RimWorld

RimWorld

Early Industrial Societies
81 Comments
Дядя Джексон 6 Mar @ 7:56am 
Up to 1.5?
LNBalestra 20 Dec, 2024 @ 11:58pm 
@mlie please update?
LNBalestra 29 Jul, 2024 @ 4:34pm 
@mlie can you update this pls?
grif 7 Sep, 2023 @ 8:32pm 
does it work in 1.4?
dninemfive  [author] 16 Apr, 2022 @ 8:27am 
Yeah, i assumed so, but loadouts were apparently not spawning in? Could very well be that that's been changed since then, however.
Spyrot La Iguana 16 Apr, 2022 @ 8:20am 
I don't think you'll have to do much to make the mod CE compatible as it doesn't add any appareal, armor, or race to the game. But I don't know anything about mod creating so idk
dninemfive  [author] 16 Apr, 2022 @ 7:56am 
Thanks for the offer! i appreciate the sympathy.

Weapon Tech isn't required for 1.1 and later, i believe, for the record, though i think there was still something i needed to do on my end to make the mod fully CE compatible last i checked (probably a year or two ago at this point)
Spyrot La Iguana 16 Apr, 2022 @ 7:54am 
Oh sorry to hear that. I hope you surpass your current situation, and maybe update this in your free time in the future.

Good luck with that, be strong!

P.S.1: You can contact me via Steam. I've dealt with depression myself and maybe can help.

P.S.2: If you ever update this mod I heavily recommend removing Weapon Tech 1.0 requirement cause it doesn't work with Combat Extended + Some people just want to have this kind of factions in their game. Not change their whole gun tech system.
dninemfive  [author] 16 Apr, 2022 @ 7:41am 
Would be really cool if i wasn't depressed lol

(i would like to update it at some point, but that makes it hard for obvious reasons)
Spyrot La Iguana 15 Apr, 2022 @ 12:48pm 
Would mbe really cool if this was updated for 1.3 !
Bongwater 24 Feb, 2021 @ 3:03pm 
gotcha, thanks!
dninemfive  [author] 24 Feb, 2021 @ 1:58pm 
@3am Coffee All the patches are included in the mod and will be automatically enabled with the specified mods installed.
Bongwater 24 Feb, 2021 @ 11:52am 
darn, thanks for the reply! (also, where can one find patches for the mods listed under mod compatibility?)
dninemfive  [author] 22 Feb, 2021 @ 9:13pm 
@3am Coffee As it says under the header "Mod Compatibility," Apparello 2 is not optional.
Bongwater 22 Feb, 2021 @ 5:45pm 
can we substitute apparello 2 with vanilla apparel/armor expanded?
Bongwater 22 Feb, 2021 @ 5:34pm 
is there a version that doesnt require apparello 2 for 1.2?
dninemfive  [author] 9 Jan, 2021 @ 3:41pm 
@k0555230 This is an issue with Fluffy's Mod Manager, since I have an update in progress. It's not yet released.
k0555230 9 Jan, 2021 @ 3:21pm 
the game tells me there is a new version of the mod but i can't find it on steam and don't find any link to an external source
dninemfive  [author] 7 Sep, 2020 @ 12:19pm 
@PremierVader As it says under the header "Mod Compatibility," Apparello 2 is required on all versions but Weapon Tech is only required for the 1.0 version.
PremierVader 7 Sep, 2020 @ 1:07am 
Is Aparrelo 2 and Weapon Tech absolutely necessary for playing this on 1.2?
dninemfive  [author] 24 Aug, 2020 @ 12:11pm 
@Meakin With HugsLib installed, hit ctrl+f12 and post the resulting link.

