RimWorld

RimWorld

Junkyards for VVE - Tier 3
44 Comments
Mirvra 11 Aug @ 8:42am 
Uh, everyone that's asking for 1.6, you are aware that 1.6 update added a camp function for vanilla caravans that spawns a map right? Finding T3 vehicles in 1.6 is hilariously easy...
The snack 10 Aug @ 10:52pm 
will this mod get 1.6?
Latex Santa 3 Aug @ 2:08pm 
@EricRomman69
>Required DLC: Ideology
Quite simply, no.
It uses code from Ideology and may cause very big errors.
Or not work at all, if you're lucky.
EricRomman69 2 Aug @ 8:13pm 
stupid question can i play it without ideology dlc? (im poor af)
Devious_Soldier 31 Jul @ 8:36pm 
Mid save shouldn't be a problem
Sakujo 28 Jul @ 9:39am 
this mod sounds really good. Can it be added to a save mid-game? Also yeah 1.6 would be fantastic!
Latex Santa 28 Jul @ 1:02am 
@turkler
I'd much rather have this mod than spawn in a vehicle wreck of my choice then delete 20k silver from my stockpile.
Can we expect an update to 1.6 for this mod in the foreseeable future, please?
Devious_Soldier 18 Jul @ 8:54am 
@bonezone I'm using it but I haven't had a junkyard spawn in over a year. I haven't tried to force one, idk if there's a dev mode command for that or not.
Bonezone 12 Jul @ 12:53am 
does this work with 1.6?
Hadley 25 Jun @ 2:09am 
Love this mod. Fits in seamless and you no longer have to make 25 camps to find what you want.
Mister Jay - Dk 9 Jun @ 3:07am 
Can't seem to find a setting for adjusting frequency of quests. Any chance for that to be added?
turkler  [author] 8 May @ 8:48pm 
@Zoe, the Bad Wolf a fair bit of work but you could do it. you would need to export your layour using the ve framework and patch it into the GenStepDef, under structureLayoutDefs
Zoe, the Bad Wolf 8 May @ 8:38pm 
@Author, how easy/hard would it be to add a new map to the selection of your mod?
NuanKi 6 May @ 3:36pm 
Thanks, i was tired of creating camps over and over
turkler  [author] 5 May @ 7:02am 
should be fixed now, blame steam for not accepting my updates for some reason
Inglix 5 May @ 4:39am 
So I was getting some errors that didn't make much sense, until I realized that this mod and your Mechanitor Encounters mod both use the same assembly name. Because of that you can't use them together, since once Rimworld has loaded a given assembly it will ignore any further assemblies of the same name.
Yrm1e 1 May @ 5:05pm 
*squints*
jupiter 26 Apr @ 2:56pm 
Is this compatible with Ce (Character editor)
WW2Wonder 26 Apr @ 2:43pm 
CE? (joke)
turkler  [author] 26 Apr @ 1:29pm 
yay, thanks for the praise everyone
Rigoberto's 26 Apr @ 1:10pm 
Award and like for any mod that adds fun poi to the world to go visit
vin 26 Apr @ 9:26am 
turkler putting out good mods as always
Maty the Fluff :3 26 Apr @ 8:15am 
Such a simple, perfect, simple mod. I love it. Thanks, turkler!
SalmonToastie 26 Apr @ 3:52am 
@turkler what you've made is a more interesting way to acquire wrecks.
#6 25 Apr @ 10:27pm 
Oh wow, I didn't know that. If that's the case then yeah I guess it doesn't really change balance at all.
turkler  [author] 25 Apr @ 9:02pm 
@#6 you're guaranteed to find wrecks in map tiles with roads, though. the mod doesn't explain this to you but you can repeatedly settle highway tiles and always find wrecks. you can even pop open the xml and see that there's different odds for tiles with no roads, some roads and highways.
#6 25 Apr @ 3:31pm 
What I meant by 'mostly free' was the fact that without this mod it's entirely random chance that you find a wreck when you generate a map. With this mod you just get them guaranteed.

Just my two cents, I'm using the mod either way since I can always just choose to not go to the site if I don't want to. And since I forgot to say it before, nice mod definitely using it in my next playthrough.
d_valroth 25 Apr @ 3:23pm 
Work sites. They were added in Ideology so that Raider meme would have something to raid other than faction bases (thus starting wars).
falconer1498 25 Apr @ 2:49pm 
@turkler Spunk still doesn't know which mechanics are dependent upon Ideology
turkler  [author] 25 Apr @ 12:28pm 
@Spunk if you look at the info bar you'll see that ideology is listed as a dependency so if you don't have ideology you can't play with the mod
Spunk 25 Apr @ 12:07pm 
what mechanics are ideology dependent? i don't have it :/
turkler  [author] 25 Apr @ 9:59am 
@Zoe, the Bad Wolf yay, thank you
Zoe, the Bad Wolf 25 Apr @ 8:39am 
@Author,
Great mod and concept. :)
Rimworld lacks more events for exploration such as this and in my honest opinion, your design was very good for this mod. Thanks for this! :D
turkler  [author] 25 Apr @ 3:50am 
@Flockerkill no that would be awful actually
Flockerkill 25 Apr @ 3:08am 
another option could be a consumeable item that generates one nearby, similar to the urban ruins mod
and that item can be in the pool for the trades , like an exotic good trader
turkler  [author] 24 Apr @ 11:29pm 
@#6 they're not 'mostly free' restorations still cost a pretty penny. this is no different than base vve tier 3 progression, you just now have a way of locating wrecks that's a lot more 'comfortable' I guess.
#6 24 Apr @ 5:30pm 
I like the idea of this but I don't like that the event is on a timer, I think it'd be better if it were part of the pool of random event so you aren't guaranteed a parking lot of mostly-free vehicles every month.
A Real Rain 24 Apr @ 5:15pm 
Something like this really should've been in VVE since the start. The way they implemented the wrecks system makes no sense at all.
niewielebrakowalo 24 Apr @ 12:55pm 
that looks great! will there be threats on the maps as well? ambushes and such
Baba Evac 24 Apr @ 11:49am 
Had the same problem my self wonderful mod
ZX Zero 24 Apr @ 7:58am 
Works with Vehicles Wrecks Expanded?
Опарыш мощный 24 Apr @ 5:05am 
Excellent idea! :winter2019surprisedyul:
MetaVandetta23 24 Apr @ 4:10am 
This is actually genious! Add this with like mod, with deconstructable vehicles for part and thats makes this venture very nice.
Aizuki 24 Apr @ 2:48am 
sad thing i dont have ideology