边缘世界 RimWorld

边缘世界 RimWorld

[FSF] Better Camp Loot
87 条留言
FrozenSnowFox  [作者] 9 月 13 日 下午 3:14 
@Datura87
Items like apparel and weapons are based on the tech level of the owning faction. So if you attack spacer or ultratech factions you'll have a good chance of ending up with very high quality high tech equipment. I removed the threat point scaling because it didn't work as intended with my changes so as a side affect the defending force has no bearing on the quality of the loot.
Datura87 9 月 13 日 上午 11:57 
A legendary quality Prestige Cataphract Armor from a base guarded by 1 boar and 1 turret. Seems a slight bit overpowered :P
Anyway, going to check out the new version "Better Exploration Loot" you have suggested to get for 1.6.
Arlington 9 月 11 日 下午 2:13 
i got over 100 ambrosia from a single camp, man i love this mod
FrozenSnowFox  [作者] 7 月 19 日 下午 3:02 
@Urek
The files in the new mod are directly copied from this mod. The mods are also simply loot tables so there's no reason it should cause issues to swap to the compilation mod.
Urek 7 月 19 日 上午 11:09 
@FroozenSnowFox is it safe to disable this mod and enable that new one mid save?
deadmanreaper13 7 月 16 日 上午 2:26 
o7
FrozenSnowFox  [作者] 7 月 15 日 下午 11:30 
This mod is now discontinued. You can download the new version Better Exploration Loot at the link below. It includes this mod, my other loot mods and support for the Odyssey DLC.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3526957922
SmellyFishNuggets 7 月 6 日 下午 3:20 
its happened twice and i hate it :(
FrozenSnowFox  [作者] 7 月 6 日 下午 2:22 
@SmellyFishNuggets
Raw food is one of the possible outcomes. That doesn't sounds like its an issue.
SmellyFishNuggets 7 月 6 日 上午 7:59 
for some reason the factions loot has only food and what ever else in their storage
Johnald P. Redham 6 月 21 日 上午 10:39 
Great work, you're a ninja, Harry. Thank you!
BrGuardian 6 月 10 日 上午 5:54 
Without this mod, camps are just free basic components and a small battery
SmellyFishNuggets 4 月 11 日 下午 7:23 
@FrozenSnowFox :( if only coding was so easy this game would have a insane overhaul mod
FrozenSnowFox  [作者] 4 月 11 日 下午 4:43 
@SmellyFishNuggets
I'm afraid that would take coding and someone far more skilled than myself. So far nobody has thought to undertake that so we're stuck with my simplistic implementation.
SmellyFishNuggets 4 月 11 日 下午 4:28 
you should fix this where the loot is realistic so like depending on their technology and depending on how big their army is will depend on what they have so tribals will have slingshots and lots of pemmican and healroot stuff and leather and tribal clothes and wood and steel but not a lot just stuff they found and its not a specific number but instead its a random number so like 1239 pemmican and 2356 sling bullets (from that one mod) instead of 2000 sling bullets and 1500 pemmican something that would feel as if they are a real colony and not ai
FrozenSnowFox  [作者] 1 月 12 日 下午 11:42 
@Ilya_Repin
As far as I'm aware it creates quests via existing methods so it should work fine for them.
Yamamoto_Isoroku 1 月 12 日 下午 11:29 
Will the bandit bases created RimQuest https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2263331727 also get more loot with this mod?
Dizzy Ioeuy 1 月 11 日 下午 5:06 
Yeah good point. I got rid of Vanilla Events expanded as, when I really looked at it, not a single one of the events it added was anything interesting or fun for me,. So using mostly actual vanilla events (all DLC) right now.
