边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Base Generation Expanded
232 条留言
Kahoot 9 月 11 日 下午 3:03 
Might just be me but I feel as if the Industrial and onward faction bases are obscenely powerful, 2-5 Mortars as well as Uranium Slugs and Autocannons. Essentially making any sort of early/mid game raiding against them impossible and even a struggle late game. Might be worth toning down or having some settings to adjust them, other than that excellent mod.
Miha_metan 8 月 19 日 上午 11:38 
Not sure if it's a bug or a feature, but as i wanted to land on a savage tribe base the buildings that were in the way of my gravship deconstructed itself. I'm not using the LandAnywhere mod.
Nepenthe 8 月 18 日 下午 8:57 
For everyone struggling with former prisoners/slaves hanging out on their gravship: I made a mode to solve that issue. It lets you free the prisoners and have them walk off the map. Get Off My Gravship! https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3548548674
боби (pma) 8 月 16 日 下午 4:29 
in 1.5 version*
боби (pma) 8 月 16 日 下午 4:27 
Has anyone had any problems with the generation of pirate settlements? All other settlements of all other factions are generated without problems.
你看我迪奥不 8 月 14 日 下午 10:30 
Why not use the prisoners in the stronghold as an AI for rescue missions? I destroyed the enemy's stronghold. Their prisoners didn't run away but instead entered my spaceship to take my supplies and eat them. They couldn't fight back. Their affiliation would be penalized. After the spaceship took off, they would be taken away and the kidnappers' reputation would be negatively affected.
kev675243 8 月 11 日 上午 11:56 
Do you guys not have stuff like the locks mod?
I'M ORANGE CAP 8 月 11 日 上午 10:52 
loving the mod so far but wish we could disable slaves spawning as they either chill at gravship or get obliterated by its cannons giving us new hostile factions in both cases
Vlad Draculea 8 月 11 日 上午 8:46 
does this work with medieval overhaul: royalty?
Dümbük Enişte 8 月 9 日 上午 5:05 
Everything works fine so far but liberated slaves just chill in your gravship's rec room endlessly for some reason.
Cleric_McManus 8 月 8 日 上午 9:50 
I just tried this mod on its own (with dependencies of course) and immediately sent a caravan to an Empire base. It works as intended just fine! Folks reporting issues need to consider their mod list and submit a bug report.
chunkylord2 8 月 8 日 上午 7:06 
@-ᴍᴀᴄʜᴛ How'd you make a patch for VFE-P? I can't find a patch or solution anywhere?
Worldwidegamer 8 月 5 日 下午 2:10 
Does this work with factions added by vanilla factions expanded or vanilla races expanded? I only get the new bases on base game factions.
DarthBrawn 8 月 4 日 下午 6:36 
apologies if this has been asked before,

But is there a way around the steam issue? I'm trying to play a 1.5 save on 1.5, and just switched to a new rig
Sarg Bjornson  [作者] 8 月 4 日 上午 8:21 
If it doesn't generate what you see on the pics above, you have a bug. If you have a bug, you report it. If you don't report it, it means nothing.

But if you just like wasting all our times, by all means.
biggyzs 8 月 4 日 上午 6:24 
@Sarg Bjornson This base generator generates empty bases maybe some slaves and square of turrets not connected to anything. If this means nothing ... ok....
Sarg Bjornson  [作者] 8 月 2 日 上午 9:13 
@amortis87: yeah
Sarg Bjornson  [作者] 8 月 2 日 上午 9:13 
"Borked" means nothing. You either have a specific issue like Amortis, which we are aware of, or you have an anecodte
TheDoctorBC5 8 月 1 日 下午 7:52 
Yeah I'm having the same issue as the people saying it's borked. I'm not sure what could cause the conflict though. I don't have anything else that would effect terrain or structure generation. Could it be better exploration loot?
Amortis 8 月 1 日 下午 3:07 
Well that sucks. Thanks for letting me know. Might be a stupid question, but would it still work if I played on 1.5?
Sarg Bjornson  [作者] 8 月 1 日 下午 1:44 
Yeah, and we can't fix it. Due to a Steam error, this mod can't be used in 1.6 on a 1.5 save
Amortis 8 月 1 日 下午 1:39 
I'm trying to continue a save from 1.5 but for some reason it says this mod is both missing and being added, and when I try to load that save it says "error while generating a map"
Johnny 7 月 30 日 下午 4:02 
Mod is working fine, jumped around to 20 different locations and they all spawned correctly. Might be a mod mismatch for the two calling it borked? Not sure about the slave issue since I murdered everyone.
R41N 7 月 29 日 下午 12:00 
Seconding what @KoreZack said, the slaves that you can "rescue" in many map generations will path to your rec rooms or slave beds and refuse to leave with only hostile options to remove them. Please include logic to have them path off the map. Especially problematic for the grav ship because they will sit on the ship and refuse to leave. I'm dev console deleting them right now.
biggyzs 7 月 29 日 上午 11:04 
Only enemies are on the map... maybe some slaves and square of turrets not connected to anything. Shame.
biggyzs 7 月 29 日 上午 11:00 
@SiCall is right. Yep, mod is gigaborked in 1.6 and generates empty bases.
3 Kobolds in a Trenchcoat 7 月 28 日 上午 5:57 
@reaper415 no, i don't use that mod. i also have a mod mismatch message when trying to load the save with this mod on the loaded and not loaded side
Reaper415 7 月 28 日 上午 2:50 
@theygotmyasstheygotmyass yes

