RimWorld

RimWorld

Vanilla Base Generation Expanded
213 Comments
amortis87 2 hours ago 
Well that sucks. Thanks for letting me know. Might be a stupid question, but would it still work if I played on 1.5?
Sarg Bjornson  [author] 4 hours ago 
Yeah, and we can't fix it. Due to a Steam error, this mod can't be used in 1.6 on a 1.5 save
amortis87 4 hours ago 
I'm trying to continue a save from 1.5 but for some reason it says this mod is both missing and being added, and when I try to load that save it says "error while generating a map"
Johnny Jul 30 @ 4:02pm 
Mod is working fine, jumped around to 20 different locations and they all spawned correctly. Might be a mod mismatch for the two calling it borked? Not sure about the slave issue since I murdered everyone.
R41N Jul 29 @ 12:00pm 
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 Jul 29 @ 11:04am 
Only enemies are on the map... maybe some slaves and square of turrets not connected to anything. Shame.
biggyzs Jul 29 @ 11:00am 
@SiCall is right. Yep, mod is gigaborked in 1.6 and generates empty bases.
3 Kobolds in a Trenchcoat Jul 28 @ 5:57am 
@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 Jul 28 @ 2:50am 
@theygotmyasstheygotmyass yes

@Runic yes
Reaper415 Jul 28 @ 1:16am 
@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 Jul 27 @ 11:37pm 
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 ?
Asgore running over Dess Jul 20 @ 11:41am 
is this compat with better exploration loot?
Sarg Bjornson  [author] Jul 19 @ 11:28pm 
Second thing, the first one we know why it happens, but it's very hard to fix
Cleric_McManus Jul 19 @ 4:13pm 
@Sarg Bjornson Were you saying that there isn't a fix for expanded bases spawning partially underwater, or was that a response to someone asking about whether their 1.5 save could be salvaged?
Sarg Bjornson  [author] Jul 14 @ 7:53am 
You can't remove any mods from a save
☠Black Knight Jul 14 @ 7:52am 
Since I can't seem to find this info anywhere, is this mod safe to remove from a save game? I know it says safe to add, but what about removing? It's currently causing a bug that prevents me from being able to open the debug menu.
Sarg Bjornson  [author] Jul 12 @ 10:53pm 
I don't think there *is* a possible fix, sadly
Peluceus Donmian Jul 12 @ 6:42pm 
Will there be a fix / is it being investigated or should I just scrap my unfortunately rather invested save
Sera ˚ʚ♡ɞ˚ Jul 12 @ 5:08pm 
I am getting "map generation error" on my favorite main save. What do I do?
Cleric_McManus Jul 12 @ 11:11am 
@maxvmaxvmax How many bases did you find partially spawned under water?
maxvmaxvmax Jul 12 @ 8:12am 
yo, i got a bug with the new odyssey dlc, some bases go into the water and don't function correctly, it sucks when the bases power source spawns in the water and now all the turrets don't work, making the whole raid to easy. just hoping you are aware of this.
Sarg Bjornson  [author] Jul 11 @ 11:08pm 
No
Cleric_McManus Jul 11 @ 4:15pm 
@Sarg Bjornson Does this mod change ancient complexes, since one of Odyssey's changes was to build those up make them more impressive?
Rastem Jul 11 @ 3:16pm 
Looks like somewhere between 1.5 and 1.6 the packageID changed from vanillaexpanded.basegenerationexpanded to vanillaexpanded.basegeneration. That would cause rimworld to think it is missing or to remove the mod.
Nimn Jul 10 @ 10:36pm 
How the... Mod added, mod removed, yet mod is the same one as i've had for months. It's saying both despite being the same mod. Wtf rimworld update coming? My mind is already messed up. Only happened for this mod so i'm assuming the new map and space stuff is causing it.
Nimn Jul 10 @ 10:03pm 
Similar issue. Disabled itself, not a big deal. but i use rimwar and the patch for them and it says it's not enabled, yet it's on the list above it. Not sure if it'll be fine or not, but figured i should mention it.
Auspician Jul 10 @ 11:29am 
Maybe this mod needs a different version for 1.5 and 1.6. I was able to get it to work (mostly? I ham having some other issues that may or may not be related) by unsubbing, then resubbing. But Rimworld still said that my save file was adding a new mod called Vanilla Base Generation Expanded and also Vanilla Base Generation Expanded was not installed.
constantdisplay Jul 10 @ 9:56am 
same here lol, on 1.5 and the mod is being auto disabled even after re-enabling and restarting game
Sarg Bjornson  [author] Jul 10 @ 5:23am 
The mod is not compatible between 1.5 and 1.6, it seems
Peluceus Donmian Jul 10 @ 5:12am 
wdym the save cannot be recovered I got the same problem so I came here to see if I maybe unsubbed or something but no Im still subbed
Sarg Bjornson  [author] Jul 10 @ 5:04am 
Steam being a PoS. Chances are that save cannot be recovered.
Auspician Jul 10 @ 4:55am 
Having the same issue as zeus57007 - I didn't change my mod load order, I still show subscribed to this mod in Steam, but when trying to load my long-running savegame it says that this mod is no longer loaded. Even after clicking 'load mod list from save' and allowing the game to reload it STILL shows not active. What's going on?
Leozingameplays Jul 9 @ 9:25am 
Looks like the civil bases are the ones that have absolutelly nothing to get, others has reasources. Very strange behaviour but ok.
zeus57007 Jul 7 @ 12:15pm 
I was gonna say, tried loading my save on 1.5, and it says this mod is unsubscribed. wtf?
Król Artem Jul 7 @ 5:52am 
having the same issue with azerbaijan on 1.6
Leozingameplays Jul 6 @ 8:01pm 
Hey, I have a question... do you happen to know if this is normal behaviour? I invadade 2 settlements, and in both found 2 problems: some turrets are too far from eletrical cables and were off, and there was literally not a single item on the place, not even a piece of wood. Just the items on the enemy pockets. Make very little sense to go over the danger of destroying a settlement just to get absolutelly nothing out of it, not even the shop inventory of the settlement
Sarg Bjornson  [author] Jul 6 @ 2:17pm 
@spincrus: The packageid for this mod changed... 15 months ago...

But then the push somehow got botched, and the changes are taking effect now. The mod shouldn't have been compatible between 1.4 and 1.5, and instead it isn't between 1.5 and 1.6, and we are discovering it now
Azerbaijan_Technology Jul 6 @ 2:04pm 
I'm testing with just the framework and this mod on and it still doesn't work. There was a 1.6 update a few days ago that changed the xml structure, could be something with that.
spincrus Jul 6 @ 1:44pm 
did the package ID get updated on this mod? it failed to load on my save, had to re-add.
Azerbaijan_Technology Jul 6 @ 1:37pm 
"Failed to find Verse.MapGeneratorDef named KCSG_Base_Faction_NoBridge. There are 18 defs of this type loaded."

Nothing is generated on 1.6.
Sarg Bjornson  [author] Jul 6 @ 7:23am 
It surely is because reasons
FINALEV Jul 6 @ 7:18am 
Why is it that when I arrive at an enemy stronghold, nothing is generated and it prompts that the stronghold has been destroyed? If I attack a neutral stronghold, the mod doesn't work.
ParGellen Jul 6 @ 2:13am 
Bug reporting form is bugged and I can't report this bug or the one with the form. It keeps telling me "* Indicates required question" on my username which it won't let me edit or change.