RimWorld

RimWorld

Treasure Hunter (MO Beta)
44 Comments
(◣_◢)  [author] 23 Jun, 2024 @ 12:12am 
Currently only in the unofficial version, as soon as everything is finished, also in the official one.
Fedeh 22 Jun, 2024 @ 8:15pm 
(◣_◢)  [author] 28 Apr, 2024 @ 2:09pm 
This mod will not be updated, as it has been merged with MO 1.5.
kaczorski 12 Feb, 2024 @ 10:41am 
Custom Quest Framework lets you generate part of the map (it will generate in centre and will be surrounded by random biome-related terrain). Or you could use it to generate only your map (as small or as big as you like). Anyway, fingers crossed you find a solution!
(◣_◢)  [author] 2 Feb, 2024 @ 10:54am 
Unfortunately this happens from time to time and I have not yet found a solution, which is why I have not yet published this mod in its entirety.

I use the Vanilla Expanded Framework for map generation and my dungeon is simply a building that is placed on the map. Sometimes it can happen that mountains overlap.
Mr McNificent 24 Jan, 2024 @ 2:33am 
Admiral Penguin, you left Map Designer's mountain setting on High, didn't you? ;P
Admiral Penguin 2 Dec, 2023 @ 4:56pm 
So love the mod, Couldn't wait to test it. But yeah couldn't find more than a measly sect guy and no schematics then i read in these comment they could be hiding underground, so i started searching and found nothing since the big round mountain shape was kind of suspicious i used devmode and destroyed some rocks and did find the underground base but i didn't find any way to reach it except by mining the mountain?

https://imgur.com/a/DvCaaIE

I think the entrance should have been the hallway top right since there was a rock slab door but as you can see it was lost in the middle of the mountain.

this is my modlist:

https://rentry.co/spowp
kaczorski 26 Nov, 2023 @ 2:18am 
This looks simply amazing, beautiful mod! And documentation is really extensive too. I've seen those two VFE gizmos for ages now and I had no idea they hold so much potential :P
(◣_◢)  [author] 18 Nov, 2023 @ 4:48am 
Yeah i can make that compatible in the Future.
I am glad you like it
mountainofcheezo 17 Nov, 2023 @ 8:37pm 
Hey - This is awesome. The bases are really cool to explore. I'm wondering if you could potentially patch the "reduce schematics" option from the medieval overhaul toggleable patches mod. It just makes it so that there are only a few schematics required, not as many as the original mod. If not, no worries. Would be awesome!
Angus 17 Nov, 2023 @ 1:49pm 
I've been searching for the small and medium bandit hideouts and they don't seem to do the same thing as the small shadow sect, I'm not sure if it's locating anything at all when it completes, are they completely different or much farther away or something? the small shadow sect lets me know when its done and puts a red X on the map very clearly
mountainofcheezo 6 Nov, 2023 @ 8:22am 
excited to try this out... cool looking mod, thanks. I've added it to my save and added in the faction that comes with it
Jabba 1 Nov, 2023 @ 2:10pm 
I really want to believe I wasn't stupid enough to miss that.. But I may have been

I've switched modlists and removed my saves so I can't check back, but please assume it was my mistake and I didn't notice the pedestal haha
(◣_◢)  [author] 30 Oct, 2023 @ 11:31pm 
I'll have to have a look at that. Because every hideout should have a pedestal, as the book lies on it.
Jabba 28 Oct, 2023 @ 6:14am 
That's the issue, I can't find it in the ruins. I've looted like 10 of em
(◣_◢)  [author] 27 Oct, 2023 @ 4:31am 
Ah, i see.
You should be able to build a large bookshelf (treasure hunters archive), when selecting the treasure map table. At least for now, this might Change in the Future. This bookshelf can be connected 6 times to the treasure map table. Furthermore you can link the pedestal once, as well as the orb.

