RimWorld

RimWorld

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Idle Dungeon Looting
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Mod, 1.4, 1.5
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1.422 MB
16 Feb @ 12:17am
14 May @ 8:33pm
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Idle Dungeon Looting

Description
--- Introduction ---
We have discovered that there was once an underground civilization living deep below the surface, in a complex series of interconnected dungeons. But they're all gone now. What happened to them? Who knows, but we know one thing: they left a lot of loot down there.

Build a tunnel leading to a vast network of dungeons hidden below the surface, to scavenge various loot!


--- New Building: Dungeon Entrance ---
This mod adds a new building to the Production category "Dungeon Entrance". Once built, you can create bills to send your pawns into the dungeon in search of random loot! Nearly every item in the base game can be found!

The dungeon can also be upgraded by building a Dungeon Upgrade (found in Misc build category).

--- Balanced Drop Lists ---
The chance to find each item, and quantity, are influenced by the item's default Market Value; the higher the value, the more rare it will be, and it comes in lesser amounts.

--- Dungeon progress saves when interrupted ---
Did raiders show up right after your pawn went into the dungeon? Not to worry, you can draft them for the fight without consequence!

If a pawn's scavenging is interrupted for any reason, their progress towards finding loot is saved in a treasure map "unfinished object" (similar to unfinished sculptures). When the same pawn resumes scavenging, they will use the treasure map to continue where they left off. Each pawn's progress is tracked individually, so a different pawn cannot continue another pawn's progress.

--- Scavenging Job ---
Scavenging is considered a "Hauling" job. As such, any pawns who are too snobby for Dumb Labor will never consider fumbling around in a dark disgusting dungeon for loot. Ugh, leave that to the labor-class.

Pawns will automatically begin looting the dungeon when there is no other Hauling work to do, if there is an active bill and they have the skill requirements. However you can command them to explore the dungeon any time.

--- Earn Intellectual XP and find more loot at higher levels ---
Scavenging takes wits to explore unknown territory, avoid ancient traps, solve the dungeon's riddles, and locate loot. As such, it is governed by the "Intellectual" skill and provides a mood buff for pawns with Intellectual Passion.

Pawns will earn Intellectual XP while scavenging the dungeon. At higher levels, pawns have the ability to save their inventory space and search for specific types of loot instead of just picking up whatever random thing they find in the first room like a random noob. (this is done by selecting different bills)

As a pawn's Intellectual skill increases, they will begin to access to deeper dungeons. This is automatically handled by the game in the form to 2 new Pawn Stats called "Dungeon Speed" and "Dungeon Yield". At low levels, pawns clear basic dungeons for a small amount of loot. At higher levels, pawns explore deeper and larger dungeons, which take more time to complete but yield more loot.

Dungeon Speed and Dungeon Yield are also affected by Movement Speed, Manipulation, and Sight. Please note, the number of items shown in the "Products" of the bill do not necessarily represent what you will get, or how many. The number is the default number of rolls the game makes to drop items, but you can get more or less rolls depending on Dungeon Yield.

As a bonus, this mod provides an additional use for the Intellectual skill after all research has been completed.


Credit to MrKociak for creating the community asset which facilitates random item drops.

Enjoy!
75 Comments
TakaraYukari 14 Jul @ 6:58pm 
随机产出任何类型的物资会让物资列表过长,定向产出时小人不工作,即使工作应该也有同样的情况。这是mod的设定而非bug。
Alex Nares  [author] 12 Jul @ 4:58pm 
I'm not sure why that's happening. Each loot item should come in a random quantity, but be balanced so that you can't get too much wealth in one drop. For example, expensive items may only drop 1, but cheap items can drop multiple. It could just be random bad luck. Or if the game was updated, that might break things.
yung cat 11 Jul @ 7:32am 
my dungeon only produces items in quantity of 1, so i get 1 gold or 1 neutroamine is there a way to change that or is it because i just built it and need to get to lower levels?
Alex Nares  [author] 20 Jun @ 7:46pm 
Yes, the dungeon will occasionally create an insect raid. This was the best I could do to simulate "finding enemies" inside the dungeon. The base game should limit these infestations to once per 20 days, but if you want to disable infestations, go to:

C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3161700370\Defs

Then open ThingDef_DungeonEntrance - and delete this line:

<li Class="CompProperties_CreatesInfestations" />
MING 19 Jun @ 11:01am 
I can't find the mod Settings, is it normal for Dungeon Entrance to cause insect infestation?
Alex Nares  [author] 25 May @ 2:43pm 
@Rina
As a general rule, make sure you turn off Developer Mode when playing so you don't get popups from any mods.

@Aether
You can set a restricted area for your researcher so that he only works in designated areas. Pawns won't interact with any objects outside of their area. If you make an area which includes your base and the dungeon (but not the wilderness), then he won't go into the wild to haul loose objects before going to to the dungeon.
Aether 24 May @ 7:15pm 
It's sounds good, but it's just not for me, because of how it's basically a crafting table.
If nothing else, I would have expected it to work more like a configurable deep drill, where pawns can "drill" for random resources and the likes.
Aether 24 May @ 7:15pm 
I'm not a fan of this mod, mostly because for some reason I thought the pawn in question would "disappear" into the dungeon for like, 2-3 days as they explore.

But no, it's basically a crafting bench that takes forever to do anything, but it's tied to the hauling priority, but uses Intellectual, so if you don't want your researcher (Good intellectual) to haul everything on the map before going to the dungeon, you'll have to micromanage him.

Also, because it's just a crafting bench, pawns will "reserve" progress the same way one may reserve a sculpture they are making, which mean that when a pawn start dungeon-diving for food, no other pawn will be able to dungeon-dive unless you set another bill for food, leading to duplicate bills. It may sounds obvious, but it's something I missed when first reading the description of the mod.
Rina 23 May @ 1:11pm 
The mod is throwing an error when finishing the scavenge for apparel/armor since the things found aren't assigned a material they are made of. It resolves itself rather quickly since they get assigned the default material, cloth for most things, but the error plopping up is pretty annoying and also everything you find is made of cloth because of it.
Alex Nares  [author] 17 May @ 4:09pm 
Yep, should be. Generally speaking, Rimworld just deletes modded buildings or items if the content is no longer installed. This would remove all dungeons, maps, and upgrades but you would still keep any vanilla loot items that you obtained.