RimWorld
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Vanilla Base Generation Expanded
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Mod, 1.4, 1.5, 1.6
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6.301 MB
2024 年 4 月 2 日 上午 4:19
7 月 2 日 上午 10:52
3 項更新註記 (檢視)

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Vanilla Base Generation Expanded

在 Oskar Potocki 的 1 個收藏中
Vanilla Expanded
109 個項目
描述


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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209 則留言
R41N 1 小時以前 
Seconding what @KoreZack said, the slaves that you can "rescue" in many map generations will path to your rec rooms or slave beds and refuse to leave with only hostile options to remove them. Please include logic to have them path off the map. Especially problematic for the grav ship because they will sit on the ship and refuse to leave. I'm dev console deleting them right now.
biggyzs 2 小時以前 
Only enemies are on the map... maybe some slaves and square of turrets not connected to anything. Shame.
biggyzs 2 小時以前 
@SiCall is right. Yep, mod is gigaborked in 1.6 and generates empty bases.
3 Kobolds in a Trenchcoat 7 月 28 日 上午 5:57 
@reaper415 no, i don't use that mod. i also have a mod mismatch message when trying to load the save with this mod on the loaded and not loaded side
Reaper415 7 月 28 日 上午 2:50 
@theygotmyasstheygotmyass yes

@Runic yes
Reaper415 7 月 28 日 上午 1:16 
@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.
3 Kobolds in a Trenchcoat 7 月 27 日 下午 11:37 
sadly, my save just got scrapped because i get "map generation error", anyone got an idea how to save my run?
Runic 7 月 25 日 下午 6:53 
does this work with CE
Sarg Bjornson  [作者] 7 月 24 日 上午 4:53 
Nope, it isn't "gigaborked "
SiCall 7 月 24 日 上午 4:26 
@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.