RimWorld

RimWorld

Rimsenal Faction Pack - Spacer
356 Comments
Wizardman420 24 Aug @ 10:24pm 
i love these ppl :saradomin:
Neunmalklug 24 Aug @ 11:15am 
hey, looks awsome

but the wall lights look like they are always off, is that intended?
Snake Chat The Lad 24 Aug @ 4:21am 
If you guys are getting Red Errors, with (or without) having your colonists *Invisible*, or missing texture, just remove the Headgear and then re-equip it back should fix the issues. How does removing the Headgear from one of your colonists fix the Errors? God knows how *shrug*
B flat 23 Aug @ 12:31pm 
To those who have similar red errors to mine, it turned out to be a vanilla bug.
逆天者习近平 23 Aug @ 10:59am 
새로운 메카노이드 습격으로도 오나요?
dialjetjr 18 Aug @ 11:00am 
any plans to make the style work for rebuild?
sewnutty 16 Aug @ 10:13pm 
@CeroForGrill I think he just wanted another faction to play with that had a unique background and weapons/robots to trade.
삼치구이/CeroForGrill  [author] 16 Aug @ 6:17pm 
But they were nothing but a color swap of the glitterworld faction. What's the matter?
Ronin 16 Aug @ 3:44am 
Can we get the Urbworld faction added back? I hate when mods remove content instead of enhancing or just adding content. That faction fitted so well into the world I was building whereas Glittertech and Megacorps do not interest me at all. So glad I saved a local copy of this mod but still, why was the faction removed? Why not add factions instead of replacing them? Urbworld was a nice lore-friendly addition where it felt like they were high tech but not explicitly Glitterworld tech, so they fitted in with the Crashlanded tech level pretty well. The other two are just out of place for standard runs.
B flat 15 Aug @ 10:40am 
I did not have spacer style enabled btw.
B flat 15 Aug @ 10:39am 
Took me only a billion years, but I've finally found which mods were causing my red errors. Not sure if I should post this on Alpha Memes or here though.

Tried to register the same load ID twice: null, pathRelToParent=/sourcePrecept, parent=EndTable19534
UnityEngine.StackTraceUtility:ExtractStackTrace ()

Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/sourcePrecept, parent=EndTable19534
UnityEngine.StackTraceUtility:ExtractStackTrace ()

And the same for every built end table and dresser on the map. The issue can be replicated with only this mod and Alpha Memes (and Harmony and VE framework) on the mod list. I noticed that their style also changes when this mod is loaded for some reason. Possibly something to do with their style changer precept, but idk.
Neunmalklug 15 Aug @ 12:22am 
very nice! are power armors on the to do list? i really like this style
삼치구이/CeroForGrill  [author] 14 Aug @ 11:18pm 
* More items now support the Spacer style:

-Mechcommander Helmet (Machinist Helmet)
-Flood light
-Wall lamp
-Dresser
-End table

* Spacer faction Machinists now wear Mechcommander Helmet.
Jfluffy 12 Aug @ 2:15pm 
Are there any plans to make a standalone "Rimsenal Style Pack - Spacer" mod?
SiCall 12 Aug @ 12:32pm 
Fantastic mod, but I believe the texture for the Spacer-style autodoors is slightly off. There is space between the two edges, but only on the left side when horizontal and on the bottom when vertical.
Pineapple King 12 Aug @ 5:00am 
Is it possible to recommend a feature for this mod?
If so then, with odyssey adding fishing maybe a mech which dual unlocks with both fishing and mech tech (of your choice), just a thought.

Anyway thank you for the mod, its a constant add on for my games.
Blob [FBI] 11 Aug @ 10:22pm 
Im with @barneva on making a style texture for the vacsuit...this style is so great and the vac helmet is so clean but the vacsuit is a far contrast with its design....

Anyway great facion mod!! having so much fun
moonlitwisp 9 Aug @ 4:20pm 
hey a small thing, I was finding that the megacorp wouldn't use ideology clothing thats strict, unless I'm doing something wrong? thanks for the great mod!
Barneva 7 Aug @ 1:18am 
Pretty please make spacer style vacsuit the helm is rly cool but the vanila vacsuit is so ugly :( love your mods btw i am using this augmentend vanilla and the askbarn mod they intregate really well
삼치구이/CeroForGrill  [author] 7 Aug @ 1:04am 
Fixed. Thank you.
Poorweather 6 Aug @ 8:54pm 
I like most of this mod, but caravans from the new factions don't come with their own food like the vanilla ones, so they always eat mine. Is this intentional?
sewnutty 6 Aug @ 7:16pm 
Oh i love giving tribals smart revolvers now...plus new art looks good!!
BigGovernment 6 Aug @ 4:49pm 
New art looks fantastic!
삼치구이/CeroForGrill  [author] 6 Aug @ 4:42pm 
Ok fixed.
Aizuki 6 Aug @ 3:12pm 
got these error with new update

