RimWorld

RimWorld

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[FSF] Better Exploration Loot
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Mod, 1.6
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2.107 MB
15 Jul @ 8:52pm
4 Aug @ 3:45pm
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[FSF] Better Exploration Loot

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

While the vanilla loot tables for exploration locations provide some decent items a lot of the time you'll question if it was really worth the time and effort you spent. This mod revamps the loot tables increasing the rewards, adding new items and adding in rare spawns. The intention is that when you walk away you'll feel the trip was worth it even if Randy curses you you with bad RNG. Lucky people might find quest grade loot, legendary items, high end bionics, archotech Items and all manner of things.

This mod includes loot rebalancing for the Core game and all its DLCs. However, there are no requirements everything is loaded as required so you only need to add it to your mod list.

Core - Ancient Dangers

The loot table for Ancient Dangers has been changed so it no longer works off Maker sum and instead uses the more consistent Random Option. The primary loot of Ancient Dangers has been kept intact but a lot of new things have been added. They should provide a larger variety of interesting rewards.

Ancient Dangers have also been patched to randomly spawn on Encounter Maps which are from Camps or Caravan Incidents. In Vanilla you can only encounter them on tiles you Settle or land on with a Gravship

Core - Bandit Camps

The mapgen loot table used for storage areas such as Bandit Camps has been revamped. Ordinarily this loot table is spawned using threat points and market value with a maximum value of $300 per item. It then spawns a bunch of items that fit within those settings. This mod revamps the loot table removing the threat points and market value. Instead it provides a small high quality reward from a more varied reward pool.

Note: The available loot is locked to the tech level of the defending faction. If you want higher tech items you need to attack higher tech factions. Also higher tech factions can provide much more expensive loot as high tech items are worth significantly more.

Core - Encounter Map Resources

Encounter Maps have been patched so they can spawn resources. These maps are spawned from Camps or Caravan Incidents. In Vanilla these maps are barren but you can get around that by Settling on a tile or landing on it with a Gravship

Ideology - Ancient Complexes

There's three types of containers for Ancient Complexes The Standard Crate, The Better Crate which has improved quantity and higher odds on better loot and the Security Crate. The first two provide everything but with low odds for things like Techprints, Bionics, Neurotrainers, Psylinks, Psytrainers, Quest Loot and Empire Loot. The Security Crates are rare finds so all the cheap generic stuff has been removed leaving only the good loot. If you open a Security Crate you should get something rare or valuable.

Ideology - Mining Worksites

The worksites that can spawn around the world have had new resources added to their selection pool based on the Deep Drill commonality. So its now possible to find worksites mining up Jade, Plasteel or Uranium.

Anomaly - Flesh Sacks & The Gray Maze

The goal of each box has been kept in mind while adding loot and weighting the odds. Gray Boxes come in Low Value and High Value. The Low Value box has high odds of trash loot with a large spread of valuables with lower odds. The High Value box has great loot but has a bit of a slant towards the original theme of Books, Skulls, Organs (newly added), Serums and Shards. The Flesh Sack has great loot with a slant towards the original theme of Armour, Weapons, Special Artefacts and Bionics.

Odyssey

There's many different loot crates in Odyssey all tuned with different intentions and found in different zones. The original intentions have been largely preserved while adding a large swath of new loot and rare finds. The loot for Abandoned Colonies has been overhauled giving them the same kind of loot as Bandit Camps but with half the value. Not much loot will be found but what you find will be worth the trip.

The Loot

So what exactly does this mod add? This mod adds a large amount of loot drops covering a huge assortment of things. It even includes stuff from mods when those mods are active. Below is a selection of things that can be found from these loot tables. This list probably won't include everything available but it should give you a good idea what you can find.

- Misc (Survival Meals, Industrial Components)
- Medical (Medicine, Neutroamine, Penoxycyline)
- High Value Drugs (Luciferium, Go Juice, Double Aged Whiskey (Vanilla Brewing Expanded))
- Artisan Products (With Alpha Crafts)
- Luciferium
- Chemfuel
- Silver
- Gold
- Synthread
- Hyperweave
- Advanced Components
- Glitterworld Medicine
- Books (Textbooks, Novels, Schematics, Tomes, Maps) (Also Alpha Books)
- Techprints
- Neurotrainers
- Special Loot (Reinforced Barrel, Archotech Items, Power Cells, Serums)
- Seeds (Archean, Harbinger, Polux) (With the Appropriate DLCs)
- Bionics
- Art (Small and Large Sculptures)
- Quest Loot
- Empire Loot (With Royalty DLC)
- Unique Weapons (With Odyssey DLC)
- Psylink Neuroformers (With Royalty DLC)
- Psytrainers (With Royalty DLC)
- Mechinator Items (With Biotech DLC)
- Genepacks/Archite Capsules (With Biotech DLC)
- Genetools (With Alpha Genes)
- Research Items (With Research Appropriation)
- Ambrandy (With Vanilla Brewing Expanded)
- Eltex (With Vanilla Psycasts Expanded)

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (1)
10
4 Aug @ 5:40pm
suggestion: mod options to choose which loot you want to add to loot tables
PlayerEmers
291 Comments
Albanian_Travis_Scott 11 Aug @ 10:00pm 
Maybe dude. I'm starting a new run soon on the hardest difficulty with a grav ship so if I get a large amount again i can light them on fire and throw them at the mechanoid hordes. I do tend to have horrible rng, but thats life as a randy simp.
FrozenSnowFox  [author] 11 Aug @ 9:52pm 
@Albanian_Travis_Scott
Well this mod doesn't touch reward items outside of the loot tables. I added a books node to a couple loot tables that didn't have one and I allowed tomes in the book node where it was present. However the Book node itself is a bit less common than other common loot and including tomes there's about 5 types of books that can be chosen. When the loot drops it grabs from those 5 types but there's nothing stopping it from dropping multiple tomes or skill books. So overall you'd have to encounter a string of weird RNG to get lots of books with a large amount of them being tomes.
Albanian_Travis_Scott 11 Aug @ 9:28pm 
I keep getting a huge amount of anomaly books so idk if it's this mod or vanilla expanded books in general
Spunky McGoo™ 11 Aug @ 4:28am 
my research specialist churns out scans every 30 seconds at this point but if he didn't it might be a bit op
FrozenSnowFox  [author] 11 Aug @ 3:26am 
@Spunky McGoo™
It enables the ability for random resources to spawn on encounter maps. Those are maps generated by things like camps, caravan ambushes and probably mineral scanner sites. In vanilla normally you can only get resources spawning on gravship landing sites or tiles you settle on. I'll be adding a mod option sometime soon to disable it since some people don't like it.
Spunky McGoo™ 11 Aug @ 3:18am 
Does this change the lumps you get from the long range scanner, or did i just happen to get a tile that had 3 different resources on it after i installed the mod?
Cloud Strife 11 Aug @ 2:57am 
magnificent :steamhappy:
FrozenSnowFox  [author] 10 Aug @ 9:41pm 
@Manlor
Yes it's a compilation of all of them and how I will be releasing them going forward. Hence the preview images.
Manlor 10 Aug @ 9:37pm 
Does this replace your other Better Loot mods that were separate?
llamalord4444 10 Aug @ 4:45pm 
@FrozenSnowFox

Oh of course I expect it to be kept in by default. But a simple option menu to tweak which elements you want enabled would be great to include.