RimWorld

RimWorld

Evil Tactician's RimWorld Tweaks
229 Comments
MeatBeatMarv 22 May @ 6:36pm 
o7
Incogmeato 16 Jun, 2024 @ 9:54am 
I've been using this in 1.5 for a while mostly without issues. Some of the features, like the medicine production/craftable neutroamine stopped working, but that might be a conflict with other mods I have rather than a problem with this one.
The Bard of Hearts 13 May, 2024 @ 7:43pm 
Does anyone know if this still works in 1.5?
开心就好 10 May, 2024 @ 8:24pm 
1.5 plz~~~
Darbs R Us 6 May, 2024 @ 5:17pm 
No pressure or anything, but do you have any news on a possible update? This is one of my favorites and I'm jonesing to use it again!
摸鱼户 27 Apr, 2024 @ 9:47pm 
1.5,pls:(
Evil Tactician  [author] 12 Apr, 2024 @ 12:58am 
Yeah, I generally don't play beta versions of any game as I rather wait for the stable release :)

I'd be surprised if my mods need significant changes - but I'd have to reinstall the game, ideally get the DLC just to be sure and do a thorough comparison of the game files vs. my changes. It's been years, so it's not as quick as that sounds as there's also a degree of re-familiarising myself with the structure.

It could very well be that the mod works fine 'as is', other than the little warning about the version :) (It all depends if anything related to it was changed)
Michiko 11 Apr, 2024 @ 2:41pm 
It's out now as of a few hours ago! Also if you're curious as to why some people were already asking about compatibility even if the patch wasn't out yet, some modders were able to update their mods because of the 1.5 test version that's been out since the patch/DLC were announced. One of the reasons they let out that test version so early presumably is to help modders update before the official drop. Looking forward to the update then!
Evil Tactician  [author] 9 Apr, 2024 @ 11:27am 
Hey Ezzoh, to my knowledge 1.5 isn't out?

I also don't own the previous expansion nor have any plan buying this coming one any time soon, and that does make updating mods a little more complicated as I can't verify if there are conflicts with any expansion mechanics.

So I'm not sure yet.
Ezzoh 9 Apr, 2024 @ 6:40am 
Hey quick question, I love this mod, was wondering if you are planning on updating it for 1.5?
Evil Tactician  [author] 2 Dec, 2023 @ 11:19am 
It should work, or at least it did when I tested it. It might be because you already made some?

Either way, you can just edit the xml files of the mod and change the stats for the clothes to balance them the way you like, that would be easier than disabling them :)
The Bard of Hearts 1 Dec, 2023 @ 8:19pm 
Actually, theres another problem, apparently. Disabling the clothing doesn't actually disable the clothing. I've tried rebooting the game, creating a new save and a few other small tests. Nothing gets rid of having the desert robes and other clothing available to make and find in the game. Can THIS at least be fixed so I can balance out my own game without removing this mod entirely?
The Bard of Hearts 1 Dec, 2023 @ 8:11pm 
I would love to see a rebalance of the clothing from this mod. Unfortunately, most of it just trumps the vanilla clothes in every conceivable way. Take the vanilla duster vs. the desert robe. Made from the same material, the robe costs less (65 vs 80) has better armor ratings, covers the same things, and insulates better for less cost and time. What reason is there to ever make a duster if you have the desert robe option. I personally would like to see stats that are more in line with eachother so you have varying reasons to make and use different things for different situations.
But if one item simple outmatches all the others, then why?

Just my two bits. I still love this mod, all in all, but I found myself disabling all the clothing for this reason.
Thekiborg 5 Jul, 2023 @ 3:20pm 
Could you add the same tweak for Gauralen trees please? It'd be cool to be able to replant both from the same mod!
Evil Tactician  [author] 9 Mar, 2023 @ 7:23am 
Knowing what errors you're getting would definitely be helpful. Sometimes it's just incompatibilities with another mod. This can either be because that mod is poorly coded, or because it's doing something I haven't anticipated.

If it's a popular mod, I generally don't mind including a patch for it.
chrisque1 8 Mar, 2023 @ 3:43pm 
I was getting some errors, and had to uninstall it. Next time I start a new game, if I get and errors will post the log. tnxs
Evil Tactician  [author] 4 Mar, 2023 @ 2:18pm 
Why are you missing it, it should still work unless yet something else has released?
chrisque1 4 Mar, 2023 @ 1:50pm 
I miss this mod :cozybethesda:
thewanderingoutsider 13 Nov, 2022 @ 2:31am 
Yay updated! I love this mod so much, glad to see you updating it after all of this time. Its tweaks are great!
Vattende 12 Nov, 2022 @ 9:43am 
Nice to see this mod i used long time in previous game-version ! A great compil of many useful tweaks, very handy.
Evil Tactician  [author] 12 Nov, 2022 @ 8:47am 
My pleasure!
Backgammon 12 Nov, 2022 @ 7:34am 
@Evil Tactician - Thank you for resolving this issue that fast!
No extensive testing done as I am on the move, but no error on load up and no error with my full mod list. So thanks for your time and work!
Evil Tactician  [author] 12 Nov, 2022 @ 7:17am 
@Backgammon - Thank you for reporting. I have found the issue and am pushing a hotfix now.

There was an item which should only have loaded for those with the Royalty expansion, but it was inadvertently duplicated into the version which loads for people without the expansion as well. This would cause the error.

