RimWorld

RimWorld

[FSF] Better Ancient Complex Loot
187 Comments
FrozenSnowFox  [author] Mar 15 @ 10:35pm 
@bebra
Ancient Complexes are added with Ideology and typically come randomly as quests or as chain quests of relic hunts. They appear as a little grey building icon on the map.
bebra Mar 15 @ 10:19pm 
Oh I see, thank you very much for such a complete answer! I didn't know Ancient Complexes were a thing, never encountered these D:
And thanks for Rocketman advice, I do have this one so I'll clear the cache! <3
FrozenSnowFox  [author] Mar 15 @ 10:08pm 
2/2
@bebra
A new game isn't required however Rocketman caches the game files and currently its had some issues with not updating the cache for patches. If you use Rocketman to ensure things are working correctly boot the game with a basic list including Rocketman to force it to reset the cache. Then you can reload your normal modlist.
FrozenSnowFox  [author] Mar 15 @ 10:08pm 
1/2
@bebra
There's a very big difference between Ancient Dangers and Ancient Complexes. Ancient dangers spawn randomly on maps while Ancient Complexes spawn as sites on the world map. This mod affects Ancient Complexes, it does not affect Ancient Dangers. Your colony wealth directly affects the size and danger of Ancient Complexes. Also the larger a Complex the more crates you'll find.

As for crates this mod doesn't add new crates, it changes the reward pool of the existing vanilla crates. Quite a bit of the existing reward pool is preserved but this mod adds a very large amount of things to the reward pool. The Large Crates the red ones were made extremely rare with 1.5 for whatever reason. So it can take quite a lot of Complexes to find even one of them and you'll likely need to have a very high colony wealth to encounter them.
bebra Mar 15 @ 9:56pm 
Hi!
I have some issues finding any non-vanilla crate on 1.5. I dont use any reward-changing mod.
I've been running tiles for ancient complexes for a while, didn't find anything in 15 tiles or so.
Then I installed Map Designer to increase ancient danger spawns so i dont have to wait each tile generating. Looted like 60 complexes across 5 tiles, and still, nothing, just vanilla crates.


Idk if it occurence depends on wealth, but if so - I'm playing default wealth independent mode (max wealth in 12 years), currently ~4 years passed

Do you have any ideas on why it can not spawn? Should I start a new game for mod to work?
I've installed it on active save but new tiles did generate, so in my head it should work D:
FrozenSnowFox  [author] Jan 5 @ 12:56am 
@Good Old Jim
The loot table that has it is quite rare and it has a dozen or so items that can be picked. They're also available via the quest loot table but that's also quite rare. Overall you'd have to be very lucky to find them but that's the point.
Good Old Jim Jan 5 @ 12:48am 
Awesome Im doing a run where honestly Vano powercells are about the only reliable power option I have time to go hunting :pint:
FrozenSnowFox  [author] Jan 4 @ 11:42pm 
@Good Old Jim
That's referring to Archotech level items so lances, power cells, orbital bombardments and so on. The Archotech bionics are bundled in with Bionics.
Good Old Jim Jan 4 @ 7:37pm 
Pardon but does Archotech Items include the batteries and statues? Or just limbs and such?
Kimo' Dec 25, 2024 @ 11:03pm 
Will try, thanks for the warning
FrozenSnowFox  [author] Dec 25, 2024 @ 11:00pm 
@Kimo'
I'm not sure how the game handles 0 weighting on things since I haven't tried it. It might be better to just straight up delete the loot block you don't want. It's all neatly spaced and commented so you can see what each block of code is for. You'll probably also want to run the mod from a local copy as it'll get reset if I update the mod or if steam randomly decides to verify the game files.
Kimo' Dec 25, 2024 @ 10:56pm 
Hey, just a quick question, if i want to disable a type of loot, all I have to do is put a 0 to the weight value, right? Or is there something else to do?
Leutian Kane Dec 22, 2024 @ 9:33pm 
alrighty thanks for the reply :D
FrozenSnowFox  [author] Dec 22, 2024 @ 8:30pm 
@Leutian Kane
It depends if its valuable enough to be loot and if it makes a degree of sense. There's already some other items in the loot table like Eltex, Ambrandy and some drinks. I'm always open to suggestions on things to add but I'll make the actual call on whether to add it or not.
Leutian Kane Dec 22, 2024 @ 5:28pm 
any of the other vanilla expanded mods youre going to add loot for?
「Brainiac」 Oct 13, 2024 @ 6:19pm 
ok, thx for reply
FrozenSnowFox  [author] Oct 13, 2024 @ 6:09pm 
@「Brainiac」
Sorry I don't have any plans to implement such options. If you want you can edit the files yourself though and increase the weighting for Archotech stuff.
「Brainiac」 Oct 13, 2024 @ 12:01pm 
Is it possible to make a tweak options for loot variations? I wish there is more chance to spawn archotech implants.
shimizu01 Sep 6, 2024 @ 8:42am 
thx :D
FrozenSnowFox  [author] Sep 3, 2024 @ 7:47am 
@shimizu01
I'll make a note to add sculptures. I'm surprised I didn't do it earlier since I added it to the bandit camp loot mod.
shimizu01 Sep 3, 2024 @ 7:44am 
Thanks for this mod
What could also be nice would be to add decoration like sculptures, sometimes in gold. It will really give us the impression of opening an ancient sanctuary
Auklin May 19, 2024 @ 6:52am 
@8
You're definitely right, I just did 3 ancient complexes with nothing but chemfuel and luciferium to show for it, had to pop out to check to make sure the mod was still enabled lol

