RimWorld

RimWorld

Idle Dungeon Looting
96 Comments
l0v3rm4n69420 2 Aug @ 9:00pm 
Hwhoooooon Point Seeeeeeeeeeeeeex?
Atari 2600 27 Jul @ 11:19am 
Yeah, the chance to uncover a danger beyond infestation would be neat, but infestation chance already being in is great!
Alex Nares  [author] 26 Jul @ 8:31pm 
There is a chance of an insect attack when using the Dungeon
Senor Smoke 26 Jul @ 6:10pm 
would be nice if the dungeon spawns raids (raiders, infestations, zombies, mechanoids, manhunters) periodically, frequency -1:1 to the user's skill but size 0.8:1 to the user's skill. if this did that i'd tbh consider using cherrypicker to disable normal edge-of-map attacks
Alex Nares  [author] 21 Jul @ 5:07am 
it's in the RecipeDefs. Look for <skillRequirements> in the recipes. The number is the skill level required to work on that bill.
Atari 2600 20 Jul @ 10:32am 
Hey, cool mod idea. I went into the files, but can't find the line to change the minimum requirement to use each bill type. Where would it be? Thanks!
Alex Nares  [author] 17 Jul @ 5:10pm 
Thanks, luck has been very good - but then again, I make my own luck ;)
Atari 2600 17 Jul @ 5:02pm 
Cool, thanks Alex. Good luck in non-modding retirement, lol!
Alex Nares  [author] 17 Jul @ 4:24pm 
Yep that's probably it
Atari 2600 17 Jul @ 6:38am 
Anyone know what it would take to get this 1.6 ready? Does it work, and we just need to go into the "about" file and add 1.6 to stop mod manager warnings?
Alex Nares  [author] 9 Jul @ 6:03am 
I am sorry but I am retired from Rimworld modding. But feel free to copy it and update it yourself (or anyone else)!
Samhain Jack 8 Jul @ 10:47pm 
Can you update to 1.6 please?
Alex Nares  [author] 29 Mar @ 5:20am 
The way this mod works is, when the pawn finishes searching the dungeon, it spawns a "loot item" that they carry to a storage area. Once the "loot item" is placed, it de-spawns and then spawns random items based on a weighted drop table. Think of it like it's a Loot Box that automatically opens itself when deposited. The "loot item" that first appears in their hands isn't actually a persona core, it is the Loot Box that uses a Persona Core texture. Once the (persona core) Loot Box is placed, it despawns and spawns your actual loot. Your pawn doesn't actually get a persona core unless one is spawned as part of your final loot. Real Persona Cores can be dropped very rarely as "Rare Loot" or "Random Loot" (although it's extremely rare as Random Loot).
Sumatris 28 Mar @ 7:45am 
FYI, every time a pawn pulls a persona core from a dungeon and plops it in a storage zone, it just disappears. Not a big deal overall, but I wanted to mention it anyway due to how weird it is ^^.
Alex Nares  [author] 27 Mar @ 10:45pm 
No it wasn't intended. I didn't have Biotech when I made the mod so mechs weren't considered. The dungeon is basically an oversized reskinned workbench that pawns can "work" at to "explore the dungeon". The treasure map is a reskinned "unfinished" item and when they finish the item then random items are produced. As I am retired from Rimworld modding, feel free to make your own tweaks if you like!
Salty 27 Mar @ 10:32am 
It seems mechs from biotech can't do dungeons. Is that intended?
AFLD 13 Jan @ 2:13am 
There is an incompatibility with optimization leathers C# edition, some of the recipes emit leathers that may be orphaned from any crafting recipes in game, so they can't be stored or used except by destroying them. I believe it can be fixed by xml editing, so I wouldn't say it is a bug but just noting it.
AVNlover67 19 Oct, 2024 @ 3:28am 
I'm not going to go into the files to change anything. I'll just remove the mod. I'm lazy.
AVNlover67 19 Oct, 2024 @ 2:42am 
How do I tweak? I didn't so any mod settings for this.
Alex Nares  [author] 19 Oct, 2024 @ 2:16am 
You can use a Dungeon Upgrade to cut the wait times in half. Alternatively just tweak the mod files yourself.
AVNlover67 18 Oct, 2024 @ 5:19pm 
Can I make it faster? Over 20k is to long for me.
TakaraYukari 14 Jul, 2024 @ 6:58pm 
随机产出任何类型的物资会让物资列表过长,定向产出时小人不工作,即使工作应该也有同样的情况。这是mod的设定而非bug。
Alex Nares  [author] 12 Jul, 2024 @ 4:58pm 
I'm not sure why that's happening. Each loot item should come in a random quantity, but be balanced so that you can't get too much wealth in one drop. For example, expensive items may only drop 1, but cheap items can drop multiple. It could just be random bad luck. Or if the game was updated, that might break things.
yung cat 11 Jul, 2024 @ 7:32am 
my dungeon only produces items in quantity of 1, so i get 1 gold or 1 neutroamine is there a way to change that or is it because i just built it and need to get to lower levels?
Alex Nares  [author] 20 Jun, 2024 @ 7:46pm 
Yes, the dungeon will occasionally create an insect raid. This was the best I could do to simulate "finding enemies" inside the dungeon. The base game should limit these infestations to once per 20 days, but if you want to disable infestations, go to:

C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3161700370\Defs

Then open ThingDef_DungeonEntrance - and delete this line:

<li Class="CompProperties_CreatesInfestations" />
MING 19 Jun, 2024 @ 11:01am 
I can't find the mod Settings, is it normal for Dungeon Entrance to cause insect infestation?
Alex Nares  [author] 25 May, 2024 @ 2:43pm 
@Rina
As a general rule, make sure you turn off Developer Mode when playing so you don't get popups from any mods.

