RimWorld

RimWorld

Vanilla plus loot expirence for ancient urban ruins
41 Comments
Monkeyishi 2 Oct @ 6:11am 
hello i would like to submit a reaquest to weapon customization mods to be found in it. i understand there is a mod that already add it but i am unsure if this one and that one are compatible. From the way it is described i believe it just add it to the normal loot table.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3555209325&searchtext=ancient+urban+runins
galesdeloscien 23 Sep @ 1:21pm 
Hey man, can u pls add a patch for "Weapon Tech" pls.
Its my favourite moddd pls!.
veoba 22 Sep @ 4:24pm 
Thank you!
Bean  [author] 22 Sep @ 4:21pm 
no interaction at all as far as I know

the ancient urban ruins mod uses custom spawn, which this overites

FSF mods touch vanilla spawn tables

Therefore, no interaction sideloading should be fine / encournaged TBH
veoba 21 Sep @ 9:58am 
how this mod interacts with FSF better loot and etc mods?
Bean  [author] 21 Sep @ 9:22am 
added Vanilla expanded brewing support

also a small chance to find some bionics
Bean  [author] 16 Sep @ 6:41pm 
Currently suffering from a condition known as playing silk song

I can look into this! I'll be more active when I start my next rimworld playthrough, waiting on some mods at the moment
Eclipse 13 Sep @ 5:28pm 
I second Vanilla expanded brewing, cooking and alpha crafts
AtomicCrater20 9 Sep @ 9:34pm 
Brother, I know you likely have a lot of other things to worry about, but..... I would LOVE IT if you added Rimmu-Nation^2 Firearms, Clothing, and Security equipment to the Spawn-table, I would be SO grateful!
:steamhappy:
Hope you've been well regardless though!
Brindav 9 Sep @ 8:48am 
Could also be fun to patch vanilla brewing/cooking expanded and alpha crafts to give some variety in the food containers instead of only survival meals but that would most likely be very annoying to patch for a really minor thing
Brindav 9 Sep @ 8:38am 
Could we get some bionics in the bags/medical bags and maybe even some mech healer/resurector serums, would make the ruins more interesting once you reach spacer tech and could make sense as some remnants (i saw you weren't too fond of ultratech mods but if we can find them in ancient dangers why could't we get them in ancient ruins)
Bean  [author] 31 Aug @ 9:36am 
also added cats boots n gloves.

Personally, being that these are ancient ruins, keeping away from ultratech mods.
Bean  [author] 31 Aug @ 9:26am 
already had
-----
dets impact reloaded
dets vanilla aresenal
----
added
Dets battle meds
Dets volt weapons
LetTheMossReclaimYou 22 Aug @ 8:59pm 
Dope, thank you.
Bean  [author] 22 Aug @ 8:47pm 
yes! I already have impact, I can defiantly look at Dets other mods, sometime next week I think!
LetTheMossReclaimYou 22 Aug @ 1:02pm 
Good luck with your IRL business. Would it be possible to look at adding support for Detvisor's mods(Impact/Phase/Pulse/Vanilla Arsenal/Spacer Arsenal/Battle Meds), and possibly Pandora Frontier?
Bean  [author] 16 Aug @ 9:43am 
been sorta busy irl, gonna look into yalls comments soon :)
Bobibobibu 15 Aug @ 12:29pm 
(Might be) the mod ignore Cherry Picker, i.e. item disabled by Cherry Picker can still spawn
Voidling Cee 13 Aug @ 11:50am 
Potentitaly stupid question but can this be side loaded with GTek's replacement? i know you put it there in credits but would love ot actaully extend hte pool it can search in
BigGovernment 13 Aug @ 11:35am 
Request for eccentric tech to be added
Grave 8 Aug @ 1:06am 
tried an urban ruin, all the loot from containers seemed to be largely vanilla? fak jackets, Revolvers, breach axes, medicine, survival meals, components... Some enemies had VWE guns, but they were all biocoded. Nothing from Makeshift, Vanilla Apparel, VAEgloves/boots... of the mods I have
Bean  [author] 7 Aug @ 5:53pm 
yep, this removes the medicine ones, lego sets, chess pieces, computers parts etc.
Grave 7 Aug @ 10:19am 
Does this still keep the high value lootables like the lego sets, chess pieces, and computer parts?
Krei 7 Aug @ 8:53am 
Does this mod debloat the Medicine ones out too? i like them
Bean  [author] 5 Aug @ 5:20pm 
updated :)
Bean  [author] 2 Aug @ 10:42am 
@ace ya i can get that added this weekend!
DeadlineStorm 1 Aug @ 10:51am 
why tf add misc changes
Bean  [author] 1 Aug @ 5:43am 
@heynmer yes this mod overights the guns from the mod. it is not designed to be used in a save which has already gotten the aur guns. thats the main poont of this mod-to remove all. of the bloat
Heynmer 1 Aug @ 2:57am 
After i activated this mod, the guns from ancient urban ruins just not exist anymore in my colony
Filipino Goku 31 Jul @ 10:01pm 
This looks awesome, thanks!
Trianqren 31 Jul @ 2:23am 
amazing. incredible. immaculate
Bean  [author] 29 Jul @ 7:20pm 
ok locals is patched

ce guns when its updated to 1.6
Octus 29 Jul @ 6:17pm 
both are good, do both :) when they get updated obv
Bean  [author] 29 Jul @ 5:23pm 
I can definitely add that!
Once we have official or continued Ce guns for 1.6
Octus 29 Jul @ 5:08pm 
This mod's great! Been wanting to use Urban Ruins without all the bloat crap inserted. I've been waiting for this exact type of mod so I can run it again. Can we get CE Guns Extended support?
lloki 29 Jul @ 11:02am 
It's the reason I added that mod to my modlist again. Indeed the bloat which it adds is too much, so I stopped using it at some point. Let's try it again :)
The Lost Cake 29 Jul @ 6:29am 
Huh thanks
Smiley Face Killer 29 Jul @ 3:08am 
Well cake you should be happy to know of the "Open" designator. Simply click it, highlight everything in the rooms/buildings and if it's openable it'll be marked.
Should be under Orders.
The Lost Cake 28 Jul @ 8:34pm 
Neat but i'm still not double clicking on a dozen different crates to see which ones are lootable and which ones are just decoration. Not to mention the all inventory management, ugh.