RimWorld

RimWorld

1,790 ratings
Vanilla Base Generation Expanded
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Mod, 1.4, 1.5, 1.6
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6.301 MB
Apr 2, 2024 @ 4:19am
Jul 2 @ 10:52am
3 Change Notes ( view )

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Vanilla Base Generation Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
109 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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205 Comments
Reaper415 35 minutes ago 
@theygotmyasstheygotmyass yes

@Runic yes
Reaper415 2 hours ago 
@3 Kobolds in a Trenchcoat Do you use faction control? I had that error when Odyssey came out, and even though that mod had been updated, it still caused issues. Removing that one fixed it.

@Sarg Bjornson mod works fine on my end, I finished an Odyssey run with this mod couple days ago, among 240 others (including CE) and attacked and destroyed multiple faction bases with my gravship without any issues at all. If anything, I'd say some of the loot was a bit too much (one base had nearly 100 reinforced barrels) but other than that it worked perfectly fine.
sadly, my save just got scrapped because i get "map generation error", anyone got an idea how to save my run?
Runic Jul 25 @ 6:53pm 
does this work with CE
Sarg Bjornson  [author] Jul 24 @ 4:53am 
Nope, it isn't "gigaborked "
SiCall Jul 24 @ 4:26am 
@Necromenta Yep, mod is gigaborked in 1.6 and generates empty bases. You can remove the mod, just dont do it in a camp or anywhere where the mod is currently in use.
TheSanderDC Jul 24 @ 3:38am 
Does this mod change the scarlands at all? I tried playing it and there were no insects or mechanoids, no real threats other than the pollution
Necromenta Jul 23 @ 9:48am 
I remember having this mod and still have the same issue I had with the vanilla generation; I usually just find a single 6x6 building or two smaller ones whenever I get to an event... lol, boring as hell, not sure if its this mod, hope it will help fixing that°!
KoreZack Jul 21 @ 12:26pm 
there is a slight issue with slaves that spawn in bases, some of the slaves are part of a completely different faction, this by itself is not much of an issue however with the odyssey DLC if you have any free prisoner beds available on your gravship the slaves that you can't control will just claim them and start mooching off of your food and just wander inside and refuse to exit, you cant just imprison them as this instantly makes the faction that they are a part of hostile, and you cant just kill them as you also just make the faction hostile.

a fix that i can think of for this would be to make sure that the slaves that spawn in a faction base are actually part of that faction.

im assuming that this is intentional to force a player to be a bit more careful with their approach to prevent getting new enemies so my idea might not work but this becomes problematic when the slaves just don't leave.
Brindav Jul 21 @ 4:31am 
Hi just wanted to ask, most factions seem to have their bases empty due to the environment (i have VFE props which makes logs and decorations around) but it feels like the buildings are very often supposed to spawn on water/lava or some special things from alpha biomes which make them simply not spawn i'll get maybe one or two buildings. Is it a known issue or is it due to a mod conflict ?