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Yes, it can be added or removed midsave.
Try loading my mod afterwards that should fix the issue.
https://gist.github.com/HugsLibRecordKeeper/670641f613cc590c602e80b99bf97093
It shouldn't, its a simple xml mod that simply changes the loot tables.
Yes it can be added or removed midsave. It's compatible with VE Base Generation however they use their own loot lists which this mod does not change.
Yes, that's intended. The rarest loot crates have a couple items set to spawn more than 1 of an item due to their rarity and value. Typically you won't find too many of those since they are quite rare. Both Psytrainers and Psylink Neuroformers are on the rarer side so you got rather lucky getting them as you did.
Yes it will work fine midsave. Although I can't be certain it will take affect for quests that have been generated before the mod was added.
Ancient dangers are not guaranteed they have a chance to spawn. Also they can end up inside mountains so they might not be visible initially.
Below is a list of all my hair mods.
AFU女士发型_Women's hairstyles
AFU男士发型_Men's hairstyles
Candy Hairs
Eccentric Extras - Angel Hairs
Erin's Hairstyles - Redux
Erin's Hairstyles 2
Gw hair mod [hair only]
Hard Times: Hair and Beards
Lolidrop's hairshop
Lolidrop's Hairshop - Upscaled
Nice Short Female Hairs
Rimsenal - Hair pack
Rimsenal Hair Retextured
Roppoi hair
Roppoi Hair - Upscaled
Won hair_men
Won Hair Men Retextured
Won hair_women
Won Hair Women Retextured
Vanilla Beards Retextured
Vanilla Hair Retextured
Yes, that's intended, you should generally only get one loot item spawning. There is only an issue if there is no loot spawning at all on the ground or in a crate.
I changed the loot table from its highly random nature to a predictable spawn. It makes it much easier to balance and ensures loot is always within an expected range. This does cut down the upper range of loot in some rare cases but it brings up the minimum range enormously ensuring what you find is always within a predictable range.
<root Class="ThingSetMaker_Sum">
to
<root Class="ThingSetMaker_RandomOption">
Simply test it without any other mods, there will be no items on the ground.
The way ancient dangers works is it generates the loot then some of it is put in a crate while the rest is dumped on the ground. I changed the spawning so you'll generally end up with 1 really good loot item so the loot itself will likely end up in the crate. If that's not happening then another mod might be conflicting somehow. Try moving my mod toward the end of your mod list.
As for Safe's and maps. The drop weight is based on the vanilla numbers and it's actually half as likely than before since I made it drop 2 maps instead of 1. That particular loot crate is intended to have a very high drop rate for maps probably to encourage more exploration. I've preserved that intention but the loot table also contains a lot of new stuff that is reasonable to find in a safe.
Also could you lower the chance (or number of them) for maps in rusted safes? I'm being flooded with them rn.
That's correct. It doesn't add more containers it simply overhauls their loot tables making them more rewarding.
I'm not 100% certain about the vanilla game but with this mod there should definitely be at least one loot item. More often than not it should be placed in the openable loot crate. If that didn't happen then something went wrong. If it was around for a long time before opening I think it might be possible that an item could spawn that degrades under certain circumstances. Although if that happened it'd be a bug and would need blacklisting to prevent that happening.
I'd suggest grabbing a copy of the mod from the github so you know its up to date. Also move it toward the end of your load order to ensure its changes are not being overwritten by anything.
- 2 pairs x 2 times from Grav Cores Sites (Falling platforms)
- 1 pair form orbital stash
- 1 alone link x 2 times from spawned Ancient Complex (form ritual reward)
8 links total on very long run with full gear upgrade before final mission.
Also i can coinfirm that quests with psy-lniks as reward seems to work as described on wiki (guranted on year basis).
So if you want psyonic better to reserve ship's room for throne room.
Unique guns should actually be more common overall as they were added to numerous loot tables. Advanced components however are likely to be significantly less common due to the large additions of other loot options.
I haven't tried it. It think it could technically work for 1.5 but you'd probably have to change the about file and loadfolders for Rimworld to accept it. That's not something I'll be doing.
The loot should be generated when the map is.
As per the description Better Camp Loot is obsolete and has been replaced by this mod which includes all of my loot mods together.
@Lacedaemon
No clue, you'd have to test it. However the loots pawning should largely act the way vanilla does.
why two?
Yes, it's safe to add or remove midsave.
Two times is a very limited data set. It's also not that rare that some people get insanely lucky after installing the mod scream its overpowered then uninstall it.
What exactly did you find, where and what do you mean by 20 stacks? The mention of 20 stacks makes it sound like an unintended bug.
No, those mods use their own loot tables for spawning items.
That definitely sounds like luck or it required a very very large amount of loot boxes. If you open the files you'll see the weighting of Psylink Neuroformers. While high value boxes give a decent chance at finding them they are still quite rare. In less valuable boxes they are even rarer.