RimWorld

RimWorld

[FSF] Better Exploration Loot
354 Comments
bluesidego 27 Sep @ 8:09pm 
thx
FrozenSnowFox  [author] 27 Sep @ 3:32pm 
@bluesidego
Yes, it can be added or removed midsave.
bluesidego 27 Sep @ 3:23pm 
can this be added mid playthrough
FrozenSnowFox  [author] 24 Sep @ 3:54pm 
@Coolchilion
Try loading my mod afterwards that should fix the issue.
Coolchilion 24 Sep @ 3:52pm 
FrozenSnowFox  [author] 17 Sep @ 1:31pm 
@Fire Dragon
It shouldn't, its a simple xml mod that simply changes the loot tables.
Fire Dragon 17 Sep @ 8:00am 
any thoughts of this would break multiplayer?
[ZSU] PenguinatorBros 15 Sep @ 8:05pm 
Thank you for your timely reply <3
FrozenSnowFox  [author] 14 Sep @ 1:48am 
@Insane Ruffles
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.
Insane Ruffles 14 Sep @ 1:46am 
Is this compatible with Vanilla Base Generation Expanded? Also, is it save compatible?
FrozenSnowFox  [author] 12 Sep @ 4:04am 
@[ZSU] PenguinatorBros
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.
[ZSU] PenguinatorBros 12 Sep @ 3:46am 
Hello, I understand you have changed the loot tables. I also understand you don't change the frequency at which loot objects spawn. However, I'm wondering if the changes you made to the loot table affect the quantity of each rare item spawned in each instance. An example is that I got two separate instances of three of the same Psytrainer from a sealed crate each. I also got two Psylink Neuroformers from a sealed crate. I would usually expect to only get one of each of these items from a sealed crate; is this intended?
decoin 11 Sep @ 1:13am 
this mod is amazing and actually makes you want to explore rather than not because in vanilla it was lame af in terms of looting. :steamhappy:
FrozenSnowFox  [author] 10 Sep @ 12:56am 
@Chick-Fil-A© Chicken Sandwich
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.
does this work when added mid-save?
NinjaBeest 7 Sep @ 2:07pm 
Thank you for the helpful mod and great job. :)
BajaBlastMeBabe 6 Sep @ 4:01pm 
Oh sick im always looking for more variety in my pawns.
FrozenSnowFox  [author] 6 Sep @ 4:01pm 
@Wayfaring
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.
FrozenSnowFox  [author] 6 Sep @ 4:00pm 
@BajaBlastMeBabe
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
Wayfaring 6 Sep @ 3:26pm 
Anyone know why ancient dangers are not spawning on any map, whether settled or camped
BajaBlastMeBabe 6 Sep @ 2:53pm 
what hair mods did you use for the images.
FrozenSnowFox  [author] 31 Aug @ 4:23pm 
@vonblock1
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.
vonblock1 31 Aug @ 9:11am 
Yes, but right now only one item of loot is generated as you changed from
<root Class="ThingSetMaker_Sum">
to
<root Class="ThingSetMaker_RandomOption">
Simply test it without any other mods, there will be no items on the ground.
FrozenSnowFox  [author] 31 Aug @ 3:58am 
@vonblock1
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.
vonblock1 31 Aug @ 3:35am 
Don't know if it's intentional, but I can confirm there is no loot lying on the floor in ancient dangers (tested with no other mods, I think it stopped working when you changed ancient dangers loot script to patch action).
Also could you lower the chance (or number of them) for maps in rusted safes? I'm being flooded with them rn.
Dead_William 31 Aug @ 2:48am 
Most excellent, many thanks!
FrozenSnowFox  [author] 30 Aug @ 8:38pm 
@Xrona
That's correct. It doesn't add more containers it simply overhauls their loot tables making them more rewarding.
Xrona 30 Aug @ 8:31pm 
I understand that this mod simply increases the quality of the reward from containers without adding more containers?
FrozenSnowFox  [author] 25 Aug @ 10:59pm 
@Flying Lizard
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.
Flying Lizard 25 Aug @ 10:53pm 
Addendum: I meant, no loot. There where fleshbeasts and cryopods.
Flying Lizard 25 Aug @ 10:53pm 
So I just opened an ancient danger, and it was COMPLETELY empty.... Does anyone have an idea if that actually happens in base game (I've been playing forever, but can't remember), or is this a bug, or mod incompatibility? 🤔
Dirty Mouse Balls 24 Aug @ 4:20am 
@frozensnowflake after reading your comment i reinstalled this mod and i am no longer getting rich. it must of been reacting with another mod to give me ridiculous drops. thanks
CrazyBlot 23 Aug @ 10:51am 
@FrozenSnowFox finish my experiments with psylinks neuroformers. Your were right. Full random. In long run i have roughly:
- 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.
FrozenSnowFox  [author] 20 Aug @ 11:10pm 
@Zombie967
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.
Zombie967 20 Aug @ 11:08pm 
Odyssey enabled. I was struggling to get adv components or unique guns form sealed crates or Hermetic crates. possible bad rng or different places have different loot tables for sealed crates that im unaware of im not sure. just reporting my experience from an 8 hour play through. No other mods that edit loot tables. And as soon as I disabled this mod and deved sealed crates the 5th one i opened had 6 adv components again unsure if there's a correlation.
FrozenSnowFox  [author] 20 Aug @ 3:26pm 
@johnny23
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.
johnny23 20 Aug @ 8:40am 
funciona para la 1.5?
FrozenSnowFox  [author] 19 Aug @ 2:47pm 
@Quartino
The loot should be generated when the map is.
Quartino 19 Aug @ 2:46pm 
Anyone know if I add this mod in an existing save right before I crack open an ancient danger if it'll affect the inside? Is the loot determined when the map is first generated or after it's revealed, or when the actual loot crates get opened?
FrozenSnowFox  [author] 19 Aug @ 1:11pm 
@VooDoo
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.
VooDoo 19 Aug @ 5:47am 
So Better Exploration and Better camp are incompatible. which is better to use?
why two?
Lacedaemon 19 Aug @ 3:37am 
Is it compatible with the mod: "World Tech Level"?
FrozenSnowFox  [author] 18 Aug @ 5:01am 
@Bolshevik
Yes, it's safe to add or remove midsave.
Bolshevik 18 Aug @ 5:00am 
Hey thanks for making such a great mod, is it save game compatible?
FrozenSnowFox  [author] 17 Aug @ 4:11am 
@Dirty Mouse Balls
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.
Dirty Mouse Balls 17 Aug @ 3:55am 
I liked the idea of this mod, but i found it overpowered. after the first 2 times i camped i got rich. I was expecting having one or two useful items, not 20 stacks. :)
FrozenSnowFox  [author] 15 Aug @ 11:36pm 
@Michigancubed
No, those mods use their own loot tables for spawning items.
Michigancubed 15 Aug @ 11:13pm 
Would this mod interfere with loot from other mods that add explorable locations like ancient urban ruins or Go Explore?
CrazyBlot 15 Aug @ 2:02am 
@FrozenSnowFox i have an unuprooved idea why i recieve so much neuroformers in preview game. I am testing it right now. Will report when finish.
FrozenSnowFox  [author] 14 Aug @ 12:48pm 
@CrazyBlot
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.