RimWorld

RimWorld

[Ry]Rimcraft Factions
100 Comments
The Blue Wyrd 10 Mar @ 3:01pm 
Still missing this. Anyone knows anything? ;-;
Three 28 Dec, 2024 @ 1:34pm 
Can this be used in version 1.5 of the game? I ask because 1.5 changed the way colonists/pawns are displayed. By any chance, will things get bushy? :trolol:
Borkonin 15 Apr, 2024 @ 7:09pm 
o7
Röstli 10 Aug, 2023 @ 7:51am 
Hi, I'm looking forward to playing with the factions in this mod, but I noticed that the VE Weapons patch is causing errors after a recent update. VWE_MeleeWeapon_Pickaxe , VWE_MeleeWeapon_Wrench and VWE_MeleeWeapon_Cleaver were removed from the mod, and removing them from this mod's VE Weapons patch should resolve that error.
ExaltedMalignance 4 Apr, 2023 @ 10:04am 
Shame this mod died before Biotech races could be added.
Ollie-Raven 19 Feb, 2023 @ 10:23am 
getting this error [[Ry]Rimcraft Factions] Patch operation Verse.PatchOperationFindMod(Vanilla Weapons Expanded) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1795172498\1.4\Patches\Patch_Rimcraft_VE_Weapons.xml
Sera 30 Dec, 2022 @ 11:25pm 
This is actually pretty cool. The only thing I think is missing are my 2 favorite ones (Well technically it's there but.) the undead and my most favret the broken draenei from the bloodelf campain in 3. They was my first interaction with their race and honestly they are more interesting. a race of super powerful super magic tech race of mega smart or a broken tribe trying hard to survive living off the scraps of bloody and broken items they can peel off the bodies of the demon fused savages that attack them every day. I mean to me the fist one is "Oh cool. What a dull group." The second is "Oh god what is wrong with you. Tell me more."
Iceobeasty 24 Oct, 2022 @ 6:33pm 
THANKS BOSS
Ryflamer  [author] 24 Oct, 2022 @ 5:58pm 
It's a W.I.P as there were quite a few HAR changes for 1.4
Grandfather_Sky 24 Oct, 2022 @ 5:54pm 
pls kind person might we have an update?
Ryflamer  [author] 31 Aug, 2022 @ 4:24pm 
Alright this -should- be the last bugfix needed for the VE mods.
Claymore 31 Aug, 2022 @ 4:04pm 
Thanks for the quick fix, it's greatly appreciated! :)
Ryflamer  [author] 31 Aug, 2022 @ 3:38pm 
Updated for fix VAE Apparel/Armor fix.
Dima Kitsenko 24 Aug, 2022 @ 11:18am 
[NL] Facial Animation?
qesus 20 Sep, 2021 @ 7:10am 
Tell me please. What is the name of the folder with the mod? I can't find it in the list, because it's too big.
Gogmagog 16 Sep, 2021 @ 7:51pm 
Does "Expanded Prosthetics and Organ Engineering" work with this and the allied races or no or is there a patch perhaps? Just want to be sure before using EPOE.
(PI)RO 8 Sep, 2021 @ 8:52am 
Will Panderans be added? And the newer DLC Races?
Ryflamer  [author] 21 Aug, 2021 @ 4:08pm 
@Anilomu This is due to how the textures of the Eyes are implemented. The backstory needs to remain a specific kind to keep the specific eye textures. Without appropriate backstories the eyes will always default to green.

@Mortagon As I don't code in C# likely not any time soon.

@Wimpypumpkin Issue should be fixed in one of the most recent updates.
Anilomu 21 Aug, 2021 @ 2:10am 
There seems to be a small issue where High Elf blue eyes change to green when choosing a different backstory on Prepare Carefully, in order to revert it i had to click the arrow and change my backstory once then change their hair back and forth. I then put back the backstory I wanted and didn't touch the character.
Wimpypumpkin 3 Aug, 2021 @ 12:37pm 
Bug report. ALl my elves seem to spawn bald. Very strange looking but thats about it.
Onepm 29 Jul, 2021 @ 2:05am 
Bug report: my game crash when i try to prepare carefully. Sad wanted to try this awesome mod but need to prepare.
YETI Spaghetti 14 May, 2021 @ 4:36pm 
the new races arent showing up in the randomize option when making a new colony, not sure if intentional but itd be nice to have them show up :steamthumbsup:
NoAngel 11 May, 2021 @ 2:45am 
how i can i reset the amounts of each faction on new worlds? i accidentally made it so like 20 draenei and nelf settlements spawn and effectively drown out the rest of the factions. help
Obviously 18 Apr, 2021 @ 2:59pm 
Really cool races but I'm not a fan of everything being packaged together. Like mixing mods but it's just going to force the existence of races that I don't want (like to keep things to a minimum and how "Morrowrim" packages things - or if there was a UI that allowed enabling/disabling in the menu). Personally just want the Draenei. Here's to hoping that becomes a thing someday. :steamthumbsup: Nice work though!
Ryflamer  [author] 15 Feb, 2021 @ 12:56pm 
@Ust Ust No there is no CE patch, and I'm not looking to make one.
Ust Ust 15 Feb, 2021 @ 10:39am 
HI, this is CE compatible? Thanks for your work, your mod is amazing
Ryflamer  [author] 11 Feb, 2021 @ 11:54am 
@Fordalador Atm the only effective way to disable races would be to disable the faction associated with them.
Montana 11 Feb, 2021 @ 6:33am 
How to selectively disable some races? Thanks
Ryflamer  [author] 10 Dec, 2020 @ 9:11pm 
@derstplays91 I have multiple other sub mods that expand playability of certain races if you browse through my workshop page. Their own factions, injecting them into vanilla factions, etc.
London WNKR 10 Dec, 2020 @ 9:16am 
Trolls arent appearing as a playable race is another mod needed?
TERRORIST PRANK GONE WRONG 27 Nov, 2020 @ 12:41am 
Been using this in a mass fantasy runthrough and i'd just like to say thanks for all the work on the mod.Just wondering though,are the custom races supposed to yield human leather/meat instead of their respective races' leather ?
Ryflamer  [author] 25 Nov, 2020 @ 1:54pm 
@underling. X Recently changed how some of the pawnkind Defs were handled so you may encounter that one time error. Otherwise if the issue persists you can sub to the Rimcraft Scenarios mod as that is where the pawnkinds were moved to.
AppearAnon 25 Nov, 2020 @ 9:34am 
I'm getting these errors with this mod list