XML error: Could not find parent node named "IdeoTableStyleBase" for node "ThingStyleDef". Full node: <ThingStyleDef ParentName="IdeoTableStyleBase"><defName>Table1x2cSpacer</defName><graphicData><texPath>Things/Building/SpacerTable1x2</texPath><drawSize>(3,4)</drawSize></graphicData></ThingStyleDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
삼치구이/CeroForGrill  [author] 6 Aug @ 6:03am 
More spacer-style items have been added:
- Sculptures (Small, Large, Grand)
- Standing lights and sun lamps
- Autodoor
- Tables
Realm Imp 4 Aug @ 11:49pm 
ngl data glasses looks wack. makes the pawn a huge nerd
SpaceDorf 4 Aug @ 9:54pm 
Try Mech Work Tab
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3268299107
You can set work priorities for all mechs yourself
Raudreki 4 Aug @ 4:00pm 
I love the mod, it's cool and give a great vibes, however I have one complaint : Rework the Omniservant's priority. Because as is, it will try to clean first, but with big colonies, you end up always having something to clean. So all in all, it's just a really expensive cleaning mech.
scribblee 4 Aug @ 6:13am 
There seem to be a slight glitch with the survival station which causes butcher jobs to be able to be performed with a "craft stone blocks" job. Which means that my crafter, who isn't assigned to cooking, is constantly butchering animals for me.
Spinel 3 Aug @ 5:14pm 
Hi developer, I was wondering if you could consider adding a unique version of the smart gun. That would be awesome!
Wayko, BG3 3 Aug @ 3:05pm 
Yesterday (Saturday) I started the game and everything was fine (I admit I already have a lot of mods), but now I'm getting errors when starting the game, and if I remove the mod, I no longer get any errors...

If I find out which mod is causing problems, I'll let you know. But otherwise, thanks for the mod!
삼치구이/CeroForGrill  [author] 2 Aug @ 9:53pm 
-The visual distinction between regular spacer colonists and megacorporate colonists has been further enhanced.

-Unit types within megacorporate expeditions have been renamed.

-The Megacorp faction now follow a unique, proprietary naming convention.

-If you have Vanilla Ideology Expanded – Memes and Structures, the Megacorp faction will make use of the corporate ideology structures.
Lumber Jackson 2 Aug @ 9:21am 
Still getting yellow no layer errors, but after a lot of removing mods and restarting, I narrowed it down to a conflict between "Layers: Capes and Armor" and your spacer faction mod. With just those mods, all the DLCs, and harmony installed, I still get these errors:

Config error in Apparel_SmartVisor: Apparel_SmartVisor apparel has no layers.
Config error in Apparel_DataGlasses: Apparel_DataGlasses apparel has no layers.

I'll throw this over on that mod's page as well.
Baccalon 2 Aug @ 8:08am 
I really like the survival station, but I wish it was a standalone mod.
삼치구이/CeroForGrill  [author] 2 Aug @ 1:41am 
Fixed.
Mars 1 Aug @ 11:23pm 
XML error: Could not find parent node named "IdeoColumnStyleBase" for node "ThingStyleDef". Full node: <ThingStyleDef ParentName="IdeoColumnStyleBase">
I get an red error when starting up the game with your mod loaded.
So it is, something with my modlist must be messing with it since it shows not airtight when not built but airtight when built. Sorry for the incorrect report.
삼치구이/CeroForGrill  [author] 1 Aug @ 4:18am 
Check it again. It's airtight.
Omnifoam isn't airtight despite that it's description says it's used for emergency repairs.
Alice in the Motherland 31 Jul @ 6:42am 
Tried and love the mod so far, though I must say I much prefer the infographics you used on reddit than the one on steam page. It looks much cleaner.
Great work!
Raith 31 Jul @ 2:02am 
Looks fuckin awesome, each new Rimsenal mod looks better than the last, you can really see your growth as both an artist as a modder looking back at your oldest stuff compared to now.
MILLI !!! 31 Jul @ 1:24am 
omg I am in LOVE with the new textures!
You've done so well with this :3 Spacer Faction is one of my favourite mods
삼치구이/CeroForGrill  [author] 30 Jul @ 11:29pm 
@KlopKot
That's what I mean, man.
I never even thought about riding a gravship when I was making them!
KlopKot 30 Jul @ 11:10pm 
Actually insane how stuff like survival station, nutrient processor and omnifoam greatly fits for Odyssey-dlc.
삼치구이/CeroForGrill  [author] 30 Jul @ 4:47pm 
Fixed
Lumber Jackson 30 Jul @ 4:07pm 
Have red errors today that weren't there yesterday.
Apparel_SmartVisor apparel has no layers.
Apparel_DataGlasses apparel has no layers.
삼치구이/CeroForGrill  [author] 30 Jul @ 2:09pm 
fixeed. Thank you.
GhostLiner 30 Jul @ 1:45pm 
Hey, I noticed the Smart Visor had a 65% Vacuum resistance and that doesn't sound right, it's only a visor that doesn't cover the mouth after all. Any chance this gets fixed ?
삼치구이/CeroForGrill  [author] 29 Jul @ 6:23am 
- The design of the spacer-style recon armor has been updated.

- Spacer style for the vacsuit helmet has been added.