RimWorld

RimWorld

Harrowed Light (Continued)
63 Comments
Gerewoatle 14 Mar, 2024 @ 5:31pm 
A good choice of mod to update before the Anomaly DLC arrives.
|dvh| 4 Nov, 2022 @ 12:19pm 
I never encountered the issue Lucifearus encountered. Definitely need logs.
Mysterious Stranger 10 Oct, 2022 @ 8:19am 
So anyone else just got this for the blood hound?
Mlie  [author] 6 Sep, 2022 @ 7:09am 
@⎛⎝Lucifearus⎠⎞ If you want the issues fixed, try the steps described above under Reporting Issues
Lucifearus 6 Sep, 2022 @ 6:44am 
Causing issues on world gen, making almost no factions appear when used with expanded and alpha biomes with some other basic factions
torpid 23 Aug, 2022 @ 10:54pm 
when I saw that harrowed light was discontinued I got sad, but I shouldve known you have my back! Your a absolute saint Mlie
Roque the Rogue 3 Feb, 2022 @ 9:45am 
@Mlie hello, is it possible to make The Harrow faction selectable as a Player Faction? I'm making a modlist they are perfect for being a player faction. If possible can you make them selectable at the scenario editor? thank you for your time and hard work.
aresofwar7 3 Nov, 2021 @ 2:09pm 
Mlie i don't know if people tell you how great you are enough but you're awesome my guy/girl/them they and other. you really do a lot for the rimworld community and i know when a new update drops you instantly have a lot on your plate. And you still take the time to respond to questions. If most don't just know i appreciate you and what you do.
Mlie  [author] 10 Oct, 2021 @ 1:57am 
@GhostRonin471 Yes
GhostRonin471 10 Oct, 2021 @ 1:29am 
Okay, so is the only way to get the armour to find it on harrowed?
Mlie  [author] 9 Oct, 2021 @ 9:42pm 
@GhostRonin471 Some of the apparel can be crafted
GhostRonin471 9 Oct, 2021 @ 2:30pm 
Can you make any of the armours?
TurtleShroom 5 Oct, 2021 @ 3:23pm 
I've encountered multiple glitches: among other things, the Baptized and Madman Races Category is NOT in the right folder when it should be "ThingDefs_Races". For another I cannot make Whips, Candlesticks, or anything but two guns at the Harrow Shire Altar.
TurtleShroom 21 Aug, 2021 @ 2:05pm 
THE FLAGGELANT'S HOOD IS TOO COMMON! EVERYONE SPAWNS WITH IT! Please make it so that only Harrowed Men spawn with it! PLEASE!
Mlie  [author] 6 Aug, 2021 @ 10:14pm 
@Ezoteryco I have not had time to play Ideology. But if anyone has ideas on how to update the mod, feel free to contribute on the github repo.
Roque the Rogue 6 Aug, 2021 @ 5:51pm 
Does this mod include updates for the ideology and compat for mods such as Rim war? the faction seems dead, hardly doing anything, in my game it doesn't even seen to be generating raids
TurtleShroom 22 Jul, 2021 @ 10:51am 
Aww man! I was hoping to see what exciting Ideologies and Beliefs you would give to these characters' factions.

Also, I was hoping you would tone down the spawning rate of the Flaggelant Hood for Factions that aren't this one. It's all over the place.
Mlie  [author] 27 Feb, 2021 @ 4:13am 
@Wiseman05 Not doing anything other than maintaining it so go ahead. The source is open. If you publish a new version I can link to it from this one if you want.
Wiseman05 27 Feb, 2021 @ 3:45am 
Hello Mlie! I wanted to ask if this mod is currently being developed or anything. I was thinking of making edits for my own personal use, but if this mod is being actively developed instead of simply maintained I can wait for any future update. If not, I still wanted to ask for permission first before I did anything.
Tokido Saya 24 Aug, 2020 @ 1:56am 
Hello,do anyone having a pink box around pawn problem on this mod?
Just seen someone talking about the pink box problem said its because the armors.
Cato 8 Jul, 2020 @ 10:42am 
+1 for death acidifier - but for every pawn in this faction. I too would like it to be extremely hard to take one of these zealots alive, adds to the mystique and sense of achievement of actually getting their gear.
Aegael 8 Jul, 2020 @ 4:02am 
Yeah, that sounds like a good idea to me. The Painstopper is the main thing though if you want to deny gear, since that makes it really hard to down enemies without killing them and ending up with tainted gear you can't do anything with. Melting it with an acidifier is just something on top.
Mlie  [author] 7 Jul, 2020 @ 11:30pm 
@Aegael Well im not sure. But a death acidifier perhaps is more fitting to the faction. Perhaps that should be added to the more advanced pawns (commander etc.)?
Aegael 7 Jul, 2020 @ 6:55pm 
Well, what some other OP faction mods do is add a Painstopper and Death Acidifier to pawns to make it hard in the first place to get the gear off of dead bodies. I don't know if those things would be more flavorful compared to biocoding or not, but I can sort of imagine it fitting. That being said, 10k stuff to craft something seems kind of wacky to me. I guess you're not supposed to be crafting them?
Mlie  [author] 7 Jul, 2020 @ 9:55am 
@Aegael I looked through the definitions and it seems like the high value is to force the gear only to be worn by specific pawns. But they are also tagged with the specific pawn so they cannot spawn on any other pawn anyway.
Im not sure really what to do here, the high value is connected to the insane amount of materials needed for creating them i think. (10000 stuff for the commander-armor for example). One thing would be to force them to be biocoded but that seems a bit strange for this faction to be able to use.
Aegael 7 Jul, 2020 @ 8:32am 
Well, the Commander armor is somewhat comparable to Plate Armor, being slightly more protective and having less of a movement speed penalty, but it comes with a 20% global work speed penalty. Plate armor market value is worth like 300 silver while the Commander armor from this mod is worth...20k, I think? The armor can be allowed to be a bit more expensive since I don't think you can craft it, you have to kill and strip a Harrowed for it. But I think any of the apparel absolutely shouldn't be worth more than 3k, which is about the value of Cataphract armor. I would personally price them at 800-1.5k at most.