To unlock the next hideout, you have to have 4 linkables in total. So for example 3 bookshelfs and one pedestal.

please note, that you have to link the "ancient pedestal", which can be found in the ruins... and not the pedestal, that comes with MO
Jabba 27 Oct, 2023 @ 3:04am 
It's not the schematic I'm missing, it's the linkables that allow you to search for bigger hideouts
(◣_◢)  [author] 26 Oct, 2023 @ 1:34pm 
Jabba : sorry for deleting your comment... I only wanted to delete mine, but clicked two times, so yours got deleted as Well.

Every hideout contains a guaranteed schematic. Sometimes they are lying around, but most of the time they are hidden. Be it in between rooms or in hidden caves.
Skidmark 7 Sep, 2023 @ 7:06pm 
Similarly to Teridax, below, I've had the first small hideout site generate a chord arc, not the full base. Hugslib Logs at https://gist.github.com/HugsLibRecordKeeper/65f00ef36b6bcd5e8edf9fef7c3db19a

I don't think I have MO:Royalty and I know I don't have MO:Toggleable Stuff. If you suggest I download them and change some settings I will.

Thanks.
(◣_◢)  [author] 17 Jul, 2023 @ 10:16pm 
Thanks for reporting this and being so cooperative in discord. It appears that this was caused by "Lag Free Torches and More".

A fix has already been included in MO:Royalty and MO:Toggleable Stuff. I may include a fix in this mod as well... But having one of the other mods I mentioned will also get rid of the problem.
Teridax 17 Jul, 2023 @ 6:11am 
Suspicious, i decided to reload a save before my researcher finished the scan so Rimworld can generate a new small hideout site and just rushed it
https://postlmg.cc/sMS7SG42
I found all the promised loot (pedestal + bookshelf + a single book which i assume have to clean first with that MO bench?) and some miscellaneous loot like food, uranium and even a single ruby

Also unrelated to my bug report, i am surprised at the sheer size of this small hide out!
Now i quite curious about the medium and large ones!
Teridax 17 Jul, 2023 @ 6:11am 
Hi, first time user of this mod and MO in general here
Still have to trigger a single MO ruin quest or meet a book caravan after +1,5 in game years, so i am glad i checked on all possible add on and sister mods before starting this save since i feel like this mod will be super valuable with my usual luck

Anyway, my lead researcher just finished their first scan and i think the base half way failed to generate?
https://postlmg.cc/9rGphT5h
Not a single special item which a small hideout should have was present and also that strange area with the two granite knight statues seems off to me too and never mind only having a wall to the south
(◣_◢)  [author] 20 Jun, 2023 @ 11:57am 
I'm glad to hear you like it. Originally I wanted to use the notes as building material for the bookshelves. I seem to have forgotten to remove them everywhere.
In the future, I think you will need them as "fuel" for the workbench... So you look for ruins on these notes.
But unfortunately I don't have enough time at the moment to make this adjustment. So you can safely ignore them for the moment.
lucy 20 Jun, 2023 @ 6:15am 
Hey! Great mod, I've been enjoying it a lot. Really fits well with MO.

