RimWorld

RimWorld

Dungeons Core
67 Comments
SVTR-Angelia 27 Feb, 2023 @ 11:48am 
will it be safe to load in midgame?
Mlie 22 Feb, 2023 @ 1:28am 
Dester 17 Jan, 2023 @ 12:02pm 
Any news when this MOD will be updated for 1.4 ?
Strike Energy 10 Dec, 2022 @ 8:59am 
Loved the mod, hope you will get some time to update it to 1.4 the way you like it.
Clownfish 2 Dec, 2022 @ 10:00am 
Lt Wilhelm - I understand about "Life". I do hope you return and have the opportunity to update this mod. Thank you for making it!
Is the mod open sourced and would you allow others to update a fork of it?
NRFBToyStore 20 Nov, 2022 @ 4:32pm 
@Lt Wilhelm Sorry to hear, real fun mod. Hoping someone finds this...or maybe even RWOM makes part of base, as it adds a lot. Good travels!!!
Lt Wilhelm  [author] 20 Nov, 2022 @ 2:59pm 
Hey guys, mod Author here. Life got busy and for the near and undefined future I will not be updating the mod. If/when I return I would love to pick up where this mod left off and keep making cool stuff in collaboration with the fine folks on the mod marketplace, but until then I'll have to sign off.
Octavian21000 26 Oct, 2022 @ 7:03pm 
any chance of this mod getting updated to 1.4? If not,Thank you for putting in the effort it really made the game better :)
NRFBToyStore 18 Sep, 2022 @ 8:30pm 
@Lac(H) Yes, same, i destroyed all my allies trying to trade some pelts.
Akry 11 Sep, 2022 @ 4:09am 
Makes any faction base I visit instantly destroyed.
Average Genestealer 2 Aug, 2022 @ 9:02pm 
also, incompatible with Real Ruins
Average Genestealer 2 Aug, 2022 @ 9:02pm 
can you make an industrial version for ancient complexes instead? this was a really good idea but i'm just not a big fan of rom
[XGm] XTCProbstA2_TTV 2 Aug, 2022 @ 7:15pm 
I'm using RimPy to mod compile/load order my modpack of 200+ mods and got everything solid but this one mod saying [Mod has "_copy" in packageID, sorting this mod may not be applied] Now I understand that it is telling me that from RimPy. But is the mod suppose to have "kentrh.dungeonscore_copy" as a packageID or is it suppose to be "kentrh.dungeonscore". I didn't want to modify anything till I knew if it was causing any issues with the mod.
Aegael 30 Jul, 2022 @ 5:10pm 
I entered a map where traps were spread around the entrance of a castle, but I was able to just claim them for my own faction since they didn't actually belong to a faction already.
Dark 20 Jul, 2022 @ 12:33am 
im gonna start using this mod, hopefully i dont hav the same problem everyone else is
𝓐𝔱𝔩𝔞𝔰 15 Jul, 2022 @ 6:22pm 
someone just make this idea of a mod without all the extra shit, Just a dungeon generator
mungeater999 3 Jul, 2022 @ 10:39pm 
Fourthing that, I don't want ROM
SRGKillz 23 May, 2022 @ 10:36am 
Same problem, every time quest site is visited nothing spawns and is always already defeated.
xkp92110(orick) 20 May, 2022 @ 5:20am 
https://gist.github.com/6b8e1e59e0d2ef1097d802ba09c956b7

i got new problem.
when i visit quest site that always xx is defeated.
there is a normal map,no graveyards, castles and dungeons
xkp92110(orick) 16 May, 2022 @ 3:03am 
same problem
when i visit faction always base destoryed
①②③ 15 May, 2022 @ 4:34pm 
i have the same problem that the settlement will be destroyed if i click “visit the settlement” but i dont know if it is caused by this mod
ASAVIKLE 12 May, 2022 @ 3:17am 
If I click to visit the settlement, the expedition will enter the map of the settlement, resulting in the disappearance of the settlement.
ASAVIKLE 11 May, 2022 @ 9:55pm 
Hello, Lt, I wonder if you can set a load after for humanoid alien races in about.xml
Wolfy 10 May, 2022 @ 6:06pm 
Third, it's a great idea and would love it in my Tribal/Medieval or Rimhammer campaigns but RoM is a deal breaker unfortunately.
Tylar 4 May, 2022 @ 2:02pm 
Second onto that last comment I would love a copy of this without Rimworld of magic.

