RimWorld

RimWorld

Junkyards for VVE - Tier 3
44 Comments
Mirvra Aug 11 @ 8:42am 
Uh, everyone that's asking for 1.6, you are aware that 1.6 update added a camp function for vanilla caravans that spawns a map right? Finding T3 vehicles in 1.6 is hilariously easy...
The snack Aug 10 @ 10:52pm 
will this mod get 1.6?
Latex Santa Aug 3 @ 2:08pm 
@EricRomman69
>Required DLC: Ideology
Quite simply, no.
It uses code from Ideology and may cause very big errors.
Or not work at all, if you're lucky.
EricRomman69 Aug 2 @ 8:13pm 
stupid question can i play it without ideology dlc? (im poor af)
Devious_Soldier Jul 31 @ 8:36pm 
Mid save shouldn't be a problem
Sakujo Jul 28 @ 9:39am 
this mod sounds really good. Can it be added to a save mid-game? Also yeah 1.6 would be fantastic!
Latex Santa Jul 28 @ 1:02am 
@turkler
I'd much rather have this mod than spawn in a vehicle wreck of my choice then delete 20k silver from my stockpile.
Can we expect an update to 1.6 for this mod in the foreseeable future, please?
Devious_Soldier Jul 18 @ 8:54am 
@bonezone I'm using it but I haven't had a junkyard spawn in over a year. I haven't tried to force one, idk if there's a dev mode command for that or not.
Bonezone Jul 12 @ 12:53am 
does this work with 1.6?
Hadley Jun 25 @ 2:09am 
Love this mod. Fits in seamless and you no longer have to make 25 camps to find what you want.
Mister Jay - Dk Jun 9 @ 3:07am 
Can't seem to find a setting for adjusting frequency of quests. Any chance for that to be added?
turkler  [author] May 8 @ 8:48pm 
@Zoe, the Bad Wolf a fair bit of work but you could do it. you would need to export your layour using the ve framework and patch it into the GenStepDef, under structureLayoutDefs
Zoe, the Bad Wolf May 8 @ 8:38pm 
@Author, how easy/hard would it be to add a new map to the selection of your mod?
NuanKi May 6 @ 3:36pm 
Thanks, i was tired of creating camps over and over
turkler  [author] May 5 @ 7:02am 
should be fixed now, blame steam for not accepting my updates for some reason
Inglix May 5 @ 4:39am 
So I was getting some errors that didn't make much sense, until I realized that this mod and your Mechanitor Encounters mod both use the same assembly name. Because of that you can't use them together, since once Rimworld has loaded a given assembly it will ignore any further assemblies of the same name.
Yrm1e May 1 @ 5:05pm 
*squints*
jupiter Apr 26 @ 2:56pm 
Is this compatible with Ce (Character editor)
WW2Wonder Apr 26 @ 2:43pm 
CE? (joke)
turkler  [author] Apr 26 @ 1:29pm 
yay, thanks for the praise everyone
Rigoberto's Apr 26 @ 1:10pm 
Award and like for any mod that adds fun poi to the world to go visit
vin Apr 26 @ 9:26am 
turkler putting out good mods as always
Maty the Fluff :3 Apr 26 @ 8:15am 
Such a simple, perfect, simple mod. I love it. Thanks, turkler!
SalmonToastie Apr 26 @ 3:52am 
@turkler what you've made is a more interesting way to acquire wrecks.
#6 Apr 25 @ 10:27pm 
Oh wow, I didn't know that. If that's the case then yeah I guess it doesn't really change balance at all.
turkler  [author] Apr 25 @ 9:02pm 
@#6 you're guaranteed to find wrecks in map tiles with roads, though. the mod doesn't explain this to you but you can repeatedly settle highway tiles and always find wrecks. you can even pop open the xml and see that there's different odds for tiles with no roads, some roads and highways.
#6 Apr 25 @ 3:31pm 
What I meant by 'mostly free' was the fact that without this mod it's entirely random chance that you find a wreck when you generate a map. With this mod you just get them guaranteed.

Just my two cents, I'm using the mod either way since I can always just choose to not go to the site if I don't want to. And since I forgot to say it before, nice mod definitely using it in my next playthrough.
d_valroth Apr 25 @ 3:23pm 
Work sites. They were added in Ideology so that Raider meme would have something to raid other than faction bases (thus starting wars).
falconer1498 Apr 25 @ 2:49pm 
@turkler Spunk still doesn't know which mechanics are dependent upon Ideology
turkler  [author] Apr 25 @ 12:28pm 
@Spunk if you look at the info bar you'll see that ideology is listed as a dependency so if you don't have ideology you can't play with the mod
Spunk Apr 25 @ 12:07pm 
what mechanics are ideology dependent? i don't have it :/
turkler  [author] Apr 25 @ 9:59am 
@Zoe, the Bad Wolf yay, thank you
Zoe, the Bad Wolf Apr 25 @ 8:39am 
@Author,
Great mod and concept. :)
Rimworld lacks more events for exploration such as this and in my honest opinion, your design was very good for this mod. Thanks for this! :D
turkler  [author] Apr 25 @ 3:50am 
@Flockerkill no that would be awful actually
Flockerkill Apr 25 @ 3:08am 
another option could be a consumeable item that generates one nearby, similar to the urban ruins mod
and that item can be in the pool for the trades , like an exotic good trader
turkler  [author] Apr 24 @ 11:29pm 
@#6 they're not 'mostly free' restorations still cost a pretty penny. this is no different than base vve tier 3 progression, you just now have a way of locating wrecks that's a lot more 'comfortable' I guess.
#6 Apr 24 @ 5:30pm 
I like the idea of this but I don't like that the event is on a timer, I think it'd be better if it were part of the pool of random event so you aren't guaranteed a parking lot of mostly-free vehicles every month.
A Real Rain Apr 24 @ 5:15pm 
Something like this really should've been in VVE since the start. The way they implemented the wrecks system makes no sense at all.
niewielebrakowalo Apr 24 @ 12:55pm 
that looks great! will there be threats on the maps as well? ambushes and such
Baba Evac Apr 24 @ 11:49am 
Had the same problem my self wonderful mod
ZX Zero Apr 24 @ 7:58am 
Works with Vehicles Wrecks Expanded?
Опарыш мощный Apr 24 @ 5:05am 
Excellent idea! :winter2019surprisedyul:
MetaVandetta23 Apr 24 @ 4:10am 
This is actually genious! Add this with like mod, with deconstructable vehicles for part and thats makes this venture very nice.
Aizuki Apr 24 @ 2:48am 
sad thing i dont have ideology