Must just be getting really unlucky. The artefact quests appear to be getting better loot in them. Maybe they don't scale as well anymore(?)
FrozenSnowFox  [author] May 13, 2024 @ 8:17am 
@8
I've done quite a few Ancient Complexes and noticed the same results.
8 May 13, 2024 @ 8:14am 
It seems like 1.5 changed how ancient complexes were generated? They seem to have lots of little rooms now and very few red crates (on average i find 1 red crate per 5-7 ancient complexes). Is anyone else observing the same? Or maybe its a mod conflict? I don't have anything that would change quest generation
Brawler Mar 18, 2024 @ 7:19am 
Thanks for the fast update! Love the addition of books in the loot table.
D9sinc Mar 14, 2024 @ 11:04pm 
Ah my mistake, I didn't see it in the above, I should've checked change logs too. Thank you as always.
FrozenSnowFox  [author] Mar 14, 2024 @ 10:48pm 
@D9sinc
I already updated it yesterday to do just that. I'll likely be adding more to the loot table when the dlc releases too.
D9sinc Mar 14, 2024 @ 10:01pm 
Weird request but would it be possible (if not done already) to have books in the loot? I really like the new books of 1.5 and think it would be nice to find some books especially when some can have the description about being written centuries ago.
FrozenSnowFox  [author] Mar 14, 2024 @ 5:34am 
@Freeasabird🕊
That's a tale lost to time I'm afraid (I forgot long ago).
Freeasabird🕊 Mar 14, 2024 @ 5:26am 
So..What was in the Box?
FrozenSnowFox  [author] Nov 18, 2023 @ 1:28am 
@Annabellee
No this mod is not part of my tweaks collection so you'll need both mods. My mods that are I've marked as incompatible and listed in the description on the workshop page that its part of my tweaks collection.
Annabellee Nov 18, 2023 @ 1:21am 
is this part of Tweaks or have to have both?
Rips Nov 11, 2023 @ 8:26pm 
Thanks. These events are so annoying as by the time you can regularly go to clear the world map of them the loot is just absolute crap and not worth it.
FrozenSnowFox  [author] Nov 3, 2023 @ 6:08pm 
@Komyeta
No problem, looking at the files it actually replaces the loot tables I modify and changes how ancient complexes spawn. The loot table issue can be solved by loading my mod after. As for the ancient complexes I'd really need to compare them in detail to say what's happening. Although I guess it comes down to personal preference if you think the spawning changes are an improvement or not.
Komyeta Nov 3, 2023 @ 10:48am 
Confirmed, Uninstalling Quest Reward Rebalance did solve the issue. The big red sealed crates appeared on the first ancient complex I visited after uninstalling that mod. Sorry for the mistaken accusation previously. Beware of the incompatibility / conflict!
Komyeta Nov 2, 2023 @ 5:03am 
Oh aw man, that must be it then. I am playing with "Quest Reward Rebalance" too. I didnt know they would conflight together, didnt think it would lol, I'll do some testing by disabling that one then!
FrozenSnowFox  [author] Nov 2, 2023 @ 4:25am 
@Komyeta
This mod makes no changes when it comes to the actual spawning mechanics of the loot boxes. I believe the loot boxes themselves are all weighted based on your colony wealth. Crates being the most rare tend to show up primarily mid to late game when you have larger complex's and high colony wealth.

