RimWorld

RimWorld

[FSF] Better Exploration Loot
323 Comments
Dirty Mouse Balls Aug 24 @ 4:20am 
@frozensnowflake after reading your comment i reinstalled this mod and i am no longer getting rich. it must of been reacting with another mod to give me ridiculous drops. thanks
CrazyBlot Aug 23 @ 10:51am 
@FrozenSnowFox finish my experiments with psylinks neuroformers. Your were right. Full random. In long run i have roughly:
- 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.
FrozenSnowFox  [author] Aug 20 @ 11:10pm 
@Zombie967
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.
Zombie967 Aug 20 @ 11:08pm 
Odyssey enabled. I was struggling to get adv components or unique guns form sealed crates or Hermetic crates. possible bad rng or different places have different loot tables for sealed crates that im unaware of im not sure. just reporting my experience from an 8 hour play through. No other mods that edit loot tables. And as soon as I disabled this mod and deved sealed crates the 5th one i opened had 6 adv components again unsure if there's a correlation.
FrozenSnowFox  [author] Aug 20 @ 3:26pm 
@johnny23
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.
johnny23 Aug 20 @ 8:40am 
funciona para la 1.5?
FrozenSnowFox  [author] Aug 19 @ 2:47pm 
@Quartino
The loot should be generated when the map is.
Quartino Aug 19 @ 2:46pm 
Anyone know if I add this mod in an existing save right before I crack open an ancient danger if it'll affect the inside? Is the loot determined when the map is first generated or after it's revealed, or when the actual loot crates get opened?
FrozenSnowFox  [author] Aug 19 @ 1:11pm 
@VooDoo
As per the description Better Camp Loot is obsolete and has been replaced by this mod which includes all of my loot mods together.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.
VooDoo Aug 19 @ 5:47am 
So Better Exploration and Better camp are incompatible. which is better to use?
why two?
Lacedaemon Aug 19 @ 3:37am 
Is it compatible with the mod: "World Tech Level"?
FrozenSnowFox  [author] Aug 18 @ 5:01am 
@Bolshevik
Yes, it's safe to add or remove midsave.
Bolshevik Aug 18 @ 5:00am 
Hey thanks for making such a great mod, is it save game compatible?
FrozenSnowFox  [author] Aug 17 @ 4:11am 
@Dirty Mouse Balls
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.
Dirty Mouse Balls Aug 17 @ 3:55am 
I liked the idea of this mod, but i found it overpowered. after the first 2 times i camped i got rich. I was expecting having one or two useful items, not 20 stacks. :)
FrozenSnowFox  [author] Aug 15 @ 11:36pm 
@Michigancubed
No, those mods use their own loot tables for spawning items.
Michigancubed Aug 15 @ 11:13pm 
Would this mod interfere with loot from other mods that add explorable locations like ancient urban ruins or Go Explore?
CrazyBlot Aug 15 @ 2:02am 
@FrozenSnowFox i have an unuprooved idea why i recieve so much neuroformers in preview game. I am testing it right now. Will report when finish.
FrozenSnowFox  [author] Aug 14 @ 12:48pm 
@CrazyBlot
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.
CrazyBlot Aug 14 @ 12:33pm 
@FrozenSnowFox thank for advice! I feel very strange about "rarity" previews game i made 4x6lvl psy casters do not suppose that it were luck...
FrozenSnowFox  [author] Aug 14 @ 12:13pm 
@CrazyBlot
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.
CrazyBlot Aug 14 @ 10:25am 
Hello! Author pls explain me where Neurolinks can be found right now with that mod (no found in space missions i have :( ). Perhaps this item specific to some certain exploration object such as Ancient's Complexes?
Eclipse Aug 14 @ 6:46am 
How about adding roo’s paintings to the art loot pool?
FrozenSnowFox  [author] Aug 13 @ 11:58pm 
@Ege
Yes, it's safe to add or remove midsave.
