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I changed a few things to handle these cases. Load my mod after the Celestial Fox mod, that'll fix the error and ensure its loot is added to the loot table.
Unfortunately that was probably going to happen at some point anyway. I did the same to the Bandit Camp and Abandoned Colony loot table because it was the only way to get the desired results. I've never heard of anyone even touching the loot lists before now I find two of them are touching Ancient Dangers. I think it'll probably be best to let them run then fix them myself afterwards. Otherwise I'll be badgering others for fixes and I hate doing that. I probably should have just done that for Mechanoid Upgrades too.
@Pitlos Tails
Very strange, I know the random weapon on scenarios can throw up masterwork or legendary items on occasion but if you didn't have that active anywhere on your custom scenario I really don't know how that would have happened.
XML error: <chance>0.1</chance> doesn't correspond to any field in type Option. Context: <li><chance>0.1</chance><thingSetMaker Class="ThingSetMaker_StackCount"><fixedParams><filter><thingDefs><li>Miho_ExoticMatter</li></thingDefs></filter><countRange>1~2</countRange></fixedParams></thingSetMaker></li>
It causes an XML error when used together with the Miho mod.
And sounds good, for now I disable Mechanoid Upgrades until they fix it.
And i indeed have Tweaks Galores setting turned on for that.
One is from Mechanoid Upgrades. Its to do with how I changed the loot table. I already spoke to the dev about it and they're going to fix it on their end.
The other is from the Encounter Maps Resource patch. You aren't using either of my other mods which includes it. Which leads me to believe it could be coming from Tweaks Galore. Check your mod settings and see if you have something enabled to allow resources on encounter maps (could be labelled something like incident maps, camp maps, or some variation its all the same).
https://gist.github.com/HugsLibRecordKeeper/54a1b203ef7747eed328f18e65447d4d
I tried move the mod down to almost last, but still get the errors.
Thank you for taking an interest in translating my mod. Outside of the description this mod currently does not have any text that needs translating. However that might change in the not so distant future if I go adding some mod settings to offer some optional features.
I'm a passionate Rimworld mod enthusiast and French translator. I'd like to offer my services to provide an official French translation for your mod, completely free of charge. I’ll create and maintain the translation, updating it promptly whenever you release new content or translation keys.
In return, I kindly request to be credited in the mod’s description or files as:
Dussolier - Traducteur du Bordemonde
Discord: t.dussolier
Additionally, I’d love for you to check out my Discord community, where I showcase all my translations and work to grow our modding community: https://discord.gg/YzUb5GCKpw
Please feel free to reach out via Discord to discuss further or share any necessary files. Excited about the possibility of working together!
Best regards,
Dussolier
Thank you. That's a bit of an issue I wasn't aware that anyone was even adding to the Ancient Danger loot table. If you load Mechanoid Upgrades before Better Exploraiton Loot it should eliminate the error but Mechanoid Upgrades won't add its items to the loot tables. I'm going to have to talk to the author about this one.
I'm afraid my mind reading skills have yet to fully develop. If you could provide a Hugslib log or error log I'll look into the issue.
You can download Hugslib or its standalone log publisher from the workshop. Then you can link a Hugslib log by clicking the Share button on the logging window, uploading the log and sharing the link here.
If there's enough demand I'll probably add a option to disable the encounter patch for Ancient Dangers. Considering the patch isn't required for Gravships and you can cheese it by settling tiles I didn't see too much issue with adding it. Getting an incident is unreliable and camps have a cooldown on tiles. It's supposed to be a nice little extra you run into while caravanning. Anyone who wanted to actively hunt them or cheese them could have done so without this change anyway.
With the update please check over the following to ensure you don't get errors. Also I added a github link to the description.
[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.
I was considering offering some mod options to individually add to Quest Loot (Devilstrand, Synthread, Hyperweave and Jade). I was even considering adding More Quests as a mod option so you don't need to also have that mod. I'm also considering porting over my Better Raid Loot from my Tweaks collection maybe as a Core feature. It basically just adds more loot variety to the raider loot table so you don't always get medicine or components from dead raiders. This is kind of relevant since you do encounter this raid loot outside of normal raids since it also appears on triggered raids from visiting certain sites.
New Update
Concerning the changes I've made. Mining Worksites I think fit nicely in the mod's Better Loot theme. I think the Ancient Danger patch works well because it gives an extra loot opportunity. Now the Encounter Map Resources patch is a bit more on the iffy side but this is kind of already in the game just in an obtuse way. I think it fits the mod but I personally hate when people make a mod and then add X Y Z when you just wanted A. So I'm going to try to stay true to the Exploration Loot theme and not stray too far outside it.
This mod currently does not contain any text only loot tables.
@CrazyBlot
Sorry I don't plan to add any settings as it would be too time consuming and cumbersome. The mod is balanced around certain value thresholds I've decided on.
Camps have a decently high weight for Apparel and Weapons which can spawn as Masterwork or Legendary. However there is also a lot of other stuff in the loot table. Together Apparel and Weapons account for a weight of 2 while everything else combined is about a weight of 5. So you have about a 1 in 6 chance of an Apparel or a Weapon.
With Odyssey (without mods) you can now get quests with a guaranteed Unique weapon of Industrial or higher tech which spawns as Masterwork and Legendary with special bonuses. Early on these can be guarded by about three people. So I don't think its too out of balance to have a chance at a good weapon for travelling out early on.
If you open up the files in notepad or something like Visual Studio Code you'll see weight (how likely it is to be selected), count (how many of an item spawns) and thingdef which are in <li> nodes those are literally just the def names of the actual items which you can get by looking them up in the files. So you only need to adjust those things and if you want to add a whole new thing to the loot table just copy one of the big <li> blocks and change it. All files are neatly under folders of which DLC they come from.
If you plan to edit the files directly I suggest you run the mod from a local copy otherwise any changes you make will likely be wiped when I do another update.
I don't plan to add any mod settings to tweak drops. It would be way too time consuming and troublesome. I'm always open to suggestions to adding new stuff and I'll take suggestions for tweaking things into consideration.
If you want to do things for yourself however I would recommend creating your own little patch mod that runs after this one. Alternatively but less compatible with updates would be directly modifying the mod files for your own personal usage.
I'm not entirely sure. In 1.5 loot was generated when the map was created. However I had an instance where I had to reload once and got the exact same loot when I went back. I haven't sat down to test it in detail but it might now be generated when the quest is created.
The crate that gives panels specifically only gives panels so it was untouched. The crate that gives gravship techs included other loot so that was modified somewhat to include high end loot but the original stuff was given a higher weight to ensure it is more commonly found. The first change log should list most of the things I did. I only got a bit more spotty on documenting toward the end when I was flipping between loot lists non stop comparing things.
Glad to hear you like it and that's exactly the kind of thing I was going for.
Great job on this.
I'm very curious how you could have found that at an Abandoned Primitive Colony. The loot table for that spawn has a maximum spawn of 1 masterwork/legendary weapon and from testing I verified that just like bandit camps the items are locked to the tech level of the faction spawning it. In fact checking over the other loot tables none of them can even spawn up to 3 weapons.
@Bat stealer
I'm afraid that information is lost to time.
It's the Biotech Pointed Ears Gene with the texture mod Pointed Elf Ears Refined.