RimWorld

RimWorld

[FSF] Encounter Map Resources
48 Comments
selest19 8 Jan, 2023 @ 5:50am 
i feel like abuse is low but texture is high for this mod
BlackFranky 18 Sep, 2022 @ 11:39am 
@FrozenSnowFox Thank you for your answer. I will look into it.
FrozenSnowFox  [author] 17 Sep, 2022 @ 7:43pm 
@BlackFranky
I'm afraid that's kind of out of scope of this mod and it's not really something I'm interested in doing for a mod at this time.

I did have a look at the files though and it looks like if you added <li>ScatterShrines</li> to the Encounter genstep then they should spawn. I don't see anything that affects the odds though so that's probably hardcoded and it'd be the same sort of odds as base maps. The location of the files is below if you want to take a look.

\RimWorld\Data\Core\Defs\MapGeneration\
BlackFranky 17 Sep, 2022 @ 6:39pm 
Could you add ancient dangers to be spawned?
FrozenSnowFox  [author] 18 Apr, 2022 @ 2:52pm 
@Victor
All it does is enable the resource generation step that was previously removed. Since the game basically generates an entire map these days for encounter maps I would expect to see an amount similar to the home map. However if you use mods like map designer or something where you can edit the resource spawn amounts to increase it or decrease it that will take effect as you would expect.
Victor 18 Apr, 2022 @ 2:40pm 
Oh man I love this mod but I feel like there is way too much resources everywhere. Does it just use the same amount as in a player map?
Torres 5 Nov, 2021 @ 5:02am 
Jesus Christ I needed this like at one moment I thought... dude this map tile I chose has no rocks maybe I'll send a couple colonists 2 tiles away to see if I find anything
*šâ* 25 Sep, 2021 @ 10:45am 
Thank you
FrozenSnowFox  [author] 7 Sep, 2021 @ 2:00pm 
@CMDR Youth
I edited the actual map generation step. So it should work with basically anything that generates maps that would otherwise remove the resources. As I recall it worked fine with Set Up Camp.
CMDR Youth 7 Sep, 2021 @ 1:13pm 
Does this work well with Set Up Camp?
FrozenSnowFox  [author] 6 Sep, 2021 @ 2:56pm 
@noghettoblastrs
According to the change notes 3 years ago when the game was still in alpha/beta. Maybe you had another mod that added it back in?
noghettoblastrs 6 Sep, 2021 @ 2:54pm 
when was this taken away? i could swear i could mine resources on random event maps a few weeks ago and then now i find myself strip mining for no reason at all.
FrozenSnowFox  [author] 20 Jul, 2021 @ 11:02am 
@TechTips
It should be fine a lot of Ideology stuff was already visible in the 1.3 files and as far as I could tell Ideology doesn't touch the resource spawning.
Snare 20 Jul, 2021 @ 9:45am 
yo will this work with 1.3/ideology?

