RimWorld

RimWorld

Rimsential - Total Control: Continued
455 Comments
Dragostes 31 Aug @ 8:52am 
Thanks for looking into it regardless, and awesome mod :D
Taggerung  [author] 30 Aug @ 7:02pm 
Zeth.exe In the xenotype tab there's an option to force specific genes now. Pick eye genes, boom.
Taggerung  [author] 30 Aug @ 2:45pm 
Hmm I'm gonna go with no. At least for now I tried removing the animal restrictions and it doesn't work at all. Animals don't really have equipment. Maybe I could add specific compatibility for a specific animal apparel mod but base game doesn't like it when you give them equipment.
Dragostes 30 Aug @ 6:29am 
What I meant is to have them come with apparel if a mod like Animal Armour Framework is present to allow outfitting. Sorry for not specifying I wanted the animals to be wearing the items not carrying them.
Taggerung  [author] 29 Aug @ 1:39pm 
There’s no limits on what mods equipment comes from you should be able to just add the equipment to the animals by editing the animal pawn kinda no?
Dragostes 29 Aug @ 10:27am 
Would it be possible to have factions tamed animals come with equipment if presented by another mod, trying to get vac belts or similar onto trader caravans and raids
Zeth.exe 23 Aug @ 11:20pm 
On the appearance option is there anyway to add eyes as an option?
jagdpenguin 17 Aug @ 7:57pm 
I stripped down to the bare minimum amount of mods for my save to function and i am still getting the same issues. I am going to conclude that for whatever reason the mod is simply broken for me
jagdpenguin 17 Aug @ 7:16pm 
I am getting

Exception filling window for FactionLoadout.FactionEditUI: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 33B62580]
at FactionLoadout.PawnKindEditUI.ScanDefs () [0x0009c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at <0x153df536140 + 0x00212> <unknown method>
at FactionLoadout.FactionEditUI.DoWindowContents (UnityEngine.Rect inRect) [0x0079c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

but too be fair i wasnt getting this error before i changed its mod order and it still wasnt working
jagdpenguin 17 Aug @ 6:37pm 
oh and xenotypes arent loading either, is there a file i am meant to transfer the xenotypes in the folder to?
Reel 17 Aug @ 6:23pm 
Thanks for adding the dark color slider back, funnily enough I only noticed yesterday that it was gone (I saw the comment in July btw)
jagdpenguin 17 Aug @ 5:31pm 
I am running the 1.5 version, for some reason when I click on "edit' after choosing a faction's pawn type nothing happens. I have quite a few mods such as rim hud, character customizer, recourse dictionary, a few VFE mods, and Medieval overhaul. I was wonder if you know of any conflicting mods that could be causing this. Would save some trouble shooting.
Taggerung  [author] 17 Aug @ 4:18pm 
Dark colours are back but it's a bit awkward. You have to change the "Value" field by hand which is basically lightness, so 100 is normal colour 50 is middle dark, 0 will make everything black. After changing it, hit enter to apply then use the slider and colour wheel as normal. Bit inconvenient I know but hey at least darker colours are back. Maybe I'll make it better eventually.
Taggerung  [author] 15 Aug @ 12:11am 
Close the game and go to desktop. You need to see the loading screen again
Big Cheese 14 Aug @ 7:44pm 
@Hawkefire

With Character Editor you can remove/add a tag on any item to stop it from spawning, or use Cherry Picker if you want to remove it alltogether from spawning naturally
Big Cheese 14 Aug @ 7:43pm 
Is restarting the game just leaving your save to the main menu or closing the instance and going to your desktop
Taggerung  [author] 9 Aug @ 1:09pm 
No although it’s a feature I could write. Make a GitHub issue and I’ll consider it
Hawkefire 9 Aug @ 1:06pm 
So there is no way to make a blacklist or something? Unfortunate
Taggerung  [author] 8 Aug @ 11:55am 
You’d have to edit each faction and set everything except the thing you want to restrict. You don’t really get excluded. Fortunately if you enable the override for apparel it should pre-load the “current” set of stuff so you should be able to just remove it
Hawkefire 8 Aug @ 10:17am 
IE, I just want to restrict 1 type of apparel from spawning in some factions (the apparel has its own unique tag)
Hawkefire 8 Aug @ 9:47am 
How do I use this to prevent a faction from spawning with a specific type of apparel?
Taggerung  [author] 3 Aug @ 11:29am 
No that's not possible. I'd have to make you fill out literally hundreds of options. It'd be a lot quicker to just make your own faction mod at that point.
Ronin 3 Aug @ 2:14am 
Is it possible to create custom/preset factions rather than replacing existing ones? I assume if I remove the mod those factions will revert back to their defaults? Thanks
Big Love 28 Jul @ 6:18pm 
Hi. Sorry if I'm being stupid, but I didn't manage to access this mod. I can access it in mod settings, it says I need to add or edit a faction preset, by pressing a button, but there's only "Close".

I also only had that mod to test. Do I need to do anything else?

