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- 2 pairs x 2 times from Grav Cores Sites (Falling platforms)
- 1 pair form orbital stash
- 1 alone link x 2 times from spawned Ancient Complex (form ritual reward)
8 links total on very long run with full gear upgrade before final mission.
Also i can coinfirm that quests with psy-lniks as reward seems to work as described on wiki (guranted on year basis).
So if you want psyonic better to reserve ship's room for throne room.
Unique guns should actually be more common overall as they were added to numerous loot tables. Advanced components however are likely to be significantly less common due to the large additions of other loot options.
I haven't tried it. It think it could technically work for 1.5 but you'd probably have to change the about file and loadfolders for Rimworld to accept it. That's not something I'll be doing.
The loot should be generated when the map is.
As per the description Better Camp Loot is obsolete and has been replaced by this mod which includes all of my loot mods together.
@Lacedaemon
No clue, you'd have to test it. However the loots pawning should largely act the way vanilla does.
why two?
Yes, it's safe to add or remove midsave.
Two times is a very limited data set. It's also not that rare that some people get insanely lucky after installing the mod scream its overpowered then uninstall it.
What exactly did you find, where and what do you mean by 20 stacks? The mention of 20 stacks makes it sound like an unintended bug.
No, those mods use their own loot tables for spawning items.
That definitely sounds like luck or it required a very very large amount of loot boxes. If you open the files you'll see the weighting of Psylink Neuroformers. While high value boxes give a decent chance at finding them they are still quite rare. In less valuable boxes they are even rarer.
They can be found in pretty much every loot box. However they are rare drops, you won't find them by actively hunting them. You'd be better off adding a mod that allows you to buy them from vendors.
Yes, it's safe to add or remove midsave.
It's from Big and Small Genes, it's the Fluffy Angel Wings.
That is a very long time to be away from the game. In vanilla the best way to get plasteel or jade outside of trading is the scanners. The Ground Penetrating Scanner let's you endlessly scan your own map for new resources while the Long Range Mineral scanner endlessly finds mineral deposits around the world map. Quests can be a good source of plasteel especially in the later game where they can award over a thousand.
Well this mod doesn't touch reward items outside of the loot tables. I added a books node to a couple loot tables that didn't have one and I allowed tomes in the book node where it was present. However the Book node itself is a bit less common than other common loot and including tomes there's about 5 types of books that can be chosen. When the loot drops it grabs from those 5 types but there's nothing stopping it from dropping multiple tomes or skill books. So overall you'd have to encounter a string of weird RNG to get lots of books with a large amount of them being tomes.
It enables the ability for random resources to spawn on encounter maps. Those are maps generated by things like camps, caravan ambushes and probably mineral scanner sites. In vanilla normally you can only get resources spawning on gravship landing sites or tiles you settle on. I'll be adding a mod option sometime soon to disable it since some people don't like it.
Yes it's a compilation of all of them and how I will be releasing them going forward. Hence the preview images.
Oh of course I expect it to be kept in by default. But a simple option menu to tweak which elements you want enabled would be great to include.
I plan to keep it on by default but I suppose I could add an option to disable it.
It should be safe to add and remove midsave without issue.
You'd have to manually add the ThingDefs of the items to the loot table options that can spawn it. It depends what the mod adds but it'd likely be the Quest Loot, Weapon and Armour options since those are very open and not specific. If you look through the files you should see the core quest loot has things disabled like hyperweave and luciferium. You basically just need to add that disallowed node and fill it with <li> nodes of the ThingDefs you want to disallow. You can also disable things with tags or categories but that's likely to catch other stuff unless the mod uses unique ones.