1 x3 Traders, 2 Pirate.