I opened the game, generated a new world, selected new pawns and loaded the map, then tried to access the mod settings.
Skogshuggaren 27 Jul @ 7:11pm 
Awesome stuff Taggerung - no worries if it's not feasible. I can't complain about the great work you've been putting in so far, keep up the great work!
Taggerung  [author] 27 Jul @ 5:42pm 
So yes and no. There is a way to edit factionless pawns. I have to manually make a special fake faction for you. One exists for creep joiners and wildmen but not man in black. I will add this to a future release once I'm done with 1.6 stuff. Currently these also cause a harmless but annoying error in VE I'm finding it very hard to stop
Skogshuggaren 27 Jul @ 6:32am 
Absolutely amazing mod, Taggerung, I appreciate all the work you've done. Is there any chance that you'll make a seperate (or include in this mod) a way to edit non-faction pawn types, such as the Man-in-black? If there's already a way that I'm not aware of, that would be great too!
Taggerung  [author] 19 Jul @ 1:56pm 
When I click add new it makes a sub box with a bunch of options in it. Can't help without a log
Rim Baby 19 Jul @ 11:22am 
Sorry I mean, when I "Add weapon" nothing happens
Taggerung  [author] 19 Jul @ 3:21am 
Yeah empty by default. You add things to it to equip specific weapons
Rim Baby 18 Jul @ 10:59pm 
Is the required weapons (Advanced) supposed to be empty or am i missing something? I'm trying to equip specific weapons to specific pawn types.
Taggerung  [author] 18 Jul @ 3:09pm 
Dark colour loss is a regression I'll get to it after all my other mods are updated to 1.6.
Taggerung  [author] 18 Jul @ 2:52pm 
@Caustic Sarcasm sorry, the groups is the best we have. If modders haven't chosen to put their weapons in the basic groupings you're out of luck. A modder could easily patch in additional categories to a weapon but that'd be just as manual if not more-so. the best you could really do is just not use the editor. If you do it all once via the settings you could just go to the xml file and copy paste the whole set around
Doyle 17 Jul @ 7:28pm 
Great mod! Would love to use colors like black or grey, the color setup right now is pretty limiting. Even presets like most of the vanilla game has would be a great stopgap

Copying and pasting loadouts would also be nice, I find myself wishing I could paste a loadout and make small changes to create variants. Maybe that's in and I'm just blind
Caustic Sarcasm 17 Jul @ 5:58pm 
@Taggerung Well that's what I mean, the groups are so small so if I want to add the whole arsenal, I have to select like 15 different options
Taggerung  [author] 17 Jul @ 5:05pm 
allowed weapon types. each type is a whole group not just one weapon you just need to know the relevant types
Caustic Sarcasm 17 Jul @ 3:43pm 
Is there an easy way to give factions access to an assortment of modded weapons, or would I have to go in and select every option 1 by 1 in the mod options?
Taggerung  [author] 17 Jul @ 1:54pm 
can't help you without a log
Winchi <Ꙃ> 17 Jul @ 9:08am 
ur mod for some reason preventing majority of factions from spawning upon creating new world. my map almost blank
Vanidas 17 Jul @ 3:27am 
Found the xml file! Thanks for your help.
Taggerung  [author] 16 Jul @ 6:42pm 
You should be able to edit the xml file it makes directly and just update to the new ones. Bit manual I’m afraid but not impossible
Vanidas 16 Jul @ 5:46am 
Quick question:
During the 1.6 update, a couple of faction mods I'm using changed their ID, and now I can't edit the preset I'm using. Is there any way around this, or do I have to re-do the entire preset?
Taggerung  [author] 14 Jul @ 3:09pm 
ah the darker colours thing is interesting, that's one of the bits that needed more significant rework. I know what will need doing to fix that but it's probably going to be a minute as I've got 50 other mods to update and that's pretty minor. In the interim, if I'm correct I _think_ you can probably just edit the xml file it makes for you for finer control over the colours than the colour wheel allows.
Setonix Brachyurus 14 Jul @ 9:07am 
regarding the issue with empty settlements, it did in-fact turn out to be a result of most of the outfits being too expensive for the price range the units were assigned. Managed to fix that relatively easily. Everything else is working properly except for the color wheel not being able to pick darker/faded colors. Not a huge issue at all, but a fix would be cool if possible
Elgappa 14 Jul @ 8:01am 
You are a master of your craft my friend!
QraTz 14 Jul @ 2:55am 
YESS thank you so much mate, for real.
Taggerung  [author] 14 Jul @ 12:39am 
Fortunately the way I wrote ancients it doesn’t break anything to keep it; no binary usage at all, so if someone happens to release a 1.6 compatibility thing it could theoretically still work. It’s well encapsulated so for now it can just stay.

As for the empty settlements no idea is that new with 1.6? Is the any kind of error? Making them so expensive it can’t spawn any is my only initial thought
Reel 13 Jul @ 6:38pm 
Thanks for the update, once again!
GhostLiner 13 Jul @ 5:12pm 
You probably should remove the Ancient's code from the 1.6 version and keep it stached until the new version release for reference, since things are sure to change on that department
Setonix Brachyurus 13 Jul @ 5:00pm 
great mod, but one issue I've experienced is that edited factions quite literally do not spawn pawns in any settlement I visit. Meaning that edited factions are abandoned. It's probably something I've done wrong on my part, but a suggestion on how to fix my issue would be greatly appreciated