RimWorld

RimWorld

Golgafrinchans
36 Comments
Teren 19 Jul, 2024 @ 11:43pm 
and can you change pls "Golgafrinchans (*)" for example "New settlers (*) or New Arrivals (*) or smt lore related please
Teren 19 Jul, 2024 @ 11:31pm 
Update pls:praisesun:
Shadowlurker4897 23 Mar, 2024 @ 7:40am 
I hope it works in 1.5
Snotface 22 Oct, 2022 @ 3:29am 
Thanks, one of my favourite mods.
Darkstar  [author] 21 Oct, 2022 @ 2:59pm 
Updated to 1.4!
Darkstar  [author] 8 Aug, 2021 @ 7:06pm 
Updated to 1.3! (Finally)

Apologies for the long delay, but I haven't had much time for Rimworld since shortly before 1.2 released. Unfortunately, that will probably not change for the foreseeable future.

Tested in 1.3 with no other mods running, except Royalty and Ideology. I have not tested it with the new belief system, but it doesn't look like there is anything there that might affect the mod.

I've added a patch file for the enemy to the Empire bug that came up in 1.2, and changed the faction base to inherit from playerfactionbase so a few dialogs should also be fixed.

Please let me know here if there are any issues or conflicts and I will try to update as soon as I can.
Snotface 29 Jul, 2021 @ 8:54am 
This needs to be updated already.
Dadracoon (Nhezb) 21 Jun, 2021 @ 6:35am 
Can you add the Empire to <permanentEnemyToEveryoneExcept></permanentEnemyToEveryoneExcept> so that the Empire is not hostile the whole time anymore.
crasyadis132 23 Jan, 2021 @ 5:01pm 
Any Chance this will be updated for 2021?
crasyadis132 21 Aug, 2020 @ 4:38pm 
when will the 1.2 release leave beta?
Darkstar  [author] 26 Feb, 2020 @ 3:09pm 
Yeah, they renamed the XML tags for the icons in 1.1

I've just updated the mod with what I think should be a version that will work on both 1.0 and 1.1. Please let me know if it doesn't.
Niphoria 26 Feb, 2020 @ 10:25am 
Sadly im having a problem ....

Im still on 1.0 and whenever i start with neolithic and i look on the world map my UI dissapears - my base icon dissapears and i get the error:

Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: key

Does anybody else have this problem ?

Loving this mod btw - its in my load order since A18 and i dont want to play without it ;_;
Darkstar  [author] 24 Feb, 2020 @ 3:21pm 
Updated to 1.1.

Let me know if you spot any issues -- I haven't tested it with other mods yet, though it is working with the new DLC.
crasyadis132 24 Feb, 2020 @ 1:59pm 
will this mod be updated to 1.1 anytime soon, this is one of the most used mods on my list
StarlightSovereign 17 Jul, 2019 @ 10:46pm 
Just wanted to say thank you. This is the basis of my favorite custom scenario.
Darkstar  [author] 2 Nov, 2018 @ 1:00pm 
Updated to add medieval and industrial tech level starts (still zero research).

@Carly 2000: Thanks! Your version is a little more specific than I was hoping for this mod, so I've kept things pretty simple in this update, and you may want to continue to use your xml file. I was originally going for a simple industrial colony start with no research and a neolithic tech level which could advance via the Tech Advancing mod, if desired. To that end, I didn't want to change the backstories, clothing or appearances away from the usual crashlanding colonists. I also felt the spacer/ultra tech levels would be too extreme for the Golgafrinchans, so I've kept it to just the first three.
Darkstar  [author] 29 Oct, 2018 @ 12:40pm 
Thanks for pointing that out! Fixed.
Dekent 28 Oct, 2018 @ 7:36pm 
I have a minor issue with this mod that's persisted in the last few versions where on the world map you see a pink x instead of the village/city that'd you normally see when zoomed in. Very minor thing but is this something that could be fixed? I imagine it's not finding a graphic file for the faction and that's why it's displaying as such.
Glamorpuss 26 Oct, 2018 @ 6:36pm 
Only took me an hour, so my needs are satisfied. :P
If you want to make your own / better version, feel free!
https://github.com/EliaTarasoff/rimworld-empty-research-factions/blob/master/Defs/factions.xml
Darkstar  [author] 23 Oct, 2018 @ 6:13pm 
I'll see what I can do then.
Glamorpuss 23 Oct, 2018 @ 5:56pm 
Actually, Tech Advancing only lets you pick between neolithic and industrial. Additionally, that's only after you've started a game. The 'advancing' part isn't what I'm after either (although it does sound nice) - the ability to pick any of the tech levels, when starting a game or making a custom scenario.
Darkstar  [author] 23 Oct, 2018 @ 11:59am 
I'm not sure if there's a need for it? This mod starts you out at the tribal/neolithic tech level. You can just grab the Tech Advancing mod and set your tech level there, as well as have it increase as you progress.
Glamorpuss 23 Oct, 2018 @ 8:00am 
Any chance you'd want to add different tech-level versions of the starting faction to the mod? (I think all the ones after neolithic are medeival, industrial, advanced, spacer?) It's fairly straightforward, so I could do it myself, but if there was a single definitive mod with all the no-research-starts stuff, I think it would be best. :)
Sirinoks 22 Oct, 2018 @ 10:12pm 
Thanks! It works now. It's my first experience with mods, didn't know you had to turn them on :\
Darkstar  [author] 22 Oct, 2018 @ 9:58pm 
Is it checked in the mod list? I usually put it towards the top of the mod order, but it's a super simple mod and has never had any conflicts for me so far.
Sirinoks 22 Oct, 2018 @ 8:36pm 
Hi! Any idea why the Golgafrinchans faction doesn't appear on the list? I'm editing the naked brutality, but there seems to be no new option for this faction Screenshot [cdn.discordapp.com]
Darkstar  [author] 21 Oct, 2018 @ 7:42pm 
Updated to 1.0.
Vi-El 18 Oct, 2018 @ 6:19pm 
Thank you for your hard work!

And yes, I did try it before you could answer this and it does indeed still work fine. Glad to have my world back ^^
Darkstar  [author] 18 Oct, 2018 @ 6:17pm 
I will be updating it within the next week.

I'd wager that it should work in 1.0 as it's a pretty basic xml mod and I doubt the schemas it uses would have changed since 0.19.
Vi-El 18 Oct, 2018 @ 4:29pm 
Hello Darkstar, I was wondering if this mod could still be used with 1.0 or if you will be updating it? I have a feeling you will but I dont know how long you may need to update it as I know barely anything about modding Rimworld. Please let me know if its safe to use with 1.0 regardless of the version as I do need it for one of my colonies.
RKade83 5 Oct, 2018 @ 10:58am 
I love this mod.
Portending.Fury 11 Sep, 2018 @ 11:01pm 
Well SOMEBODY has to sanitize those telephones.
Rael_Barclay 6 Sep, 2018 @ 11:38am 
Thank you so very much! You are the best!!
Darkstar  [author] 6 Sep, 2018 @ 8:04am 
Updated for B19.
Sam Bass Otel-Ran 4 Sep, 2018 @ 12:53pm 
Does this version work in b19?
Sasquatch Hadarock 3 Jul, 2018 @ 7:56pm 
love the reference