https://gist.github.com/195c47a9e1fc0c83df674886dca60e02

Could not resolve cross-reference to Verse.PawnKindDef named WoWForsakenHighElf (wanter=kindDefs)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
AppearAnon 25 Nov, 2020 @ 9:34am 
Could not resolve cross-reference to Verse.PawnKindDef named WoWBloodElf (wanter=kindDefs)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
Ryflamer  [author] 18 Oct, 2020 @ 5:59pm 
@ProfRundas That would likely be tied to a mod that may change the backstories of races, as the different eye textures are base upon the backstories the race currently has.
ProfRundas 18 Oct, 2020 @ 4:44pm 
For some reason none of the Rimcraft pawns generate any faces, they are all blank. This is new to the 1.2 update
fwoosh waaaaaaaaaaaaaaaaaaaaaaaa 28 Aug, 2020 @ 6:12pm 
I had a blood elf visitor come see me but for some reason they spawned without their ears, I checked their gear and they weren't wearing any helmets. This is from the quest where a random pawn wants to stay at your colony for a few days
Ryflamer  [author] 22 Aug, 2020 @ 4:26pm 
@deathbyego I'd recommend faction control to remove factions you dislike, as with how many factions this mod adds it tends to snuff out other because of the large variety. This should in turn allow you to get better non-rimcraft trader variety.
deathbyego 21 Aug, 2020 @ 10:49am 
Ok. I've used this mod in 2 playthroughs now. 90% (or more) of traders who come to my colony are the factions from this mod. Its a true rarity if any normal trader comes. I like the quality and diversity these factions bring but it artificially keeps me in the stone age because I roll one of these traders than traders with industrial or spacer gear. Can someone tell me what xml setting (if any) I need to tweak to reduce the prominence of these or recommend a mod that allows me to tweak the walk in trader variety.
heymegalodon 12 Aug, 2020 @ 8:57am 
Please update to 1.2
Deemer 29 Jul, 2020 @ 9:01pm 
XML RimWorld.ApparelProperties defines the same field twice: tags.

Field contents: WoW_Tribal_Apparel.

I get this three times, only removing this mod fixes the error, does it actually cause any Issues? I did play with the errors for awhile and did not see anything as of yet. Thank you.
AppearAnon 19 Jul, 2020 @ 8:26am 
i love having a colony of random races and using their unique bonuses and flaws to complete this Rimworld. I noticed the undead race is very powerful, even with the ms - and low skill base rates , the no sleep and no mental breaks makes them practically a robot. Maybe if they could have mental breaks as the sentient part of their reanimation?
Ryflamer  [author] 20 Jun, 2020 @ 5:26am 
@Darkzero are you running other faction mods along side it? Often times what happens is that since this mod adds so many factions all factions in general end up spawning, moreso on smaller maps than larger ones.
darkzero 20 Jun, 2020 @ 12:35am 
Might just be me, but this mod and the pirates patch break world generation. Only a few factions spawn on the world map and that's it.
Ryflamer  [author] 16 May, 2020 @ 8:32pm 
Hey to anyone currently enjoying the mod/tracking it’s progress I’m letting y’all know that I’m currently taking another bit of a break from the mod/s due to a bit of burnout. I’ll always be around to fix issues that may come up as I’m not disappearing from the Internet but for the time being progress on the mod is going to come to a halt.

That being said to those who’re looking to contribute in any way to it feel free to hit me up on Discord and I should be able to get back to you in a timely manner. Whether it’s just basic art, faction/race additions, backstories, etc.. any sort of content so long as it’s WoW lore appropriate and a similar quality to existing content I’m down to add it.

I’ll be back to modding sometime in the future but for the time being Rimcraft will be going on hiatus. Thanks for all the support and kind words thus far!
Ryflamer  [author] 14 May, 2020 @ 2:49pm 
@Dragoth You may be missing some of the sub-mods as the most recent update changed some code and Rimcraft factions were split into some sub-mods due to me making the mod more modular. May want to download them in case you haven't already
Dragoth 14 May, 2020 @ 1:52pm 
Having some issues with the world map. Not sure if it's this mod causing the issue, however I am using most of the rimcraft mods and doing a medieval playthrough. I play fine for a RL day and can access the world map and look around. When I try to play the same save again the next day everytime I click on world map it gens it then just hangs there. I can see the map but can't move the mouse and return back to my tribe.
sharuezbot 14 May, 2020 @ 8:36am 
Yeah, mine was, I think its cuz you separated them recently I downloaded your other thing and they started spawning in world creation again.
Ryflamer  [author] 14 May, 2020 @ 1:18am 
Were you guys operating on a prior save when the new update came out? Factions may have gotten nuked due to some code restructuring in previous existing games.
sharuezbot 13 May, 2020 @ 10:20pm 
can confirm with beareling they just vanished.