It's unlikely to be a load order issue specifically; my assumption right now is that the combination of mods you're using is making weapons too expensive for certain kinds of pawns.
Meakin 24 Aug, 2020 @ 12:05pm 
How do I find the hugslib log? And could it just be a loud order issue? I normally wouldn't put faction mods towards the end of my load order but the requirements of this mod kind of left this mod towards the end
dninemfive  [author] 24 Aug, 2020 @ 11:54am 
@Meakin I haven't noticed this issue in testing - please post a HugsLib log here [github.com] so I can address it.
Meakin 24 Aug, 2020 @ 10:50am 
Oh damn I didn't realise Spectre was complaining about CE.... I am not using CE myself!
dninemfive  [author] 24 Aug, 2020 @ 8:57am 
@Meakin Oh well. I don't support Combat Extended for a reason - making it compatible, especially given the fact that I rely on other mods to provide weapons, is incredibly fiddly.
Meakin 24 Aug, 2020 @ 5:37am 
Though the Slavers do seem to be far more prone to not having weapons
Meakin 24 Aug, 2020 @ 5:22am 
I have the same issue as Spectre. I don't think it's just restricted to the Slavers either - it seems kind of random for me. Sometimes they spawn with no weapons at all, sometimes they all spawn with weapons, and sometimes some have weapons and others don't. I was just building a new mod pack and realising this has kind of put that on hold :/
Deadliest Kitten 29 Jul, 2020 @ 8:16pm 
I've been using it in 1.1 and every time the Confederate "Slaver Aristocracy" attacks me they have no weapons. They have all the right clothes and all the other factions work fine though
dninemfive  [author] 27 Jul, 2020 @ 9:38am 
@Spectre True in 1.0 but not in 1.1 - you can use it with Vanilla Weapons Expanded instead.
Deadliest Kitten 26 Jul, 2020 @ 3:26pm 
Great mod but anyone considering it should know it is incompatible with CE (Combat Extended). This mod requires weapons tech which is not usable with CE. If you try to play without it certain factions will just show up unarmed. Besides that great mod
dninemfive  [author] 18 Jun, 2020 @ 9:07am 
@tanyfilina I am no longer updating 1.0 versions of mods. The changes should be (relatively) simple to make if you check the diffs on my github.
tanyfilina 30 May, 2020 @ 5:51am 
Hello! Would be great to have vanilla weapon and apparel version. I've tried Vanilla Factions Expanded, but it conflicts with something in my modlist. I would try your old version, but you stated it is compatible with 1.0 version, and I'm now on 1.1.
dninemfive  [author] 1 Apr, 2020 @ 3:34pm 
@OttersHoldHands It will, unless Oskar deliberately conflicts with my defs. I'm planning a compatibility patch too so my pawns will use the added weapons.
OttersHoldHands 1 Apr, 2020 @ 3:33pm 
@dninemfive Do you know if this will work the vanilla settlers western mod?
dninemfive  [author] 1 Apr, 2020 @ 10:21am 
@jgsinfw Weapon Tech isn't a hard requirement in 1.1, and for some reason Janson made a separate 1.1 page, so this is intended.
jgsinfw 1 Apr, 2020 @ 1:09am 
Not sure if this is the mod or Steam, but when I tried to subscribe, it let me know that I needed the two required mods of Apparello and Weapon Tech, but it directed me to the 1.0 version of Weapon Tech. I have the 1.1 version of WT already added, but that didn't register with the reminder.
dninemfive  [author] 22 Mar, 2020 @ 6:32pm 
Thanks!
OttersHoldHands 22 Mar, 2020 @ 6:31pm 
oh snap :O this looks cool
dninemfive  [author] 3 Jan, 2020 @ 4:00pm 
@Skelemann Not really, this mod was built around the flavor of the two mods and each pawnkind uses specific apparel and weapons which can't be replaced with vanilla weapons without drastically simplifying the mod. If you want something simpler, Early Industrial Society still works on 1.0 as far as I know.
Skele₊ 31 Dec, 2019 @ 5:47am 
Can I use this mod without those two "required" mods. They both arent that relevant and could easily just use a pool of other weapons and clothing in the base game / modded game. Right?
dninemfive  [author] 28 Aug, 2019 @ 11:19am 
@Jacques Cartier You mean Oskar Potocki's mods? Probably not. I might add compatibility for them, but there isn't enough variety in the weapons and equipment to support this mod's flavor.
Jacques Cartier 28 Aug, 2019 @ 11:12am 
Is there any chance I could get a version of this that uses the Vanilla-Like Weapons and Vanilla-Like Apparel mods instead of Apparello and Weapon Tech?
Lucas_ez 23 Aug, 2019 @ 4:21pm 
a westerado world
Lucas_ez 23 Aug, 2019 @ 4:20pm 
not sure, even when i dont use weapon tech mods, there is still a bunch of advanced guns even with faction control
dninemfive  [author] 22 Aug, 2019 @ 5:14pm 
@Lucas_ez What modern guns?
Lucas_ez 22 Aug, 2019 @ 5:11pm 
how do i get rid of the stupid modern guns!
BernardTP 5 Aug, 2019 @ 11:46am 
@dninemfive I wasn't expecting you to say that, so you have my thanks again. I will certainly keep an eye out for an update in the future.
dninemfive  [author] 5 Aug, 2019 @ 10:54am 
@BernardTP Alright, I'm thinking I'll make it so that the Bandit faction is disabled when that mod is loaded and otherwise integrate their weapons into my factions. Don't expect it too quickly, since I'm busy for the forseeable future, but I might end up playing with Westerado so it will happen eventually.
BernardTP 5 Aug, 2019 @ 10:45am 
@dninemfive I figured as much, since it is just a hat after all. With overlap, while I imagine you both add some of the same items I was looking at your mod for the Frontier Association and Slaver Aristocracy factions. Faction-wise, Westerado only adds a bandit faction and a Native American faction so I figured this was a logical complement for a western-themed game. Project Westernization also does western-themed factions, but at least two of them aren't set up correctly according to the logs plus it has tons of item overlap so I dropped that in favor of your mod.

Regardless, thank you for the quick response. I will definitely keep your mod in my load order then.
dninemfive  [author] 5 Aug, 2019 @ 10:18am 
@BernardTP It's not serious at all, the game just drops the second node. I should add compatibility, but isn't there a pretty big overlap between that mod and this one?