RimWorld
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Vanilla Base Generation Expanded
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Mod, 1.3, 1.4
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5.759 MB
4 juil. 2022 à 6h40
21 oct. 2022 à 5h46
3 notes de changement ( voir )

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Vanilla Base Generation Expanded

Description


See change notes



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.



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Discussions populaires Tout voir (2)
70
29 aout 2023 à 13h21
ÉPINGLÉ : Bug reports
Kikohi
1
13 janv. à 22h12
RImcities?
OneShotPaddy
286 commentaires
watza 26 mars à 12h39 
Is it CE compatible?(it's a joke)
dave 25 mars à 10h03 
so if a base doesn't scale of wealth then it will be fine late game as well
dave 25 mars à 10h02 
i have been doing some testing and i think if you have too much wealth then the bases don't spawn the reason why the deserter bases work is probably because they don't scale of wealth so if you have a low wealth colony it should work just fine
dave 24 mars à 4h59 
when bases generate they just don't exist for some reason but the deserter bases work just well
Win 5 mars à 18h59 
@Morcrist did you found a solution?
Benji 5 mars à 9h12 
so should i use this mode with faction mods at all?
7588 17 févr. à 15h30 
some of the other Vanilla expanded factions might have problem generating bases with this one i think
Indomitusnex 4 févr. à 0h48 
Are there any incompatibilities?
Connie (she/her) 30 janv. à 22h57 
By errors, i mean the base itself isn't generating.
Connie (she/her) 30 janv. à 22h56 
Getting errors when trying to crack open a VFE:E base.
https://gist.github.com/HugsLibRecordKeeper/5c3f62cba2a30706ed41dd3e594fe3f0