RimWorld

RimWorld

RimDead Redemption
110 Comments
LifeIsAbxtch 28 Jul @ 9:22pm 
YALL HEARD BLITZ SOMEBODY CONTACT MLIE TO UPDATE THIS MOD!
blitz  [author] 28 Jul @ 7:00pm 
Sorry guys, I wish I had time to update this I don't have time to troubleshoot errors and whatnot. If someone wants to update it feel free to do so.
LifeIsAbxtch 28 Jul @ 4:39pm 
somebody ask Mile to update this...
Diamond Dogg 26 Jul @ 8:37am 
1.6 plzz
:bad_beauty:
Rim Baby 12 Jul @ 11:51pm 
Is this getting updated? This was top tier :c
chewyderbs 5 Jul @ 1:19pm 
Yes. truly a "huge cascade" of errors upon loading for non CE users, as stated below by @Skeltal. Going into the steam workshop folders and deleting CE patches in this app and such will fix it. I would suggest releasing a non CE version or patching it thoughtfully to accommodate non CE users in the future.
LifeIsAbxtch 27 Jun @ 9:35pm 
hey blitz is this mod getting 1.6 bro? this mod here is great you did awsome!
Roque the Rogue 26 Jun @ 9:25am 
Anyone tested this mod in 1.6 yet?
sk4p3g04t 18 Jun @ 5:58am 
losing my mind at the goofy ass boots lmao
john 10 Jun @ 9:59pm 
you should add lumbago
rhyndo 3 Jun @ 2:22pm 
I bet wildbill overcame those obstacles
Big Cheese 13 May @ 2:45pm 
is the base generation for the factions unique?
spec02alex 12 May @ 4:39pm 
Just an idea if this mod is still a WIP. Legendary Horse! Maybe create a mission or rare event that has you tame one. Just an idea i'll give you for free.
Zixorty 15 Apr @ 5:17pm 
1.4?
Skeltal 23 Mar @ 5:24pm 
Huge cascade of CE errors showing up in the log for non-CE users
mutootie 16 Mar @ 11:10am 
does this mod require Combat Extended? I added it today and it caused an avalanche of CE errors in the debug log
MauPow 4 Mar @ 9:59am 
Cowboy boots don't show up in any apparel catagories.
I3eauLeBoi 9 Jan @ 5:55am 
Sadly not.
I3eauLeBoi 5 Jan @ 11:21am 
Do faction bases look unique and western-like as well in this mod?
xkp92110(orick) 11 Dec, 2024 @ 5:00am 
cowboyboots without category.
i can't move boots to any Stockpile zone.
Skelli 28 Nov, 2024 @ 11:49pm 
Yeah CE patch still doesn't seem to work, all the guns still don't have ammo types

The mod itself is awesome though, love the outfits
annpying shek 25 Nov, 2024 @ 11:39am 
Either CE patch is broken or the mod itself, but lots of clothes have no protection or insulation values at all. And some buffs are really overtuned like leather vest's +50% pain treshold.
blitz  [author] 25 Nov, 2024 @ 5:59am 
Update:
CE patch should be applied now.
Skelli 24 Nov, 2024 @ 11:57pm 
I'm also having the "not patched for CE" issue - is the patch seperate?
pyrobladeich 19 Nov, 2024 @ 7:30pm 
Is anyone else having an issue with some of the clothing not being able to be stored on shelves or in stockpiles. Specifically I am having this problem with cowboy boots.
blitz  [author] 19 Nov, 2024 @ 12:13pm 
Hey Reel. Yeah I tried lol so time consuming I'm sure you know this.

@bladeofsharpness will keep that in mind I'm trying to come up with new ideas for the mod and that one sounds like a good challenge for me. Keep em coming lol

