RimWorld

RimWorld

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Vanilla Base Generation Expanded
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Mod, 1.4, 1.5, 1.6
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6.301 MB
Apr 2, 2024 @ 4:19am
Jul 2 @ 10:52am
3 Change Notes ( view )

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Vanilla Base Generation Expanded

In 1 collection by Oskar Potocki
Vanilla Expanded
109 items
Description


See change notes



This is a reuploaded Vanilla Base Generation Expanded that will work on versions 1.5 onward. If you're on 1.4, please subscribe to THIS instead.

Vanilla Base Generation Expanded is a mod many have been waiting for. Probably one of the most disappointing aspects of venturing out in a caravan in RimWorld is the fact that no matter where you go and no matter what base you raid, after you’ve seen one, you’ve seen them all. Vanilla Bases tend to often resemble so called ‘20 granite door borg cube bases’.

Kikohi set out on a mission to fix that, and with the help from our testing community, we have created a huge library of assets that the base will pull out of, procedurally generating unique villages, towns and megabases every time you visit a new location.

The look of the bases and the assets use vary from faction to faction - tribal villages will have swathes of farmland around them, whilst pirate bases will be essentially bunkers with mortars and automatic defenses.












[forms.gle]



Authors:

Kikohi, a programmer responsible for the mod.

Oskar Potocki, an artist responsible for the art and description

Vanilla Testing Expanded community, for helping us with prefabs

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Does this mod work with Better Faction Bases, Bigger Faction Bases, Larger Faction Bases etc?
A: Yes, but every faction that derivate from the vanilla faction will use this mod generation instead.

Q: Does this mod affect any modded factions?
A: Yes, every faction that derivate from the vanilla faction definitions.

Q: Can I disable some aspect of the mod?
A: No, it comes in as a package. You’re either accepting all of it, or none of it.

Q: Do I need VE framework for it to work?
A: All the faction mods require Vanilla Expanded Framework to work. Make sure you always have the last version

Q: Is this mod making the game harder?
A: It will make attacking bases slightly more difficult, with more turrets and defenders, but also make attacking them much more fun and rewarding!

Q: Is this mod save game compatible?
A: Yes.

Q: Why did you reupload the mod?
A: Previous version was uploaded by Kikohi who has left the modding scene, thus we're no longer able to update it.



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192 Comments
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.