FrozenSnowFox  [作者] 1 月 11 日 下午 5:01 
@Dizzy Ioeuy
Things can get quite rare with the vanilla quest numbers with a lot of content. One of my mods can adjust the quest frequency if you're interested in that.
Dizzy Ioeuy 1 月 11 日 下午 4:58 
oh ok. that set up an outpost quest has been really rare for me, so guess I've never gotten to see the better loot. :)
FrozenSnowFox  [作者] 1 月 11 日 下午 4:54 
@Dizzy Ioeuy
No those already have specific loot. It's for the "bandits have set up an outpost" quests. I think it might also apply to settlements but you're better off using the VE mod for base generation to make them actually resemble bases.
Dizzy Ioeuy 1 月 11 日 下午 4:52 
So this is for quests like... "You hear about a lumber camp in the area..." those ones? Or just bandit/raider settlements?
FrozenSnowFox  [作者] 2024 年 11 月 22 日 下午 1:37 
For faction bases you'll want the mod Vanilla Base Generation Expanded. It changes the weird bare-bones random generation with proper presets that have functional buildings and appropriate loot.
MichalPl111 2024 年 11 月 22 日 上午 9:09 
is ther a mod to make enemy base generate loot?
FrozenSnowFox  [作者] 2024 年 5 月 16 日 下午 3:29 
@8
There's a bunch of variations when it comes to how bandit camps generate. I know at least one or more of them don't actually generate with the loot table because that's how they're set up. I think what you encountered might have been a coincidence because I'm pretty sure OpportunitySite_Bandit camp can also generate without loot on occasion.
8 2024 年 5 月 16 日 上午 10:11 
I think this only affects a very specific type of bandit camp generated from quests. I couldn't find any new items from faction bases. I tried using devmode to generate bandit camp quests, and the only one with an affected loot table was OpportunitySite_Bandit camp, which is the bandit camp quests where some nearby faction asks you to go and kill pawns and turrets. Mission_BanditCamp, which is the camp that generates for the quests where they provide you a shuttle, are also not affected by the loot table changes.
FrozenSnowFox  [作者] 2024 年 5 月 14 日 下午 3:20 
@Chuck
As realMatcher said yes it is. It's a very simple xml mod that changes the loot table. Its safe to add and remove midsave and it shouldn't be incompatible with anything except another mod changing the same loot table.
realMatcher 2024 年 5 月 14 日 上午 11:00 
@chuck Yes, read my comment and the answer from frozensnowfox 10 comments below.
Chuck 2024 年 5 月 14 日 上午 10:02 
Oh. So worksites arent affected, neat.
I guess my next question, is this safe to add to an existing save?
FrozenSnowFox  [作者] 2024 年 5 月 13 日 下午 2:09 
@Chuck
Those are worksites they are a separate thing. The loot table affects bandit camps and I think maybe faction bases.
Chuck 2024 年 5 月 13 日 上午 8:32 
Does this still preserve old camp loot as well? As in, can i still get regular raw resource camps like steel and food in large quantities as well as occasionally find camps that have these high end items?
FrozenSnowFox  [作者] 2024 年 5 月 11 日 下午 4:27 
@General_Degenerate
This mod is balanced around a return of around 1500-2250 market value for raiding a camp. However some loot tables like equipment can roll below or above that depending on the tech level of the camp faction. Apparel and Weapons are tuned to have higher odds and give Masterwork/Legendary quality.

