RimWorld

RimWorld

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Tribal Signal Fire (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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722.188 KB
18 Mar, 2020 @ 12:09pm
29 Jun @ 6:18am
11 Change Notes ( view )

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Tribal Signal Fire (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
943 items
Description

Update of Cryusakis mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1556062693

- Removed despawn on fuel empty
- Fixed call-menu to just include visible factions
- Can now be used during solar flare, since its not electric
- Now requires pawn to see and manipulate instead of talking
- Added option to limit contacts to Tribal-factions only



[discord.gg]
[github.com]



Tribal colonies were never able to communicate with other factions in the game, so this mod will allow you to do just that.

The SignalFire is built, looks and requires to be refuled just like the campfire but pawns can interact with it as though it is a comms console. You cannot communicate with orbital trade ships, just ground factions.

Originally made by Cryusaki.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using the Log Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: factions, interaction
50 Comments
mosseph 21 Jul @ 6:14am 
Very helpful mod, got me to enjoy tribal runs!! Thank you for sharing.
Kyrox 2 Apr, 2024 @ 1:05am 
Doing some 1.5 unstable branch testing. Getting this error on loadup.

Config error in SignalFire: impassable, player-buildable building that can be shot/seen over.
https://gist.github.com/HugsLibRecordKeeper/e66096960069a1f5490f21809e18d1e4
Aulie 5 Feb, 2024 @ 10:22pm 
Would be really cool to call in military aid from tribals but instead of immediate support, they take time to arrange and travel to your colony.
Robot_Prince 1 Jan, 2024 @ 6:18am 
@Mlie this is a necro but Kendov was talking about the Player aligned faction created by the Empire mod, which mechanically is different than the players actual colonies faction
Mlie  [author] 29 Apr, 2023 @ 10:54pm 
@Kendov Yes, its the category tag. Its not meant as a tech level filter but a cultural one. Vikings did not use smoke signals for communication after all.
Kendov 29 Apr, 2023 @ 2:50pm 
I can contact my empire faction just fine when I set to all - note though that the Empire mod creates a separate 'player faction' for purpose of handling delivery pawns etc, while allied they aren't actually 'my' faction.

That aside, what kind of tag are you exactly looking for? I'm not that deep into rw modding myself.

<categoryTag>VFEV_Vikings</categoryTag>
<techLevel>Medieval</techLevel>
?
Mlie  [author] 29 Apr, 2023 @ 1:59pm 
@Kendov Your own faction is always excluded. Wouldnt make much sense since you cant do that anyway.
Regarding the factions, this mod uses the faction tags, not the tech-level. So what tags are these mods using?
Kendov 29 Apr, 2023 @ 1:55pm 
Rough and Savage clan from Vanilla expanded vikings mod, for example, but the Empire mod can also start at Neolithic and proceed to go through the ages as you research certain milestones, as a result of which I can't contact my own faction as soon as I go beyond Neolithic.
Mlie  [author] 29 Apr, 2023 @ 1:18pm 
@Kendov Can you give an example of a mod that adds a medieval faction since there are no factions with that tag in the base-game?
Kendov 28 Apr, 2023 @ 4:39pm 
Can you include medieval factions in the mod options, or make a separate option for that? Weird that the primitives and industries can communicate but the ones in between can't.