Great mod and great work.
Maboy 3 May, 2022 @ 4:55am 
Is there a version without A Rimworld of Magic?
Lt Wilhelm  [author] 2 May, 2022 @ 7:31pm 
@PremierVader - you should be good to add mid game, but no promises on whether or not something breaks.
@asavikle - Make sure you have Human Alien Races installed, when I was testing the mod I had the same issue with my pawns not spawning on start. If that doesn't work, could you send me the error report?
PremierVader 1 May, 2022 @ 9:26am 
Hello can I add this mod midgame?
ASAVIKLE 30 Apr, 2022 @ 6:11pm 
I don't know why, when I just load this mod to start the game, my colonists can't appear normally:steamsad:
Lt Wilhelm  [author] 30 Apr, 2022 @ 3:26pm 
Hello everyone, the update just dropped. Most of the issues ya'll were running into should be resolved, let me know if there is still anything else getting in the way of your play experience let me know.
ASAVIKLE 29 Apr, 2022 @ 5:20am 
I like this mod:steamhappy:
Lt Wilhelm  [author] 25 Apr, 2022 @ 6:13pm 
Hello again, an update should be dropping rather soon for this, so get excited. DLC Dependency should be going away and a few smaller issues people brought up will be getting fixed, so stay tuned!
@wormywyrm, when I was developing this mod I ran into the same issue when I didn't have HAR installed. If that isn't the problem send me the debug log and I'll take a look.
@Zarquon, no promises on the doors, but that is definitely something to keep in mind for the door opening, as I think I made quite a few of the doors stone for aesthetic reasons.
wormywyrm 11 Apr, 2022 @ 8:30am 
i cant create a new game with this. my characters never appear from the drop pods
PetLoverSpy 3 Apr, 2022 @ 11:15am 
Fantastic, I'm super excited about the future toggle button!
Zarquon 1 Apr, 2022 @ 5:17pm 
Awesome thanks! Also please consider doing something to speed up the door opening. There are a lot of doors and they open very slowly. Please think about using quicker to open doors or implementing less.
Lt Wilhelm  [author] 31 Mar, 2022 @ 6:16pm 
Hello again, lads, I've been on a bit of a break from modding, mostly because the guy I go to for code is in Ukraine and occupied with current events. Regardless, I have added the 'toggle button' to the to-do list, because I realized how frustrating no toggle was in my own play though (I just deconstructed the table).
I'll also have to see about removing mod and DLC dependencies, which was something I was also working on but current events threw a wrench in things (the artists I was working with for replacement assets are both from Russia, which also is experiencing current events).
I do appreciate the continued attention to the mod, though, and I'll have to see what I can do.
The Astonished Crow 31 Mar, 2022 @ 7:49am 
The only way I know how to make a pawn stop using the world scanner automatically is to disable "Research" job for that pawn. vvvv
PetLoverSpy 23 Mar, 2022 @ 12:23am 
I would very much love a toggle button as well, yes!
Zarquon 20 Mar, 2022 @ 9:04am 
How do you stop people from using the world scanner? there isn't a set task in the job ui and there isn't a button to toggle "allow"
Sunlight88 11 Mar, 2022 @ 6:41am 
Hi Wilhelm, I would absolutely loooove to use your mod, but I do not want to use the magic mod.
So I second TurtleShroom's idea: Please - if you have the time and will - make dungeons for all collectors and looters out there ;-}
I could imagine dungeons with typical Rimworld loot and raiders or wild beasts or even more dangerous enemies.
This is such a good idea and could be expanded in all directions!!
Thank you!
Zoidberg 10 Mar, 2022 @ 12:05pm 
Non Royalty version?
Lt Wilhelm  [author] 26 Feb, 2022 @ 6:33pm 
@Pabrat - thank you for the information. You'll have to let me know if the issue persists. Also, my code guy is in Ukraine, so any updates on my mod will be frozen until world events calm down a bit.
@TurtleShroom - a good idea. When the world calms down I do plan on working on removing as much dependency as possible.
@Mooloh - I think that would be a wonderful idea. We can discuss details here on Steam.
Mooloh 15 Feb, 2022 @ 9:48pm 
Someone mentioned that this would be really cool if I wrote a comptability patch to make my mod work with this. I wrote a DnD animal mod, and I figured it'd make sense to occasionally have my monsters show up in these awesome dungeons. If you want to discuss this a bit, please reach out to me here or on discord!
dendroid101 10 Feb, 2022 @ 11:32pm 
I'm super interested in this but I would want one where I don't need magic. This is great though how is this not getting more attention?
Evam 6 Feb, 2022 @ 9:49pm 
I second this vvv
TurtleShroom 2 Feb, 2022 @ 9:09pm 
Is there a version that doesn't need the Rimworld of Magic Mod?
Pabrat 28 Jan, 2022 @ 12:53am 
Further to your highlighted site generation bug, I find that the mod also prevents one trading with neutral/allied bases - when a caravan reaches the base, it simply generates a map of the base as if you were raiding it, with no option to trade. Shame, as it sounds like a cool mod.
PetLoverSpy 24 Jan, 2022 @ 2:24am 
Thank you very much!
Lt Wilhelm  [author] 23 Jan, 2022 @ 12:55pm 
@PetLoverSpy - I didn't intend for the loot generation to be too good, but then again I did very little balance testing before I released the mod. I'll look into that for future updates. In the meantime, there are two places you can go to tweak the loot generation on your end:

Number of chests per site:
Found in 1.3 -> Defs -> Locations -> CastleX or GraveyardY
There should be a section describing how many chests spawn on a site and what the chances are for each kind. Must be changed for each dungeon site for now.

Loot tables:
Found in 1.3 -> Defs -> ThingDefs_Buildings -> Buildings_Misc.xml
There should be a few sections labeled <lootTables> with the relevant items.

Other than that, good catch on the notification.
Lt Wilhelm  [author] 23 Jan, 2022 @ 12:55pm 
Hello again, it is good to get feedback from you guys!
@Candy - I'm not sure what can be done on that one.
@lealicesan77 - right now I have something in the works to disable dependency on Ideology and Royalty. Basically it comes down to getting a new set of props so I don't need the DLC ones.
@Gunrunner47 - thank you for looking into the error with map gen. I'll have to see what can be done, because I very much want to be able to SRTS or Teleport or whatever to hit up these dungeons. So, stay tuned.