@Aether
You can set a restricted area for your researcher so that he only works in designated areas. Pawns won't interact with any objects outside of their area. If you make an area which includes your base and the dungeon (but not the wilderness), then he won't go into the wild to haul loose objects before going to to the dungeon.
Aether 24 May, 2024 @ 7:15pm 
It's sounds good, but it's just not for me, because of how it's basically a crafting table.
If nothing else, I would have expected it to work more like a configurable deep drill, where pawns can "drill" for random resources and the likes.
Aether 24 May, 2024 @ 7:15pm 
I'm not a fan of this mod, mostly because for some reason I thought the pawn in question would "disappear" into the dungeon for like, 2-3 days as they explore.

But no, it's basically a crafting bench that takes forever to do anything, but it's tied to the hauling priority, but uses Intellectual, so if you don't want your researcher (Good intellectual) to haul everything on the map before going to the dungeon, you'll have to micromanage him.

Also, because it's just a crafting bench, pawns will "reserve" progress the same way one may reserve a sculpture they are making, which mean that when a pawn start dungeon-diving for food, no other pawn will be able to dungeon-dive unless you set another bill for food, leading to duplicate bills. It may sounds obvious, but it's something I missed when first reading the description of the mod.
Rina 23 May, 2024 @ 1:11pm 
The mod is throwing an error when finishing the scavenge for apparel/armor since the things found aren't assigned a material they are made of. It resolves itself rather quickly since they get assigned the default material, cloth for most things, but the error plopping up is pretty annoying and also everything you find is made of cloth because of it.
Alex Nares  [author] 17 May, 2024 @ 4:09pm 
Yep, should be. Generally speaking, Rimworld just deletes modded buildings or items if the content is no longer installed. This would remove all dungeons, maps, and upgrades but you would still keep any vanilla loot items that you obtained.
Underskore 17 May, 2024 @ 2:35pm 
Is it also safe to remove from a save?
AlanKaz 15 May, 2024 @ 1:57am 
cool mod, i combined it with a minecraft mod, it work cool together
老啊这 14 May, 2024 @ 9:44pm 
cool mod
Alex Nares  [author] 14 May, 2024 @ 4:44pm 
Thanks for the feedback, I'll see about getting that fixed sometime.
Shadowsong 14 May, 2024 @ 5:37am 
Thank you so much for the mod! I am also experiencing that description error (1.5 version), looking forward for the update:praisesun:
krzarb 14 May, 2024 @ 4:16am 
@M there's no harm in letting the mod author know about an error that is happening with their mod, how will they know otherwise?
M 14 May, 2024 @ 3:21am 
2 people comment about 1.5 and one person rages at them and another person rages at the rager LOL guys chill what is with that insanity :D fun mod and many mods are compatible between versions too thank
krzarb 13 May, 2024 @ 2:22am 
I’m getting the same weird description when selecting the dungeon playing on 1.5. Everything seems to function ok though.
Alex Nares  [author] 11 May, 2024 @ 7:34pm 
That's weird, I haven't seen that in my game, but also I'm still on 1.4. I'll be upgrading to 1.5 after I finish this campaign so I'll see if I'm having the same problem.
Sigourney Weaver in Alien4 11 May, 2024 @ 4:27am 
it works... but when I click on the dungeon the description is messed up (during work):
getinspectstring exception on dungeon 2201032
system invalidcastexception: specified cast is not valid.
[ref 934a7c79] duplicate stackrace, see ref for original.

what can I do?
Alex Nares  [author] 28 Apr, 2024 @ 2:40pm 
That's great! I'll aim to update the About section this week so it shows as "compatible" with 1.5
Goldenspirit 28 Apr, 2024 @ 5:39am 
@Alex Nares
It does seem to be working, dungeons construct fine, and bills complete with enough time and pawns.
seems just like "About" update to mention 1.5
it just hurts on the eyes to see the mod in red on Rimpy or w/e
Alex Nares  [author] 16 Apr, 2024 @ 2:30am 
Is it not working on 1.5? Sometimes mods will still work even if they're marked as "incompatible".
Latex Santa 13 Apr, 2024 @ 11:04am 
@ScuffledTurnips
>go back to skinning children for your hats
I feel attacked and insulted. Do you take me for an amateur, sir?
We DO NOT skin children for hats. We skin adults for dusters and corsets.
Much more efficient, they provide more leather and those items sell better.
blutig 13 Apr, 2024 @ 10:44am 
Well actually the 1.5 update has been out and readily available for modders (and players) to play on and test out for nearly a month at this point now.
Commissioner Turnips 13 Apr, 2024 @ 1:09am 
"1.5 when" Guys. Calm down. The dlc has hardly been out by now. The authors of mods have lives, and sleep sometimes. There is no update button for them, and there's the chance of the dlc breaking everything. Go back to skinning children for your hats and wait.
thorman123456789 12 Apr, 2024 @ 6:51pm 
1.5?
GuildedKestrel 11 Apr, 2024 @ 5:19pm 
1.5 please
Alex Nares  [author] 28 Mar, 2024 @ 7:49pm 
Not sure, I'm inclined to say no, but if they made any drastic changes to existing code, it could mess up the random loot mechanic. I guess we'll see.