I've been having a problem though: I can't do anything - or at least couldn't figure out - with the crumpled notes. In the info tab it says that one should be able to combine crumpled notes in the cleaning bench, but I can't find any bills on it or no way to interact with the notes.
Martrioss 18 Jun, 2023 @ 2:40pm 
I didnt disable myself but maybe one of the mods is disabling it? i tried starting a new save and i still got the error. :/ i thought it was maybe me adding it mid save but I dont think its that this time around.
(◣_◢)  [author] 18 Jun, 2023 @ 6:01am 
by any chance... have you disabled the faction, that comes with the mod, called "Shadow Sect"?
If so, that might be the reason. If that's the case, i will renamed them in the future, so that ppl know, what they are for.
(◣_◢)  [author] 17 Jun, 2023 @ 3:54pm 
thanks a lot, i will have a look at it
Martrioss 16 Jun, 2023 @ 5:21pm 
i didnt know about that let me scan for another dungeon and then send the log my bad
(◣_◢)  [author] 16 Jun, 2023 @ 4:32pm 
It would be nice if you use hugslib and the log-upload function, that comes with it.
So i can see if there are any initial Errors, and also check the Mod (Order) you are using.
Martrioss 16 Jun, 2023 @ 2:28pm 
Hey this is probably a compatibility issue with one of my 200 mods but every time i scan for a place i get a quest that says ERR suspicious compound the quest description is fine but no place is put on my map ill take a screen shot of the error logs if you need those. thanks
DistractedGoldfish 11 Jun, 2023 @ 11:36am 
Sounds good, I guess I have another mod that allowed them to be looted because I was able to obtain all of the clothing from the hostile pawns, really made a mess out of my automated storage system and couldn't figure out why they weren't getting auto-recycled.
(◣_◢)  [author] 31 May, 2023 @ 12:59am 
I am glad to hear that.

The cape was intentionally not assigned to a category because, on the one hand, I don't want other Pawns to wear the capes except those of the Dungeons and, secondly, because you shouldn't be able to make the capes.

However, I will think about something for the final release. Soon I will take the mod offline and make 2 new mods out of it. A core module that other modders can access to make use of the mechanics and the MO extension.
DistractedGoldfish 30 May, 2023 @ 6:19pm 
Great addition to the medieval overhaul mod ecosystem. One issue i'm having, it appears some of the clothing isn't added to any menus. Cannot make a storage spot for the simple cape for example.
Mr McNificent 29 May, 2023 @ 5:41am 
This is so damn good. Love the self contained progression in it, and the maps are fantastic. I want to build a little wooden camp inside a mountain for myself now haha
(◣_◢)  [author] 21 May, 2023 @ 6:07am 
I am glad you like it. You can tell me here in the comments or PM me on discord. Whatever you like :-)
SirJimothy 21 May, 2023 @ 5:40am 
Love this idea and looking forward to using it. If I come across a bug/something doesn't work shall I note the issue here or on the MO discord help channel, just don't want to clutter the wrong area. Thanks!
(◣_◢)  [author] 5 May, 2023 @ 12:17pm 
Yeah, I also noticed that during my current play through. You can actually find the regular camps very quickly. I just came back with the caravan and could have already set off for a new own.... Maybe I'll increase the time a bit.
The schematics only become interesting in the mid-game. By that time, I'm sure everyone already has good Scientist... So i guess, i can easily double the time.
Caelus 5 May, 2023 @ 11:33am 
Fantastic. I successfully used the table to find a camp and I'm there fighting some cultists (I found a place where they are referred to as "cutists" instead of cultists which is hilarious. It's when I mouse over the Claim button when it's grayed out).

My research specialist has 20 INT and Research Command, so he found the camp in like 2 days. The table said 629% speed I think?
(◣_◢)  [author] 5 May, 2023 @ 11:23am 
Oh, yeah. I forgot to patch the components. I will fix this propaply tomorrow.
Thanks!
Caelus 5 May, 2023 @ 10:02am 
Trying this out right now, thank you so much!

One quick note, my recipe for the Treasure Hunter table is requiring regular components, but I assume it's supposed to be Basic components?
(◣_◢)  [author] 2 May, 2023 @ 11:11pm 
I'm glad to hear that. Generally, I think it's a good idea, but I have to think about how to make it possible to find them in the MO dungeons as well, and in what quantity. After all, they should be so rare that it is worth taking them with you, but then again they should be available in enough quantity so that you can at least explore a small dungeon at any time... Of course, there should then be a surplus, so that you can discover larger dungeons at some point.
One idea would be for them to be dropped by the "inhabitants" of the ruin, for example.
JoeOwnage 2 May, 2023 @ 9:14am 
I like the clues idea
JoeOwnage 2 May, 2023 @ 9:13am 
Amazing