Thanks again for the input guys
BladeofSharpness 19 Nov, 2024 @ 6:05am 
Oooh, CE playthrough warranted!
A remark on the LeMat revolver: it was a very special one, as it had a shotgun as an underbarrel. Given the length and caliber, it was probably not a great one, but still. I have modded the one you propose with Rimmsqol to have a reduced range of 12, 100% accuracy at close range, and a burst of 4 as a poor man's solution to this oddity. I'm sure you can come up with something better—ideally some C# coding to allow switching between the two modes.
Reel 17 Nov, 2024 @ 10:31pm 
Thanks for the infographic updates, much better now :-)
blitz  [author] 17 Nov, 2024 @ 8:45am 
CE Update was finished today by Samael Gray from CE team, big thanks to Sam for getting it done. Now you can enjoy with CE
beetlecat 15 Nov, 2024 @ 8:07pm 
Good lord!!! :D
Winchi <Ꙃ> 10 Nov, 2024 @ 9:55am 
> Combat exteneded compatable
> But guns not patched for CE
blitz  [author] 6 Nov, 2024 @ 4:18pm 
@BladeofSharpness, yeah that should not be happening I will have to figure that one out. Thank you for bringing it to my attention.
BladeofSharpness 6 Nov, 2024 @ 6:27am 
As a remark, the legendary bear pelt can be found on certain hostiles, such as the Cultist of Horax. If you strip them, you end up with robes worth around $14,000. I didn't notice this initially and gifted one to a faction, instantly allying with them, which felt a bit exploitative. I would suggest not allowing any pawn to wear apparel with this legendary fur...
BladeofSharpness 24 Oct, 2024 @ 1:59am 
Got it! (very literally ;-)
blitz  [author] 23 Oct, 2024 @ 6:14am 
Ummm, well no, if you don't have the DLC it just won't spawn with the item(s). You aren't "required" to have the DLC to use this mod, it just adds more to the mod if you do.
BladeofSharpness 23 Oct, 2024 @ 6:11am 
Well, I don't have Biotech, do you need to add a dependency?
blitz  [author] 23 Oct, 2024 @ 5:59am 
@BladeofSharpness. I have a solution for this error, I think. I know it may be harmless but it looks like I forgot to include the line:

<li MayRequire="Ludeon.RimWorld.Biotech">

in the TrapperPawnKind Def. Thank you for this catch as I thought the sash was part of the Core Vanilla Rimworld. I should have it fixed with the next update.
BladeofSharpness 18 Oct, 2024 @ 10:53pm 
Confirmed, removing these 3 references removes the error. IMO you are using a slightly different version than the one published, if you get no error.
BladeofSharpness 18 Oct, 2024 @ 10:51pm 
I'll stop spamming, promised :-)

I'm finding only 3 occurrences to Apparel_Sash in your mod, in Pawnkinds_trappers but I get no definition of it anywhere.
BladeofSharpness 18 Oct, 2024 @ 10:38pm 
I found this about fallback handler issue, it seems harmless and not to be worried upon. I have it even without mods!

"Fallback handler could not load library" is NOT an actual game-error. Not sure what exactly causes it, it's just an issue with resolving mod dlls and displaying mod-IDs. It shouldn't happen with original Steam versions using Workshop mods though - but if you run the game in some ways, there seems to be an issue with Unity 'calling home' when resolving the mod-IDs thus displaying them this way instead of printing out their actual names.
BladeofSharpness 18 Oct, 2024 @ 10:35pm 
Sure, with only your mod and 3 DLC, the log is very small!

RimWorld 1.5.4243 rev947
Fallback handler could not load library D:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001A487BDB020.dll
Fallback handler could not load library D:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin64_Data/Mono/data-000001A487EA00A0.dll
Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

MVCF successfully applied 0 patches
blitz  [author] 18 Oct, 2024 @ 4:14pm 
@BladeofSharpness, I just got home and looked into this and could not replicate the issue. I am only running Rimdead Redemption and its dependencies. Can you by any chance link me your log?
BladeofSharpness 18 Oct, 2024 @ 12:53pm 
A minor note, with the latest version and without any active mod I get an issue with the sash:

Could not resolve cross-reference to Verse.ThingDef named Apparel_Sash (wanter=apparelRequired)
BladeofSharpness 18 Oct, 2024 @ 12:29pm 
Flee is the gem! Much thanks to you!
YobarIsushcatel 17 Oct, 2024 @ 10:08pm 
Damn, a gem
blitz  [author] 14 Oct, 2024 @ 7:42pm 
Thank you to everyone who has supported and upvoted this project. I owe you all an update.

I’ve finalized a new design for the info graphics, which will be in the next update. These will be easier to read and address the feedback about jumpy text.

I’m also rebalancing apparel effects and redrawing several items to fit better with the vanilla aesthetic, resizing hats and coats. The CE patch will be rebalanced with input from the CE team.

The Outlaw factions are progressing. The first to be introduced is the "Bandito Gang," with new gear like a bandolier, poncho, spurs, gunslinger belt, chaps, and vest. Weapons will be a surprise.

I’m also working on an Ideology ritual where two pawns with negative social statuses can duel. I’d love to hear your ideas!

Thanks for your continued support. I’m working solo, with occasional commissions, and I appreciate your patience. You can find me in the RimWorld Official Discord in the art channel for updates.
Cat Kraken 29 Sep, 2024 @ 8:40pm 
i love this mod, hopefully things improve for you bro :3
CrackaJack 4 Sep, 2024 @ 6:25pm 
you cant unhear that guy :D
blitz  [author] 4 Sep, 2024 @ 4:52pm 
@Flash sorry I am trying to find the motivation but I am drained atm with work and irl stuff. I am slowly making the apparel for the outlaws and have 2 outfits so far but its hard for me to stay motivated on drawing atm.

@CrackaJack, I never played borderlands so instantly youtubed scooter and now you got me doing it lol. Talk about spot on.