I just put out an update that adds 5 more items (6 with Vanilla Psycasts Expanded) which should dilute the reward pool a little and add some more variety. So equipment should be overall less frequent. If you dislike the balancing you can adjust the weighting and item ranges on your local copy by opening the file in notepad.
General_Degenerate 2024 年 5 月 11 日 上午 10:47 
Is 1 or 2 masterwork/legendary items in each camp the desired result?

I just don't think it's very balanced and would like an option to tone it down somehow, that's all.
FrozenSnowFox  [作者] 2024 年 5 月 10 日 下午 3:40 
@General_Degenerate
This mod cuts out the normal threat value/market value calculation as it didn't allow the desired result. The value is balanced around the idea that bandit camps should be worth about 1-2 security crates from FSF Better Ancient Complex Loot. Its important to remember the loot items are based on the tech level of the faction you're raiding so high tech factions tend to have equipment worth a lot more than lower tech factions.
General_Degenerate 2024 年 5 月 10 日 下午 2:11 
Can we have a setting to tweak the maximum market value of loot that can be spawned?

Thanks.
FrozenSnowFox  [作者] 2024 年 5 月 10 日 上午 2:48 
@realMatcher
If you haven't seen them already. I also have a better loot mod for Ancient Complexes from Ideology and one for Anomaly's events. You can find them on my profile or the attached collection.
realMatcher 2024 年 5 月 10 日 上午 2:46 
@FrozenSnowFox, thanks for the answer.
Nice, another mod for my overloaded mod list. Now I dont need to deconstruct the steel walls to get something out ^^
FrozenSnowFox  [作者] 2024 年 5 月 10 日 上午 2:35 
@realMatcher
It's a very simple xml mod that changes the loot table. Its safe to add and remove midsave and it shouldn't be incompatible with anything except another mod changing the same loot table.
realMatcher 2024 年 5 月 10 日 上午 2:33 
Is this mod save to add/remove to an existing save and are there any known incompatible mods?
pklemming 2024 年 5 月 9 日 下午 10:08 
The problem I find with this and the other 'Better Loot' mods, is that it went from loot that was poor RvR to loot that was far beyond what you should be getting. There really need to be a middle ground.
your_guy_ri 2024 年 4 月 28 日 下午 5:53 
dope mod
FrozenSnowFox  [作者] 2024 年 4 月 26 日 下午 9:04 
@ItzStellix
The one on Cait should be one from Lolidrop's hairshop and the one from Eva is from Won hair_women. Below is a full list of my hair mods and their retextures if you want some more nice ones.

Candy Hairs
Eccentric Extras - Angel Hairs
Erin's Hairstyles - Redux
Erin's Hairstyles 2
Vanilla Hair Retextured
Vanilla Beards Retextured
GOPNI VanillaHair Replace (Continued)
Gw hair mod [hair only]
Hard Times: Hair and Beards
Lolidrop's hairshop
Rimsenal - Hair pack
Rimsenal Hair Retextured
Roo's HD Hairstyles
Roppoi hair
Roppoi Hair - Upscaled
Spoons Hair Mod
Won hair_men
Won hair_women
Won Hair Men Retextured
Won Hair Women Retextured
AFU男士发型_Men's hairstyles
AFU女士发型_Women's hairstyles
MewkiMoon 2024 年 4 月 26 日 下午 8:57 
What hair mod are you using for the characters in the icon?
FrozenSnowFox  [作者] 2024 年 4 月 20 日 下午 12:39 
@Delicia
You're probably just unlucky. Here's the selection weight listing from the file.

Weapons 1
Apparel 1
Art 0.75
Body Parts 0.5
Drugs 0.5
Books 0.5
And more with lower odds.
Delicia 2024 年 4 月 20 日 下午 12:31 
Is it me being unlucky or the item pool seems VERY likely to spawn books instead of other items? I've been getting books 9 times out of 10 items I find
MrRaven 2024 年 4 月 17 日 上午 7:17 
it's not always about the loot spiderman.
FrozenSnowFox  [作者] 2024 年 4 月 5 日 下午 2:45 
@Drunkenkidney
It's a very simple mod that only touches the loot table for bandit camps. It should be safe to add/remove midsave without issue.
Drunkenkidney 2024 年 4 月 5 日 上午 8:47 
Can i add this mid-save?
FrozenSnowFox  [作者] 2024 年 3 月 11 日 下午 7:16 
@maqadamia
Looking it up Research Appropriation has a patch for adding it to the loot list however its commented out so its disabled. What is there won't interfere compatibility wise. As for the vanilla file there's nothing in there that should add the items and most of those are preserved in my mod. The rare Quest Loot option I added should be able to spawn the research items though.
maqadamia 2024 年 3 月 11 日 下午 7:09 
Does this prevent Research Appropriation mod from spawning its items in these camps?