The error should disappear after the update.
Backgammon 12 Nov, 2022 @ 6:50am 
Encountered the exact same error as LijaBook posted on 24th Sept., namely:
Could not resolve cross-reference: No Verse.ResearchProjectDef named NobleApparel found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
To check mod compatibility I disabled every other mod and tested with only:
Harmony
Core
Vanilla Expanded Framework
Evil Tactician's RimWorld Tweaks

In that order. The error occurs on startup.
Evil Tactician  [author] 12 Nov, 2022 @ 6:49am 
@quillandsaber - I've found the root cause and resolved the issue in the release I've just pushed. In my test save I could sell the various tribal gear to the bulk goods trader after the hotfix.

I've also taken the opportunity to update the mod for RimWorld 1.4.

The Anime Tree build radius patch was removed, as it hasn't been working since 1.3. It was displaying the radius, but never actually applying. There are better mods which handle this in the workshop.
Evil Tactician  [author] 12 Nov, 2022 @ 6:25am 
Thanks for confirming - I've just reproduced that and am looking into it. Bear with me.
quillandsaber 12 Nov, 2022 @ 6:06am 
@Evil Tactician - Bulk goods traders will buy the vanilla tribalwear but not the others. I've checked More Faction Interaction's code (which is my only mod that could realistically affect who purchases what) and there don't seem to be any patches that would cause this behavior.
Evil Tactician  [author] 12 Nov, 2022 @ 5:56am 
@quillandsaber - Have you checked vanilla tribal outfits can be sold at those vendors? That was my main question.

All tribal gear is flagged as such, so any trader which wouldn't buy normal tribal outfits will also not buy these. I've had a quick check in the code just now and I don't see any evidence to suggest the new tribal gear would behave any different to vanilla.

As far as I know only "Exotic" or the tribal equivalent "Shaman" merchants will buy tribal gear?
quillandsaber 11 Nov, 2022 @ 5:25pm 
@Evil Tactician I did some further testing; it seems like no one will buy any of the added apparel from this mod except, weirdly, the special clothing caravans from More Faction Interaction (which I assume works because those special merchants will buy any apparel item). This applies both to arriving caravans and if I check the "show what will buy" lists on the World map.
Evil Tactician  [author] 11 Nov, 2022 @ 9:54am 
@quillandsaber - how about the other tribal gear?

And, do those factions buy vanilla Tribal outfits?

Unless something changed in the latest patch, there isn't anything in these pieces of gear which functions differently from vanilla tribal equipment.
quillandsaber 10 Nov, 2022 @ 6:27pm 
I'm not sure where the bug could be, but it seems like no factions will buy desert robes for any reason?
Sgt. Larson 8 Nov, 2022 @ 6:42am 
@Evil Tactician could you update the Mod anyway?
Evil Tactician  [author] 6 Nov, 2022 @ 1:01pm 
Thanks for letting me know!
Alcadior 6 Nov, 2022 @ 9:54am 
Ive been using this in 1.4 and im not having any issues im also running 430 other mods with it.
The Bard of Hearts 1 Nov, 2022 @ 7:37pm 
Really hoping for a 1.4 update.
kp-beeferella 31 Oct, 2022 @ 12:23am 
Plasteel but not synthread?
Evil Tactician  [author] 29 Oct, 2022 @ 2:41am 
Thanks for reporting.
wiren 28 Oct, 2022 @ 9:58am 
anima tree artificial building detection radius not functioning correctly, shows visually as shrunk but is still detecting buildings at original radius. kibble x4 recipe also doesn't seeming to be working, pawns aren't seeing it as a doable job.
Evil Tactician  [author] 28 Oct, 2022 @ 2:12am 
If you do find anything, please do let me know. Knowing specifics makes it infinitely easier to debug and fix. I should have some time soon (I hope) to get the mods updated.
Nex Addo 27 Oct, 2022 @ 9:53am 
Testing right now on an existing already heavily modded Biotech/1.4 save. So far, based on the trace logs, I think Evil Tactician is correct. I'm not seeing anything additional in the logs, nor am I seeing any issues with the main part that I use it for (med research). I'll keep playing on this version of the save and get back with something more definitive in the next while.
Demognomicon 22 Oct, 2022 @ 2:51pm 
The vast majority of 1.3 mods do not work in 1.4
Evil Tactician  [author] 14 Oct, 2022 @ 5:07am 
I've not played with 1.4 at all yet, nor own the DLC.

Happy to update if someone let's me know what's broken? Most of the functionality should just work unless the game made major changes to them.
Demognomicon 13 Oct, 2022 @ 9:15pm 
1.4 compatible version possible?
Evil Tactician  [author] 24 Sep, 2022 @ 8:24am 
I'm afraid that error doesn't tell me a great deal. I've not had any other reports of this, so are you sure this isn't caused by mod incompatibility?
hottt3 1 Aug, 2022 @ 8:19am 
Thanks for the mod. Would be great to add the ability to move Gauranam tree - similar to Anima tree.
Evil Tactician  [author] 16 Jun, 2022 @ 1:40am 
A couple of version ago, yes. But there's no real reason why any of these changes wouldn't work in Multiplayer.

(As usual make sure people have the same mod set-up and same mod settings in-game, having different settings or toggling things on and off differently from one another would definitely lead to some incompatibilities as you'd effectively be using different mods.)
H0XNG 15 Jun, 2022 @ 5:10pm 
Have you tested this with multiplayer?
Evil Tactician  [author] 3 Apr, 2022 @ 4:37am 
Thanks, I'm glad it's useful to people. :)
`Rionecnirp` 2 Apr, 2022 @ 5:44am 
The pack as well as the stand-alones are very nice.