RimWorld

RimWorld

1,978 betyg
Vanilla Base Generation Expanded
9
   
Utmärkelse
Favorit
Favoritmarkerad
Avfavoritmarkerad
Mod, 1.4, 1.5, 1.6
Filstorlek
Lades upp
Uppdaterades
6.301 MB
2 apr, 2024 @ 4:19
2 jul @ 10:52
3 ändringsnotiser ( visa )

Abonnera för att ladda ner
Vanilla Base Generation Expanded

I 1 samling av Oskar Potocki
Vanilla Expanded
110 artiklar
Beskrivning


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.



Check out our collection at:
232 kommentarer
Kahoot 11 sep @ 15:03 
Might just be me but I feel as if the Industrial and onward faction bases are obscenely powerful, 2-5 Mortars as well as Uranium Slugs and Autocannons. Essentially making any sort of early/mid game raiding against them impossible and even a struggle late game. Might be worth toning down or having some settings to adjust them, other than that excellent mod.
Miha_metan 19 aug @ 11:38 
Not sure if it's a bug or a feature, but as i wanted to land on a savage tribe base the buildings that were in the way of my gravship deconstructed itself. I'm not using the LandAnywhere mod.
Nepenthe 18 aug @ 20:57 
For everyone struggling with former prisoners/slaves hanging out on their gravship: I made a mode to solve that issue. It lets you free the prisoners and have them walk off the map. Get Off My Gravship! https://steamcommunity.com/sharedfiles/filedetails/?id=3548548674
боби (pma) 16 aug @ 16:29 
in 1.5 version*
боби (pma) 16 aug @ 16:27 
Has anyone had any problems with the generation of pirate settlements? All other settlements of all other factions are generated without problems.
你看我迪奥不 14 aug @ 22:30 
Why not use the prisoners in the stronghold as an AI for rescue missions? I destroyed the enemy's stronghold. Their prisoners didn't run away but instead entered my spaceship to take my supplies and eat them. They couldn't fight back. Their affiliation would be penalized. After the spaceship took off, they would be taken away and the kidnappers' reputation would be negatively affected.
kev675243 11 aug @ 11:56 
Do you guys not have stuff like the locks mod?
I'M ORANGE CAP 11 aug @ 10:52 
loving the mod so far but wish we could disable slaves spawning as they either chill at gravship or get obliterated by its cannons giving us new hostile factions in both cases
Vlad Draculea 11 aug @ 8:46 
does this work with medieval overhaul: royalty?
Dümbük Enişte 9 aug @ 5:05 
Everything works fine so far but liberated slaves just chill in your gravship's rec room endlessly for some reason.