RimWorld

RimWorld

39 ratings
[WYD] Better Campsites
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
124.031 KB
11 Aug @ 5:38am
11 Aug @ 11:55am
3 Change Notes ( view )

Subscribe to download
[WYD] Better Campsites

Description
A simple mod that changes the generation of Campsite maps. Before 1.6 I used the mod Set Up Camp], which used the encounter map to generate a campsite, populating it with animals, and resources. Vanilla 1.6 added a baseline Campsite which, for the most part imitates the functions of that mod. However, it lacks the minable resources, and of course the mod options. Thing is, I liked mining those resources, so that gave me reason to make this mod. At first I was just gonna patch in the minable resources, but then I thought: Why stop there? D:

And so, this mod will add the following into Campsites and Encounters (coz they share the same map def):

- add minable resources
- add an Anima Tree (requires Royalty DLC. Will always spawn one tree.)
- add in a chance to spawn Polux Tree (requires BioTech DLC. May spawn on polluted tiles assuming this still works in vanilla)
- add in a chance to spawn Ancient Dangers.
- add in a chance to spawn Insect Hives.

I kinda wanted to add in a chance to spawn the Exostrider from Biotech too, but this appears to be a one-time deal on the main map, and refuses to spawn on others. The same applies to the Monolith from Anomaly DLC so these will not be spawning on Campsite maps.


[ko-fi.com]
12 Comments
FotisP68n 15 Aug @ 9:09am 
Can you make this configurable? (Change percentage)
Ten Said Yes 14 Aug @ 4:42am 
My druids will thank you for making camping a more lucrative experience, to be sure!
Monkey Magic  [author] 14 Aug @ 4:29am 
@Ten Said Yes - Welp if people really want a grove of Anima trees, nothing will stop them in any case XD
Ten Said Yes 14 Aug @ 4:23am 
Unless one has a mod to take the tree with them! In which case, behold my ANIMA GROVE!
Monkey Magic  [author] 12 Aug @ 8:37am 
@Xannie - Just chop 'em down D:

This mod only adds the missing options, so the chance to spawn is default. For Anima trees that's 100% but only the one. I don't think it's much of an issue TBH. I mean, sure if playing Tribal, or with the Ideological Anima mod one can get all symbiotic with the tree probably, maybe chomp down a bit of Anima grass - but that's all kinda irrelevant once the pawns leave the map, since one can't take the tree with them.

Well one can, as firewood XD
Xannie 12 Aug @ 8:21am 
I love the idea, if only for being able to encounter Ancient Dangers, but is there any chance of Anima Trees being a toggle or also just a 'chance'? Having them always be there kind of makes them feel less special and will make camps feel just that little more samey/mod-y if you know what I mean. Installing either way, because having to settle and then abandon tiles to hunt Ancient Dangers or mine was so bothersome lol, thank you very much for uploading this!
Monkey Magic  [author] 12 Aug @ 2:38am 
@Risk - Didn't see your comment til just now D: Sounds like a good option, but that would be more appropriate to a mod that deals with that kinda stuff. Perhaps Alias will add back in when they get around to making the new version of Set Up Camp it's it's weak based incarnation D:
Monkey Magic  [author] 11 Aug @ 11:45am 
As suggested, I have switched this back to the patch version I made initially. This should assure compatibility with future mods. Please remember to first unsub, and then resub to clear out orphaned files.
Alias 11 Aug @ 8:56am 
@Monkey Magic, no worries, just want to make sure I'm not pointing anyone to a compatibility minefield if I link your mod on the setup camp page. (I was also curious how you implemented your mod).

Do note, I didn't have time for more than a glance at your code so I could be entirely wrong here, but I'm pretty sure this will apply to every incident map, including caravan raids/ ambushes (which may or may not be what you intended). This could potentially interfere with the prompt to re-form the caravan/ leave the map if the insects become hostile.

Also slight typo in your description, the monoliths are from Anomaly (while the Exostrider is Biotech)
Monkey Magic  [author] 11 Aug @ 7:41am 
@Alias - I did set the mod up as a patch initially, but it seems kinda squiff with the Ancient Danger and Insect Hive generation. On checking the player map, there's additional gneration steps that I assume control this.

Thing is, they are separate from the main MapGeneratorDef and I wasn't entirely sure how to patch in entire separate defs other than replacing the file :/

EDIT

++blinks++

Oh. Clearly my brain wasn't firing on all cylinders...I could add just those as a new file XD