RimWorld

RimWorld

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[FSF] FrozenSnowFox Tweaks
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Mod, 1.4, 1.5, 1.6
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Posted
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2.856 MB
25 Nov, 2022 @ 8:42pm
24 Jul @ 8:52pm
256 Change Notes ( view )

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[FSF] FrozenSnowFox Tweaks

In 1 collection by FrozenSnowFox
[FSF] FrozenSnowFox Mods/Update Info 1.6
24 items
Description
Description

This mod is my personal collection of tweaks. Over the years I've made a lot of changes for myself that I haven't released because they're too small, it's too time consuming and they probably wouldn't garner much interest. This is my personal tweaks collection ported over to the XML Extensions mod in a nice fancy package.

As a result it has a proper options menu where you can enable any tweak you like and customise several of them by inputting numbers. All tweaks are disabled by default and can be enabled individually. Where possible default input settings use vanilla numbers, in places where vanilla numbers don't exist my own default numbers are used.

To avoid mod conflicts with individual tweaks this mod should be loaded near the end of your mod list.

List of Tweaks

A full list of tweaks can be found in the pinned thread here.

Tweaks can be enabled in the mod settings menu. When enabling tweaks make sure to check your active mod list for any mods that might do the same thing. Having both active at once will likely result in errors or issues. The severity of which will vary depending on what the mod/tweak is attempting to do.

This mod says its incompatible with your mod X?

If one of my mods is listed as incompatible it means that this tweaks collection includes it. Any mods that could be customised in some way such as More Quests will have a proper settings menu for people to adjust as they like.

Can you do X?

If it's related to one of the existing tweaks then I likely will. For other things the answer to this question is probably going to be largely no. This is my own personal tweaks collection prettied up and packaged for others to use. I don't really intend to go adding everything people suggest as a tweak. If you can make a convincing argument on why the tweak you want annoys not you but me then I'll consider it.

Can you support X mod for an existing tweak?

When it comes to mod support I generally support mods as I use them. I use a large selection of Vanilla and Alpha series mods so most of them should be supported. If one of my tweaks doesn't support a mod leave a comment in the thread linked below and I'll see about adding it.

Requests for mod support.

Recommended Mods

BetterSliders
Adds numerical inputs for all sliders in Rimworld. Useful both in game and for this mods settings menu to fine tune numbers.

Credits

Made by FrozenSnowFox
The mod icon is from Game icons[game-icons.net] and was modified by me. It is used under the CC BY 3.0 Licence[creativecommons.org]

Link to Non-Steam downloads for my mods.
Github[github.com]



If you enjoy my mods and want to give me a little tip check out the link below.

[ko-fi.com]
Popular Discussions View All (3)
131
24 Jul @ 4:03pm
PINNED: Bug Reports
FrozenSnowFox
24
24 Jul @ 5:35pm
PINNED: Mod Support
FrozenSnowFox
843 Comments
FrozenSnowFox  [author] 6 hours ago 
@JohnPeterson
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
FrozenSnowFox  [author] 6 hours ago 
2/2

@Tinda

I checked the Tabard in game and all I can tell you is the VE team did something weird and code based for layer VFEC_OuterShell. The Tabard is locked to where it is, you can't move it above or below items with the Render tree tool. So there's no way for me to fix the issue of that item or similar items using it from showing up over hairstyles.

Why don't items you add to Headgear or Eyes show up? Again you confused drawOrder with Render Layer they are not the same. Don't ask me what the difference is I don't know. But I think drawOrder is the overarching order in which the engine draws things but again different to the actual Layer numbers themselves.
FrozenSnowFox  [author] 6 hours ago 
1/2

@Tinda
Why did Ludeon do their thing? I honestly have no idea. The issue with long hairstyles getting messed up due to rendering layers on the back was brought up to them but was hand waved as not an issue so it falls to modders to fix it.

You seem to be mistaken Apparel Layer drawOrder does not equal Render Layer. You can see the actual render layers by using the Render tool on a pawn in the game. This allows you to see the layer numbers themselves and make adjustments to see how things fit.

My mod searches for the text "Shell" on apparel and then adjusts the render layer to 51 which puts it I think below Hair but above Head. This approach works for all items without adjustments and works better than using shellRenderedBehindHead which some other mods used. That method as per my note creates a new bug for short hairstyles which is rendering the head over clothing.
JohnPeterson 14 hours ago 
Hey!

I ran into an issue where the game says that the mod isnt for 1.6, but for 1.5 and 1.4 instead. But on the workshop page it says that its for 1.6.

I also took alook at the files, and there isnt any mention of 1.6 there.

Was the mod marked as 1.6 compatible on the workshop, but no internal changes were made. Or did Steam had a hickup and downloaded the wrong version for some bizarre reason
Tinda 15 hours ago 
I tried making my own layer called something completely different (in case your mod searches for the string "shell"(?), but still same result.
What is going on? How does this work?
The Headgear layer also seems similarly weird. VFEC_OuterShell with its render order of 500 should render above even headgear (400), but it doesn't. And why don't the textures show up if I add items with head coverage to other layers than headgear or eyes? I'm so confused.

These questions don't really concern your mod, but you seem to know what you're doing, so here's hoping you can answer.
Thanks for some great tweaks!
(sorry this got long, cutting into two parts)
Tinda 15 hours ago 
Hello,
Regarding the Render Hair Over Clothing option,
What exactly did Ludeon do to the shell layer? I've looked at your patch and the core defs and I am at a loss as to why it's so fukked?
It insists on rendering above everything including hats (unless your patch is enabled)? Why did they do this and how? Is it some hardcoded fukkery or why is it that something as hacky as this is the best solution people have been able come up with for over a year?

Also, I'm not sure I fully understand your patch either.
It works and everything, but shell is still rendering on top of other layers with a higher render order? (Is it possible to fix that?)
For instance, VFEC_OuterShell, added by Vannila Expanded Framework (render order 500), and used by Medieval 2 mantle, still gets shown underneath shell items from behind. Works great from all other angles.
Shimmer 19 hours ago 
That was an unexpected fast respone, real nice x3.
and that's the wierd thing, a full cataphract set puts one at 98% vaccum resistance, so one won't survive?
but it should most certainly give the protection that this tweak adjusts for tox at least. x3 (as in it makes no sense to have that high vaccum protection and near none tox protection vanilla.)
FrozenSnowFox  [author] 20 hours ago 
@Shimmer
That's a vanilla feature in Odyssey. Now try and explain why you can survive in a vacuum with cataphract armour but you'll die to toxic exposure without a mod.
Shimmer 20 hours ago 
So i dig these tweaks, some really usefull stuff. The one thing i ain't 100% i follow or get, "Sealed power armor" i get that it makes it immune to tox weapons, which is nice, but it doesn't make 100% vaccum protection? or is that another settintg somewhere?
or is that something someone might need to tweak in files?

Have a nice day though :3
FrozenSnowFox  [author] 29 Jul @ 3:25pm 
@Jestrfestr
The Vanilla Expanded mods don't add fishing traps when you have Odyssey. So simply disable that tweak.