Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's not really my mod originally so I don't think I can prevent anyone from doing whatever they want with it. I did however put a lot of work into bringing this originally A17 mod up to snuff for modern Rimworld modding standards. If you can in good conscious take all that work I did and make it your own then go for it.
(I have never posted a mod before but have edited the file in my own game to remove restriction)
would like to have a version I don't have to edit every time I verify files lol
Could I have permission to do so?
Verse.PatchOperationAdd(xpath="/Defs/PreceptDef[@Name="PreceptRoleMultiBase"]/roleApparelRequirements"): Failed to find a node with the given xpath
Mostly harmless I believe but I just thought I should let you know!
I just added a scrimitar cat hood. Although I'm not the original artist, I tried to mimic the artstyle as much as I could. :)
@storminfinte:
To remove / update the tribal restriction, navigate to the mods folder ( [DriveLetter]:\Steam\steamapps\workshop\content\294100\2940674337 ) and drill down to 1.5\Defs\ThingDefs_Misc\ and edit the XML.
You can then either add a faction tag to the factionPrerequisiteTags header, or remove / comment it out entirely.
In my example, I've added "WildMan" as an option, as I play with VFE: Tribal starts.
<factionPrerequisiteTags>
<li>Tribal</li>
<li>WildMan</li>
</factionPrerequisiteTags>
Then save and it should work until the author updates the mod. Bare in mind, this only needs to be done for the wolf and deer hats, as the other 3 do not have the faction restriction tag.
Nice mod though, Imma try it!
Config error in Apparel_WolfHood: has duplicate thingCategory Hats.
Config error in Apparel_DeerHood: has duplicate thingCategory Hats.
will do, i'll try the 1.5 update once most of the needed mods from my modpack have been updated.
but i dont think this mod will cause anything since its literally just some hats
Intentional behaviour so that non-tribal colonies can reliably get one
playing solo naked and can't craft kinda bummer for me :'(
They're on the same layer as helmets
No idea how that mod works, and it doesn't look like they've offered a framework for modders to create their own textures for it. I think you would have to ask the creator of that mod to add compatability.
I don't play 1.3 anymore but I'll try to add it for you (If it has bugs you'll have to tell me)
@Ricky el Traketoeto †
The wolf and deer hood are for tribals to craft. I'll try to add them to tribal traders for other people to buy too.
@Ty
<3 :D
The old (1.1 - 1.3) version does not have those features, does it? At least, it was not mentioned in the description. I would imagine that if the old mod had support for Ideology, that at least would have been mentioned.
Anyway, I wanted to ask if you would please consider adding support for RimWorld 1.3? (Some people are still playing that version.)