RimWorld

RimWorld

[RC]Exostrider spawn removed
32 Comments
Marshall 30 Jul @ 3:20pm 
Lol, no need to apologize. This is a hobby after all, and that was a really fast response time compared to some of the bug reports I've given out over the years. :squirtyay:
Anyway, I activated the mod with no errors. Then I loaded up a new game and it seems to have correctly not-spawned an exostrider, so it seems to be working correctly. :steamthumbsup:
Pseudo Neutre et Soft  [author] 30 Jul @ 2:52pm 
@Marshall It should be good now ! Tell me if anything is wrong (sorry for the wait also)
Pseudo Neutre et Soft  [author] 28 Jul @ 10:48am 
@Marshall I'll do a cleanup as soon as I am home, it should be ok to use this mod since its only a prefab defined in the files but I didn't use in game and if used, it should just spawn it without the door. Really sorry for this rooky mistake and for the incovenience, I ll be done in 1 day normaly if i'm home tomorrow :steamthumbsup:
Marshall 28 Jul @ 5:17am 
With this mod loaded I get an error about a missing SecurityDoor def. Looking into it showed me that the Security Door is from Anomaly, the only DLC I don't own. This mod is using it in the 'Urban Camp' section of the Prefabs.xml file, and unloading this mod got rid of the errors, so that was definitely the culprit. I like the idea of the mod, so I hope you can change that door to a plasteel autodoor or something. Maybe the Security Door could be spawned if your mod detects that Anomaly is installed somehow? I don't know a lot about Rimworld modding, but that seems like something that should be doable.
Pseudo Neutre et Soft  [author] 18 Jul @ 9:21am 
adding*
Pseudo Neutre et Soft  [author] 18 Jul @ 9:21am 
@Lucky like addind a room containing a exostrider ? that's what you mean ?
Lucky 17 Jul @ 11:41pm 
If you do the spawn stuff with the other dlc's I think it would go well with stuff like Anomaly Research Asteroid and Mechanitor Orbital Platform.
Pseudo Neutre et Soft  [author] 9 Jul @ 4:33pm 
@ravinglegend no problem 😉
Ravinglegend 9 Jul @ 2:46pm 
Okay thanks for letting me know. I did not know how that works.
Pseudo Neutre et Soft  [author] 9 Jul @ 2:36pm 
@Ravinglegend it is choose at the start of the game, unchangeable, so if you do another game, it'll be another non-hostile faction
Ravinglegend 9 Jul @ 9:55am 
Why can you only contact the pig outlander union for the quest? Could you change it to add the civil outlander faction as an option and maybe the empire?
JackBean 9 Jul @ 8:44am 
yo is this the mod I suggested ages ago?
user666crazyman 6 Jul @ 9:44pm 
This is great and I think what the person under me just said is also a great idea that could be added either on this mod or as a similar mod
The Blind One 6 Jul @ 6:30am 
Awesome mod.

Would love to see something similar for the monolith.

Maybe a quest where you have to find a grimoire in a ruined dark temple or something that spawn the monolith on the map of you choose to activate it? That way you can bring back the grmoire, activate it on your own home base and it spawns where you summon it?

Hate how it's just ''on your map'' from the start.
Azerbaijan_Technology 5 Jul @ 2:28pm 
Very nice! Please implement a similiar thing for anomaly monolith and gravcore when odyssey drops!
Pseudo Neutre et Soft  [author] 5 Jul @ 1:54pm 
Thanks @Smxrez ! I will try to continue this series of mod to complete remove things off the starting map ! 👍
Smxrez 4 Jul @ 7:41pm 
Should be base game ngl
I don't like how the dlcs just shove themselfs onto you
Takes like no effort or progression into them
Seems like odyssey is no different lol
Pseudo Neutre et Soft  [author] 4 Jul @ 4:56am 
@Apocryphus @Lucky thanks for your kind comments, i don't also like how everything spawn on the starter map :steamthumbsup:
Lucky 4 Jul @ 12:46am 
Id like to see more of the quests added by dlc handled this way tbh. I never liked how stuff just appears around the base.
Pseudo Neutre et Soft  [author] 3 Jul @ 5:02pm 
e :deadrat:
StockSounds 3 Jul @ 5:00pm 
Seems pointless and confusing, but it's your mod.
Pseudo Neutre et Soft  [author] 3 Jul @ 4:59pm 
I think everyone deserve a chance in life, even the chance to spawn on the starter map ! No on a side note i think @flockerkill idea is better and add another layer of "random", and 5% is not that commom ;)
StockSounds 3 Jul @ 4:46pm 
the BASE chance, I mean the BASE chance. I think you should change it to 0.
Pseudo Neutre et Soft  [author] 3 Jul @ 4:45pm 
you can adjust it in the setting @stocksounds !
StockSounds 3 Jul @ 4:31pm 
shouldn't the base chance be 0 for the folks who just want it gone?
Pseudo Neutre et Soft  [author] 3 Jul @ 6:39am 
@Олег Мерк oh yeah there's already an incindentdef that bring back the monolith but in a random location on the starter map, I need to look after that :deadrat:
Олег Мерк 3 Jul @ 6:24am 
@Pseudo Neutre et Soft Maybe there would be some thing what can be brought back to colony, activated and spawning monolith on the preferred spot? Like prefab from alpha prefabs or other spawning item. Monolith being 3x3 structure is easily placable by item at it's center.
Apocryphus 3 Jul @ 5:13am 
Nice, this is a great idea for a mod! Love to see things like these removed from the base map - still want to have a mechanitor, but not EVERY play through - and would love to have to go find the starter item.
Pseudo Neutre et Soft  [author] 3 Jul @ 5:07am 
@Олег Мерк I've beginning to do it some months ago: i created another quest to search the monolith but it require you to have 2 colonies or to abandon the one you had, and I didn't quite enjoyed the idea and it seemed too simple, if you have another idea i might continue that but thanks for the comment !:steamthumbsup:
Pseudo Neutre et Soft  [author] 3 Jul @ 5:04am 
@Flockerkill thanks for the idea!
its done, check the mod setting, the base chance spawn is 5% :steamthumbsup:
Олег Мерк 3 Jul @ 4:05am 
Can't wait for something like that but with monolith
Flockerkill 2 Jul @ 11:07pm 
Nice that is a good mod, as a question could you maybe bring in an optional spawn % chance for the starting map?