RimWorld

RimWorld

Capacity Deprivation Port
Lamb_link 5 May, 2023 @ 8:39am
Full fix walkthrough
okay so after some testing I believe my fix has worked.

for the mod author or anyone who wants to do the fix for themselves:

what you want to do is open up the Apparel_Binding.xml file.

You will need a software capable of editing xml files, I use Notepad++, use whatever you like.

(the quickest way to do this for anyone who wants to patch the mod for themselves it to subscribe to the mod on here on the workshop, open up rimworld, click on the mods button on the main menu, navigate to capacity deprivation port and click on it, then click on the advanced button and select open folder.

this will open a file explorer window, from here select the folder labelled 1.4, then the folder labelled Defs, then ThingDefs_misc.

after that you'll finally arrive at the Apparel_Binding.xml file.)

open up Apparel_Binding.xml using your software of choice, from here you'll see all the code for all of the items.

what you want to do is skip the first <ThingsDef> bracket (for anyone without a little coding experience, Look for <ThingsDef> then read down the code till you find the first </ThingsDef>, you start editing the code after this point.)

from here, what you want to do is find </graphicData> click on the point after the > and hit enter, this should give you a fresh blank line.

on the blank line copy paste the following code:

<generateCommonality>
0
</generateCommonality>

repeat the previous steps until there are no instances of </graphicData> without the <generateCommonality> 0 </generateCommonality> code beneath it, excluding the instance found in the in the first <ThingsDef> bracket.

this code stops the items from generating on new pawn in the world, but still lets you craft them.

hope this is helpful and the mod author is able to patch this in.
Last edited by Lamb_link; 5 May, 2023 @ 8:40am