Ege Aug 13 @ 11:54pm 
Is it save mid-game friendly?
Muffin Aug 13 @ 8:15pm 
What a fast answer o: Thanks a bunch! c:
FrozenSnowFox  [author] Aug 13 @ 7:31pm 
@Muffin
It's from Big and Small Genes, it's the Fluffy Angel Wings.
Muffin Aug 13 @ 7:16pm 
Sorry if the question is stupid, but what mod did you use for those awesome wings in the 5th screenshot? I NEED them. D:
ThatEvilFella Aug 13 @ 2:37pm 
@KnochenKalle you just need a simple camp no resettling required, although if you have high enough mining on a couple pawns and you give them drill arms you can bang out a deposit in less then a day and not even need to set anything up
KnochenKalle Aug 13 @ 6:18am 
Thanks for your quick reply. So the LRS finds resources around the world. can i mine them with a simple camp, or do i have to settle there? thanks again
FrozenSnowFox  [author] Aug 13 @ 6:07am 
@KnochenKalle
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.
KnochenKalle Aug 13 @ 6:01am 
Thanks for all your contribution. Just resently started a new vanilla game after like 10 years of absence, a lot has changed. i noticed the resource problem. am i realy not able to get resources like plasteel or jade without settling new or trading? not even camp? and what is the longrangescanner for then? the deep driller must yield something...
M00N_MAN Aug 11 @ 10:00pm 
Maybe dude. I'm starting a new run soon on the hardest difficulty with a grav ship so if I get a large amount again i can light them on fire and throw them at the mechanoid hordes. I do tend to have horrible rng, but thats life as a randy simp.
FrozenSnowFox  [author] Aug 11 @ 9:52pm 
@Albanian_Travis_Scott
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.
M00N_MAN Aug 11 @ 9:28pm 
I keep getting a huge amount of anomaly books so idk if it's this mod or vanilla expanded books in general
Spunky McGoo™ Aug 11 @ 4:28am 
my research specialist churns out scans every 30 seconds at this point but if he didn't it might be a bit op
FrozenSnowFox  [author] Aug 11 @ 3:26am 
@Spunky McGoo™
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.
Spunky McGoo™ Aug 11 @ 3:18am 
Does this change the lumps you get from the long range scanner, or did i just happen to get a tile that had 3 different resources on it after i installed the mod?
Cloud Strife Aug 11 @ 2:57am 
magnificent :steamhappy:
FrozenSnowFox  [author] Aug 10 @ 9:41pm 
@Manlor
Yes it's a compilation of all of them and how I will be releasing them going forward. Hence the preview images.
Manlor Aug 10 @ 9:37pm 
Does this replace your other Better Loot mods that were separate?
llamalord4444 Aug 10 @ 4:45pm 
@FrozenSnowFox

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.
FrozenSnowFox  [author] Aug 10 @ 4:40pm 
@llamalord4444
I plan to keep it on by default but I suppose I could add an option to disable it.
llamalord4444 Aug 10 @ 4:36pm 
Would it be possible to add mod options to enable/disable certain elements of the mod. For example I want the mod rebalance without adding ore spawns to encounter maps
FrozenSnowFox  [author] Aug 10 @ 2:34pm 
@Nathan Gigglefart
It should be safe to add and remove midsave without issue.
Nathan Gigglefart Aug 10 @ 2:32pm 
can i add midsave???:spiffo:
ANGEL Aug 9 @ 5:50pm 
great mod thx:steamthumbsup:
FrozenSnowFox  [author] Aug 9 @ 3:37pm 
@ddrake4
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.
ddrake4 Aug 9 @ 8:37am 
Is there a way to disable pulling rewards from a certain mod? I'm using Obsidia Expansion which adds super late game horrifically overpowered items and I'd like to avoid anything from the mod showing up in random loot pools until I'm at the point where it makes sense to get them.
9mm Aug 9 @ 7:36am 
I think you made this mod just to show people this funny cartoon.