![]() Q: Do I need VE framework for it to work?Ī: All the faction mods require Vanilla Expanded Framework to work. You’re either accepting all of it, or none of it. Q: Does this mod affect any modded factions?Ī: Yes, every faction that derivate from the vanilla faction definitions.Ī: No, it comes in as a package. 8 Art Tutorials 9 Under construction 10 Examples 10.1 Dangerously Outdated 11 See also Whats a mod A mod is a folder containing data the game reads/loads. The new costs remain the same it seemed fair to leave the increase costs since the turrets are now technically stronger. The 1.1 update nerfed all types of turrets. Q: Does this mod work with Better Faction Bases, Bigger Faction Bases, Larger Faction Bases etc?Ī: Yes, but every faction that derivate from the vanilla faction will use this mod generation instead. Patches turrets back to their 1.0 values. Vanilla Testing Expanded community, for helping us with prefabs Your mod needs an About folder and optionally at least one of the following: Assemblies, Defs, Patches, Languages, Textures, Sounds. Oskar Potocki, an artist responsible for the art and description Each mod is a sub folder of this Mods folder and each mod has to follow the following structure precisely. Kikohi, a programmer responsible for the mod. In case anything happens, make sure to report it in the comments section with proper Hugslib logs attached. To load a modlist, click the mod list button, then select the save game or mod list you want to load mods from. You will have to choose a unique name, and the mod list will be stored in a folder next to your save games. We are not currently tracking any issues. You can create mod lists by clicking the mod list button underneath your active mods, and selecting save current list. Enabled mods and their settings/configs also need to be identical, this is done automatically in 1.1 but for 1.0 you manually need to do it. 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. 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. Vanilla Bases tend to often resemble so called ‘20 granite door borg cube bases’. ![]() Probably one of the most disappoint 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 Base Generation Expanded is a mod many have been waiting for. ![]()
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