@Runic yes
Reaper415 7 月 28 日 上午 1:16 
@3 Kobolds in a Trenchcoat Do you use faction control? I had that error when Odyssey came out, and even though that mod had been updated, it still caused issues. Removing that one fixed it.

@Sarg Bjornson mod works fine on my end, I finished an Odyssey run with this mod couple days ago, among 240 others (including CE) and attacked and destroyed multiple faction bases with my gravship without any issues at all. If anything, I'd say some of the loot was a bit too much (one base had nearly 100 reinforced barrels) but other than that it worked perfectly fine.
3 Kobolds in a Trenchcoat 7 月 27 日 下午 11:37 
sadly, my save just got scrapped because i get "map generation error", anyone got an idea how to save my run?
Runic 7 月 25 日 下午 6:53 
does this work with CE
Sarg Bjornson  [作者] 7 月 24 日 上午 4:53 
Nope, it isn't "gigaborked "
SiCall 7 月 24 日 上午 4:26 
@Necromenta Yep, mod is gigaborked in 1.6 and generates empty bases. You can remove the mod, just dont do it in a camp or anywhere where the mod is currently in use.
TheSanderDC 7 月 24 日 上午 3:38 
Does this mod change the scarlands at all? I tried playing it and there were no insects or mechanoids, no real threats other than the pollution
Necromenta 7 月 23 日 上午 9:48 
I remember having this mod and still have the same issue I had with the vanilla generation; I usually just find a single 6x6 building or two smaller ones whenever I get to an event... lol, boring as hell, not sure if its this mod, hope it will help fixing that°!
KoreZack 7 月 21 日 下午 12:26 
there is a slight issue with slaves that spawn in bases, some of the slaves are part of a completely different faction, this by itself is not much of an issue however with the odyssey DLC if you have any free prisoner beds available on your gravship the slaves that you can't control will just claim them and start mooching off of your food and just wander inside and refuse to exit, you cant just imprison them as this instantly makes the faction that they are a part of hostile, and you cant just kill them as you also just make the faction hostile.

a fix that i can think of for this would be to make sure that the slaves that spawn in a faction base are actually part of that faction.

im assuming that this is intentional to force a player to be a bit more careful with their approach to prevent getting new enemies so my idea might not work but this becomes problematic when the slaves just don't leave.
Brindav 7 月 21 日 上午 4:31 
Hi just wanted to ask, most factions seem to have their bases empty due to the environment (i have VFE props which makes logs and decorations around) but it feels like the buildings are very often supposed to spawn on water/lava or some special things from alpha biomes which make them simply not spawn i'll get maybe one or two buildings. Is it a known issue or is it due to a mod conflict ?
h 7 月 20 日 上午 11:41 
is this compat with better exploration loot?
Sarg Bjornson  [作者] 7 月 19 日 下午 11:28 
Second thing, the first one we know why it happens, but it's very hard to fix
Cleric_McManus 7 月 19 日 下午 4:13 
@Sarg Bjornson Were you saying that there isn't a fix for expanded bases spawning partially underwater, or was that a response to someone asking about whether their 1.5 save could be salvaged?
Sarg Bjornson  [作者] 7 月 14 日 上午 7:53 
You can't remove any mods from a save
☠Black Knight 7 月 14 日 上午 7:52 
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  [作者] 7 月 12 日 下午 10:53 
I don't think there *is* a possible fix, sadly
Peluceus Donmian 7 月 12 日 下午 6:42 
Will there be a fix / is it being investigated or should I just scrap my unfortunately rather invested save
Sera ˚ʚ♡ɞ˚ 7 月 12 日 下午 5:08 
I am getting "map generation error" on my favorite main save. What do I do?
Cleric_McManus 7 月 12 日 上午 11:11 
@maxvmaxvmax How many bases did you find partially spawned under water?
maxvmaxvmax 7 月 12 日 上午 8:12 
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  [作者] 7 月 11 日 下午 11:08 
No
Cleric_McManus 7 月 11 日 下午 4:15 
@Sarg Bjornson Does this mod change ancient complexes, since one of Odyssey's changes was to build those up make them more impressive?
Rastem 7 月 11 日 下午 3:16 
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.