RimWorld

RimWorld

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Neolithic Scavenging (Continued)
   
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Mod, 1.3, 1.4, 1.5
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1.312 MB
Nov 26, 2022 @ 1:55pm
Mar 31, 2024 @ 12:56pm
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Neolithic Scavenging (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of Infinite, Taranchuks mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2544523612



[dsc.gg]
[github.com]


Last updated: 3/6/2022

Neolithic Scavenging | Made for 1.3!


Before reading further!
Included is an in game Mod Menu that allows you to change chances of raw foods to appear, fail chances, and you can even disable certain tile types. You have the power to balance it to whatever difficulty level you want. The standard setup is likely way too easy and it is inferred you will make changes to tweak things to your intended difficulty.


Scavenging for food gives your colony a chance to survive in any climate, any biome, and and any food situation.
  • Cavern dwellers stepping onto the surface for the first time?
  • Raiders burned your fields?
  • Random chemfuel explosion eradicated your meal supply?
  • Resorting to eating your fellow pawn just to make it through the quadrum?

Not to worry, now you can cobble together natural sources of nutrients to sustain you till you get back on your feet in nearly any natural environment.

This mod includes custom foods you can find in the wilds, and a recipe for Neolithic Dried Mush which has less nutritious value than pemmican but can be crafted at a campfire and requires no research requirement to create.
NEW:
You now have a chance to locate buried slag chunks and random pieces of wood.

The ability to locate resources in any biome, but still keeping the chance of success lower for areas like Ice or Sand, should allow for more brutal starts without having to expressly rely on random manhunter encounters, cannibalism, or possibly poisonous berries.

Adds a scavenging spot to be worked with the scavenging work type.

All Vanilla Biomes Supported
  • Temperate Forest
  • TemperateSwamp
  • Tropical Rainforest
  • Tropical Swamp
  • Arid Shrubland
  • Desert
  • Extreme Desert
  • Boreal Forest
  • Cold Bog
  • Tundra
  • Ice Sheet
  • Sea Ice

Modded Biomes

Check discussions for my post on this topic

New Food Items
Currently adds the following raw foods to be found with the scavenging spot, items found dependent on the biome. The art in game is a WIP.

Meat Type:

Plants:

Spots marked with ? are planned but not implemented yet.

New meal: Neolithic Dried Mush, made at the campfire and above with a bill. Can be made one at a time or in bulk. Lasts an absurdly long time, however is not very nutritious. Luckily, it's so thoroughly cooked that its impossible to get sick from eating it.
*Added support for Dark Campfires*

Mod Menu Included
Included is a mod menu that will allow you to change chances of certain raw foods to appear, as well as fail chances. You can also disable certain tile types if you want.

Commissioned by Infinite and built by the all powerful Taranchuk. Meet wonderful creators in the discord link below:
[discord.gg]


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


27 Comments
Mlie  [author] Jan 27 @ 11:32am 
@Slightly_Sane You should be able to add them as a patch the same way they are added in the core.xml in the mod
Slightly_Sane Jan 27 @ 10:55am 
None of the rough stone TerrainDefs are visible in the core xml file so I cant add or remove items from the scavenge list like I can with the others. I wanted to add flint from Primitve Core to the things you can find on rough stone terrain
Dayhjawk Apr 18, 2024 @ 3:26pm 
Would be nice, that those that find something would haul it back to a stockpile instead of just dropping and moving on to find something else.
Persomnus Apr 1, 2024 @ 4:18am 
Thank you for the update! I missed this so much 🥺
Persomnus Dec 18, 2023 @ 6:55pm 
I really love this mod, goes so well with variety matters

worms are back on the menu, boys
Frostiken Nov 11, 2023 @ 9:31am 
This is great, but yes, it is overpowered. And you can tweak everything... but that's the problem. There's like literally 28,000 sliders.

Can we just have one 'master' slider added that multiplies *EVERY OTHER SLIDER* by its value, so I can just set it to "half rate" and be done with it?
=MAG= D1B27 Sep 3, 2023 @ 12:25am 
Now slaves can feed themselves!
Svela Dec 13, 2022 @ 6:38pm 
@bumrum After seeing your comment and testing it out, I see what you mean. It functions based on what tiles are salvageable rather than the biome itself (it even highlights salvageable tiles when you hover over an area, which is real neat), and Propane Lakes is basically just an ice sheet biome with extra content. I probably should have checked myself or noticed the screen shot, but thank you for the assistance. :)
bumrum Dec 12, 2022 @ 9:41pm 
@Svela it kinda works but mostly because the lakes has a few common tiles that the mod already works with
Vartarhoz Dec 10, 2022 @ 10:16am 
How about returning to scavenging spot and drop there instead of haul? At least resources would be in around spot to easy haul. If it can't be done then no biggie. Already good mod.