RimWorld

RimWorld

38 ratings
ESCP - Race Tools
   
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.982 MB
11 May, 2024 @ 2:53pm
29 Jul @ 8:26am
7 Change Notes ( view )

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ESCP - Race Tools

In 1 collection by Collaboration Projects
ESCP 1.5 Collection
28 items
Description
A continuation of SirMashedPotatoes' mod, now maintained by Theo.
Also on github: https://github.com/TheoPaysRespect/ESCP-Race_Tools
Original mod: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2681814436

A core mod that is required for the ESCP races. Make sure it is loaded before all of them. This doesn't really add anything by itself, it's just a framework for other mods.

-Requires Harmony
-Includes a modified version of MorrowRim Leather Thoughts by Razza, thanks bunches!.
16 Comments
Collaboration Projects  [author] 29 Jul @ 6:06am 
I can't update mods for 1.6 on steam currently due to steam changing how account sharing works. Waiting for it to be resolved. Non-retexture mods are updated on my github over at TheoPaysRespect or at the discord
Chubbygummibear 14 Jul @ 6:30pm 
ah ok i get that. good news is that i got it to compile and init while loaded and there's only 1 error from an ambiguous method with harmony for tile finding. when i checked how Medieval Overhaul handled that, they just commented it out. so i'm a little stumped how important that is lmao
Ranger Rick  [author] 14 Jul @ 5:00pm 
birthsigns core/abilities was just shoved in there, it was meant to be it's own thing at some point
Chubbygummibear 14 Jul @ 3:29pm 
sorry to ask questions about the C# side of things since you guys already said it was an area you're short staffed on. I forked your repo on github to tool around with the existing code and see how bad the differences would be if i just set it to 1.6. I see a lot of the utilities got nuked by the map generation changes, so it requires a bit of fiddling to quell those. although i can't be totally sure if they'll work as intended prior. Luckily I did see that Medieval Overhaul did have their own set of utilities that function similarly and in the case of the settlement spawning preferences, is nearly 1-to-1. so that can probably just be used as they have it. However i am a bit confused by the layout choice with having an sln file for each aspect of the tools. is that intentional or just kind of a holdover from the initial creation style?

I'll probably keep fiddling with it if that's alright, cause i do miss having khajiits in my game lmao
Ranger Rick  [author] 10 Jul @ 7:57pm 
Taran is on the collaboration teams, just busy.
TurtleShroom 10 Jul @ 7:44pm 
That's fantastic! BTW, if you are looking for C-Sharp authors, I recommend Zaljerem and Tarunchuk. Mlie does not do HAR Mod Races out of principle (and because they shafted him, IIRC).
Ranger Rick  [author] 10 Jul @ 7:35pm 
If its a collaboration project race then yes, if you mean this specific mod, Theo mentioned we are trying but are just lacking a dedicated C#, and im busy on FCP release. I plan on updating ALL ESCP and morrowrim mods that were given to us.
TurtleShroom 10 Jul @ 7:28pm 
You'll be uploading these races, though, right?
Ranger Rick  [author] 10 Jul @ 6:52pm 
Thats a no, as we are remaking it and making it better. Good stuff takes time. Ashlands is NOT part of this project so it will not be added nor anything in it!
TurtleShroom 10 Jul @ 6:03pm 
At this point, just release the Sixth House Mod to the public. Zaljerem or Mlie could update it!

Also, do you plan on updating the Ashland Mod and the Race Mods?