I do know one of the quest reward overhaul mods messes with how ancient complex's spawn. So if you're using one of those that could potentially be a reason for a noticeable change but it could also simply be bad luck. Rimworld has some pretty crazy RNG spurts both good and bad.
Komyeta Nov 2, 2023 @ 4:18am 
Hmmm.... I downloaded this mod a long time ago. Ando coincidentially every since i did, I havent been able to find any of the big ancient sealed crates (red ones) inside any ancient complex that I visit, I only find the small ones. Is this mod working as intended for enyone else? I cant tell if im having a conflict or something.
FrozenSnowFox  [author] Aug 31, 2023 @ 3:52am 
@Collector
I think the hairs are from about three or four different mods. Here's a list of all the hair mods I use these days. A few are still tagged as 1.3 but they're hair mods so they work fine.

Eccentric Extras - Angel Hairs
Erin's Hairstyles - Redux
Erin's Hairstyles 2
Gw hair mod
GOPNI VanillaHair Replace (Continued)
Lolidrop's hairshop
Rimsenal - Hair pack
Roppoi hair
Roppoi Hair - Upscaled
Roo's HD Hairstyles
Spoons Hair Mod
Won hair_men
Won hair_women
AFU女士发型_Women's hairstyles
AFU男士发型_Men's hairstyles
Collector Aug 31, 2023 @ 3:19am 
ok but i need to know what mod gives those hair styles
FrozenSnowFox  [author] Aug 25, 2023 @ 9:32pm 
@TotallyBatman54
The only change to the about file was to add Vanilla Psycasts Expanded to the load order information. If you have the mod make sure this one is loaded after. Also try unsubscribing and resubscribing maybe steam corrupted the files. It wouldn't be the first time, it seems to happen a lot these days.

As for what the error supposed to mean, I'm not sure. It sounds like its saying something important is missing from the file which should only happen if the file didn't download right.
TotallyBatman54 Aug 25, 2023 @ 5:09pm 
After the aug 23rd update I am getting this error:

Exception loading file at C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2559244124\About\About.xml. Loading defaults instead. Exception was: System.Xml.XmlException: Root element is missing.

it is saying that the version is incompatible. Help?
FrozenSnowFox  [author] Aug 24, 2023 @ 9:29pm 
@Not a Skaven
Yes you can add or remove without issue. It's only changing the loot table.
Not a Skaven Aug 24, 2023 @ 3:36pm 
Can this be added or removed from existing saves?
danzloblaha13 Jul 24, 2023 @ 1:11pm 
before yesterday barely had any chance to test this mod, but on my 1st bigger random map expedition off normal settlement radius (after completion i found out that it was for the Relic discovery initial mission .. lucky .. but even more suprise was in random loot crates ... 1st .. Masterwork armor chest piece of voidarmor or somethign for Mechanoid set and later 2nd was Mechlord Helmet Legendary !! Nice finally something else than hyperweave fabric or some milk cargo drop (^-^)/ thanks for mod
The Wizard of Nova Scotia May 27, 2023 @ 3:48am 
wonderful!
FrozenSnowFox  [author] May 27, 2023 @ 1:37am 
@The Wizard of Nova Scotia
That's a good idea, I'm surprised nobody suggested it sooner. I've added a loot table which includes all the mechinator items mechlink, its addons and mech chips.
The Wizard of Nova Scotia May 27, 2023 @ 1:14am 
sorry if this had already been asked but could you make mechlinks part of the loot as well?
KiTA May 17, 2023 @ 12:57pm 
Yup, just noticed that. It started working again after I removed those two mods, but stopped working again. Debugging Rimworld is the most infuriating thing I've done in a while, especially since the only clues I have is an error about "Quest signals" and when the Vault quests should (maybe) trigger at random (~30 days) instead I get a message that "Mechanoids are going home."

Ah well, time to play "half and half" until I narrow it downish, I guess. Sorry for the scare.
FrozenSnowFox  [author] May 16, 2023 @ 8:56pm 
@KiTA
Those mods are entirely xml and they only touch the loot tables of what they're changing. There's no reason it would cause issues like that. Especially since VFE Ancients is unlikely to use either of the loot tables they change.