RimWorld

RimWorld

ↁ House Sanguin 1.6
25 Comments
da812manymonkey 5 Sep @ 4:21pm 
@MajorityOfTheInternet usually it is combinations of mods or a mod that didn't write a good faction def. HAR can cause it when mixed with certain mods. Some of the addons for MO can cause issues if load order is off. Or just cause issues because the addons aren't designed for each other. Also if there are to many mods beyond your hardware, that can cause it too. I combined it with all kinds of stuff and generally end up with the hardware issue. Had to knock my mods under 300. Under 200 for less laggy later play. It's not this one causing the generation problem.

@backspace Love your work. If I could make a request for compatibility with Animal Apparel Framework. It looks like animal gear may not update to 1.6. I tried doing it myself but I keep getting red boxes on my undead horses.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3513825850
backspace  [author] 5 Sep @ 7:12am 
@MajorityOfTheInternet sounds like a mod incompatibility, i haven't heard of this happen to anyone
MajorityOfTheInternet 5 Sep @ 4:05am 
With this mod on, factions don't show up at world gen? I didn't even have logs pop out so I genuine have no clue is it an error incompatibiltiy or some code problem
da812manymonkey 30 Aug @ 10:21pm 
Just checked with your changes to label and description. Works perfect. I am unable to reproduce the bug I had.

Awesome
da812manymonkey 30 Aug @ 10:04pm 
Awesome. You rock!

The bug that having a xenotypeset fixed for me was that I kept getting only the relabeled sanguin faction and no MO fierce noble house unless I added a second fierce noble faction on the world map faction selection screen. Like the game thought the two factions were the same faction. Even though if I added one (one fierce noble house is supposed to spawn but would be replaced by the sanguin house; so I added one more fierce noble house} to the world map gen then the second one was the usual fierce noble house from MO. World gen counted both as fierce noble house faction.

I use a bunch of mods and figuring out stuff that breaks world gen is something I am forever dealing with. It could have been some other mod causing the behavior.
backspace  [author] 30 Aug @ 8:08pm 
@da812manymonkey i changed the faction label+description, although it seems like the pawn types already specify to generate 10% of knights as sanguophages
da812manymonkey 30 Aug @ 12:00pm 
Fixed the faction spawner mixing up fierce noble house with sanguin noble house by adding a xenotypeset and changing the label and the description. I have no idea why this worked.
da812manymonkey 30 Aug @ 8:43am 
Maybe change the label and description of the noble house sanguin to reduce confusion about spawned factions?
da812manymonkey 30 Aug @ 8:30am 
The sanguin faction does spawn but is poorly labeled and faction spawn confuses it with fierce noble house. It is labeled as fierce noble house with no note on spawn rates of sanguaphage xenotypes. There is no xenotypeset in the faction def. I wrote my own patch to relabel to speed trouble shooting and it still gets counted as a fierce noble house by the faction spawner with the re-label. If a second fierce noble house is added at world factions appearing, it will produce the MO fierce noble house as the second faction.

Love your work on this and keeping a stabler version going.
Kurugane 26 Aug @ 3:43pm 
I can't for the life of me get the faction from this mod to show. Even on a empty list with JUST the requirements.
backspace  [author] 25 Aug @ 6:07am 
@神说万岁 i can look into it if i have some time, depends on how difficult it would be
神说万岁 25 Aug @ 5:55am 
Can you also revive Medieval Overhaul: Arcane Archaiologists?
Kurugane 23 Aug @ 4:16pm 
Faction doesn't show for me.
Vexacuz 22 Aug @ 9:56pm 
Yeee
Fanho 22 Aug @ 12:59pm 
@Rex705 Please read my whole comment. Creators update still have some problems, this one , at lis for me , does not cause any errors during start up.
Rex705 22 Aug @ 12:52pm 
@Fanho scroll down a few same error was reported here. Gotta give people time to fix things.
Fanho 22 Aug @ 12:49pm 
Actually Finch's update causes couple of errors during startup, and this update does not oO. I get error from BloodWeapons.xml and i think two other errors (something with tailor and something with wine).
This update here for me is error free.
Z.E.R.T. 22 Aug @ 12:16pm 
the creator release a update on the main mod sorry backspace but thanks for your time and effort to it !
backspace  [author] 22 Aug @ 6:13am 
@Maconnais i don't know how i missed that, thanks
Maconnais 22 Aug @ 5:04am 
Thanks for the update! There seems to be a startup error from BloodWeapons.xml in the Sierra.RF.MedievalOverhaul folder. It needs to be updated for Vanilla Expanded Framework's 1.6 namespace from VFECore.ThingDefExtension to VEF.Things.ThingDefExtension.
Inmonic 22 Aug @ 12:17am 
@kojak Finch said he was working on the House Sanguin update a little over a week ago. He said it'd be done last Thursday, which it wasn't, but I feel like that at least means he's finishing the update sometime soon.
Gilgamesh 21 Aug @ 8:49pm 
WOOO!!!
kojak 21 Aug @ 8:42pm 
thanks for update
idk if finch mods anymore
神说万岁 21 Aug @ 7:30pm 
Thank you for the update
backspace  [author] 21 Aug @ 5:15pm 
hey guys i own rimworld through family sharing so i can't comment on the 1.5 workshop page, i'd appreciate it if someone else could let that comment section know about my update