RimWorld

RimWorld

932 ratings
Vanilla Base Generation Expanded
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Mod, 1.5
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3.212 MB
Apr 2 @ 4:19am
Apr 2 @ 7:40am
2 Change Notes ( view )

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Vanilla Base Generation Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
99 items
Description


See change notes



This is a reuploaded Vanilla Base Generation Expanded that will work on versions 1.5 onward. If you're on 1.4, please subscribe to THIS instead.

Vanilla Base Generation Expanded is a mod many have been waiting for. Probably one of the most disappointing aspects of venturing out in a caravan in RimWorld is the fact that no matter where you go and no matter what base you raid, after you’ve seen one, you’ve seen them all. Vanilla Bases tend to often resemble so called ‘20 granite door borg cube bases’.

Kikohi set out on a mission to fix that, and with the help from our testing community, we have created a huge library of assets that the base will pull out of, procedurally generating unique villages, towns and megabases every time you visit a new location.

The look of the bases and the assets use vary from faction to faction - tribal villages will have swathes of farmland around them, whilst pirate bases will be essentially bunkers with mortars and automatic defenses.












[forms.gle]



Authors:

Kikohi, a programmer responsible for the mod.

Oskar Potocki, an artist responsible for the art and description

Vanilla Testing Expanded community, for helping us with prefabs

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Does this mod work with Better Faction Bases, Bigger Faction Bases, Larger Faction Bases etc?
A: Yes, but every faction that derivate from the vanilla faction will use this mod generation instead.

Q: Does this mod affect any modded factions?
A: Yes, every faction that derivate from the vanilla faction definitions.

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You’re either accepting all of it, or none of it.

Q: Do I need VE framework for it to work?
A: All the faction mods require Vanilla Expanded Framework to work. Make sure you always have the last version

Q: Is this mod making the game harder?
A: It will make attacking bases slightly more difficult, with more turrets and defenders, but also make attacking them much more fun and rewarding!

Q: Is this mod save game compatible?
A: Yes.

Q: Why did you reupload the mod?
A: Previous version was uploaded by Kikohi who has left the modding scene, thus we're no longer able to update it.



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77 Comments
Arlington 47 minutes ago 
@rebelops i agree
basedleua 23 hours ago 
Faq can i remove it mid game and re add it?
Trapus Jul 17 @ 1:50pm 
This compatible with rimwar?
Mister Vicerion Jul 8 @ 4:26am 
If I install a mod for custom turrets will they show in the bases?
rebelops Jul 6 @ 10:43pm 
I noticed a couple spike traps in a Waster base that I attacked. As the enemy combatant, these should be "hidden in the surrounding terrain" for the duration of hostilities.
麻奥萨玛 Jul 5 @ 6:50am 
And most importantly, I didn't find any setting options, so I probably don't need to set anything, everything is default
麻奥萨玛 Jul 5 @ 6:49am 
It was actually used and found to be quite good. The enemy's strength has been increased reasonably, not outrageously. Each base has been carefully designed, not randomly arranged.
nice mod
ChrisB Jun 17 @ 9:52am 
i hadn't even noticed this was reuploaded, been wondering why all the enemy factions' bases looked barebones. thanks for doing god's work o7
Choosechee Jun 15 @ 11:33am 
Oh well. I'll do some testing to see which one I like better. Thank you!
Oskar Potocki  [author] Jun 15 @ 3:17am 
Both mods edit the same part of the game. Can't use both. It won't magically be a combination of both, it will be whatever mod you loaded last.