afaik nothing major has changed in the way map gen works but would be nice to know before starting tomorrow
FrozenSnowFox  [author] 16 Mar, 2020 @ 2:29pm 
@Tommy Gray x Land Raider
It was updated a month ago for 1.1.
Tommy Gray x Land Raider 16 Mar, 2020 @ 2:14pm 
update for 1.1 plz
FrozenSnowFox  [author] 1 Oct, 2019 @ 6:19pm 
@Kurugane
It can be added and removed at will without issues. It's a simple patch that changes how terrain is generated on maps. So only newly generated maps will be affected and once they are generated there should be no issues removing it.
Kurugane 1 Oct, 2019 @ 6:17pm 
Can this be added save?
__ 3 Aug, 2019 @ 9:31pm 
Wonderful mod; I love being able to make little mining camps with this.
FrozenSnowFox  [author] 5 Jun, 2019 @ 2:13pm 
@L0rdinquisit0r
I don't think this will ever be readded to the base game so yes its still needed. Its a xml patch so unless something massive changes in the way map generation is done it shouldn't need updating.
L0rdinquisit0r 5 Jun, 2019 @ 11:51am 
is this mod still valid? last update was a long time ago. Is it still needed?
FrozenSnowFox  [author] 25 Feb, 2019 @ 11:24am 
@Chomiczek Fetor
It's the vanilla terrain generation system which was always previously enabled on encounter maps, I simply re-enabled it. You should expect some good sized steel veins, some component veins and in rare occasions some rare materials like gold, jade, uranium ect.
FrozenSnowFox  [author] 6 Feb, 2019 @ 1:33pm 
@Natalo77
None that I'm aware of. It uses patching for the changes so it should be compatible with pretty much everything.
Natalo77 6 Feb, 2019 @ 1:31pm 
Any hard incompatabilites?
FrozenSnowFox  [author] 23 Oct, 2018 @ 2:17pm 
@Snakoron
Sorry but I really don't want to go adding old versions to the workshop especially for a beta version after the game has officially released. Having said that nothing was changed except the version number so the mod works perfectly fine with B19. It will warn that it's the wrong version but that can be safely ignored. There's also a manual download for the B19 version available in the attached mod collection.
Epogle 23 Oct, 2018 @ 4:51am 
Hi ! Can you upload a B19 version on steam workshop ? For streamer's let's play and for facilitate its installation by the community.
DaemosZythaer 22 Oct, 2018 @ 3:17pm 
thank you
FrozenSnowFox  [author] 22 Oct, 2018 @ 3:13pm 
@DaemosZythaer
Not entirely. The Set Up Camp mod enables resources above and below ground on camp sites it makes. However ambushes and resource node maps still don't have resouces. If you want those to have collectible resources you'll also need my mod.
DaemosZythaer 22 Oct, 2018 @ 8:59am 
Does Set Up Camp's allow resources option do the same as this mod?
FrozenSnowFox  [author] 19 Oct, 2018 @ 3:21am 
@Audiopulse
Thanks for recommending it.
Audiopulse 19 Oct, 2018 @ 3:17am 
I just recommended "Encounter Map Resources" at the Gems-mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1525894232&tscn=1539908538

It pairs up well with this one.
Audiopulse 9 Oct, 2018 @ 4:54pm 
@FrozenSnowFox
Well then if thats the case ... subbed!
FrozenSnowFox  [author] 9 Oct, 2018 @ 3:39pm 
@Audiopulse
You can get more resources above and below ground if you set up a second colony. However if you liked grabbing some steel, jade or components with your caravan after clearing an ambush or item stash that is no longer possible without this mod.
Audiopulse 9 Oct, 2018 @ 3:34pm 
So - that means spawned maps never have Steelveins? If I run out on my starting map I can get new Steel ores only by trading and deep-drilling in my first colony?
FrozenSnowFox  [author] 28 Jun, 2018 @ 12:46am 
It occured to me that I should not have used a Def replacement for this mod. I've switched it over to using patching so it shouldn't interfere with any mods that want to add new map generation aspects to encounter maps.
FrozenSnowFox  [author] 24 Jun, 2018 @ 6:34pm 
@Harbinger
It's not a typo it is for 1.0. The unstable build is currently in testing.
Harbinger 24 Jun, 2018 @ 5:26pm 
as a heads up, this says its for 1.0, and gives a warning in game about it. Just in case this is a typo and not a intentional input. :steamhappy:
FrozenSnowFox  [author] 23 Jun, 2018 @ 3:19pm 
@Xion
They would certainly work quite well together.
Xion 23 Jun, 2018 @ 3:08pm 
Thanks for the answer man, I guess your mod and mine can go together very well, check my workshop for "There's not enough time" it extends the time limit to leave those maps.
FrozenSnowFox  [author] 23 Jun, 2018 @ 2:48pm 
@Xion
Everything that is considered an encounter map is affected which I think is everything not a normal map. I tested all of those and they all had resources above and below ground.
Xion 23 Jun, 2018 @ 9:05am 
So does this work on other quests maps? Such as Item Stash, Bandit Camp, Lump of Precious Resources, etc?
McNugget 22 Jun, 2018 @ 6:43am 
@FrozenSnowFox ok thanks for the info, will try next time i play.
FrozenSnowFox  [author] 22 Jun, 2018 @ 3:59am 
@McNugget
I don't think it should have any issues. It will however only work on newly spawned encounter maps.
McNugget 22 Jun, 2018 @ 3:48am 
Can you add to an existing save?
Mitz 21 Jun, 2018 @ 12:47pm 
huh.
Zuz 21 Jun, 2018 @ 9:32am 
They removed the ability to get ore in encounters?
Flesh Forge 21 Jun, 2018 @ 6:54am 
Cool, I don't know why Tynan took this away. Thanks!
Garr Incorporated 21 Jun, 2018 @ 4:47am 
We needed that. Thank you!