I didn't go through the entire list of apparel, so I don't know if the Commander armor was the only outlier.
Mlie  [author] 7 Jul, 2020 @ 1:35am 
@Aegael Havent changed those so not sure, what would be proper values you think?
Aegael 6 Jul, 2020 @ 5:28pm 
Some of the market values of the apparel in this mod appear to be a bit off to me...I downed and stripped a few raiders, and I suddenly had several armor pieces worth 18k apiece.
Mlie  [author] 1 Jul, 2020 @ 9:44am 
@MrFlux Either the comment-section of the linked collection or the Discord-channel
MrFlux 1 Jul, 2020 @ 7:11am 
hay where do i go to post mod request? there a mod my friend likes that kinda dosen't work properly
Fly666monkey 15 Jun, 2020 @ 1:44pm 
Thanks!
Mlie  [author] 15 Jun, 2020 @ 1:02pm 
@Fly666monkey I rescaled all the headgear and raised them slightly. Hopefully this will improve the look!
Fly666monkey 28 May, 2020 @ 12:41am 
@Mlie Well, given that as a result of the oversized helmets, the pawns in game don't resemble the ones in the preview pictures, I don't think it was intentional. Still, it's your call.
Mlie  [author] 27 May, 2020 @ 11:36pm 
@Fly666monkey Since I didnt make the mod I cannot answer for the design-decisions of the original author. If its the general opinion that they should be smaller I can look into it.
Fly666monkey 27 May, 2020 @ 9:28pm 
A lot of the helmets in this mode are a tad oversized. Specifically, the Purger Helmet, Owl Helmet, Eradicator Helmet, Harrowed commander Mask, and especially the Flagellant hood all seem way larger than they should be.
Mlie  [author] 1 May, 2020 @ 12:56pm 
@hartmansgrad The guns and throwables are Industrial and the Melee-weapons are Medieval. The apparel are Medieval.
But this is not selected explicitly, the guns just inherits the BaseGun-def witch is Industrial. Im not sure if the "steampunk"-like guns can be classified as Medival though.
hartmansgrad 1 May, 2020 @ 12:14pm 
I'm curious about the tech-levels of the gear from this mod as to whether it's worth using it with a medieval story teller. Overall, it's great to see this restored
Mlie  [author] 11 Apr, 2020 @ 5:43am 
@Pump up the Jam The shields look normal when I spawn priests without other mods. So I think it might be a mod conflict.
Pump up the Jam 11 Apr, 2020 @ 5:11am 
Mechanoid Controller Belt is unrelated I think. However I believe it's pawns or 'priests' who have sheilds, which cause the graphical glitch. All pawns without sheilds were unaffected. This seems to correlate exactly with what PistFissed experienced too.
Mlie  [author] 10 Apr, 2020 @ 12:32pm 
Also, this mod does not contain any Mechanoid Controller Belt.
Mlie  [author] 10 Apr, 2020 @ 12:31pm 
Fixed the faction-errors and also an error with the bloodhound.
The purple squares I cannot reproduce, Ive spawned all pawns from the faction and noone has any graphical glitches.
Can you reproduce the error if only this mod is loaded?
Pump up the Jam 9 Apr, 2020 @ 1:12am 
Found a temporary workaround for the purple squares. Use devMode to damage the apparel on the unit in question. Keep clicking it and eventually the the squares disappear :steamhappy:

Also the previous error message, only appears on startup with DevMode ON
Pump up the Jam 9 Apr, 2020 @ 12:31am 
Strange another bug
I removed the mod, then added back in exactly the same order. Now its throwing up these errors at game launch


'Tried to use an uninitialized DefOf of type SoundDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead) Debug info: DirectXmlToObject is currently instantiating an object of type

Config error in Harrowed: permanentEnemy has a startingGoodwill defined
Config error in Harrowed: permanentEnemy has a naturalColonyGoodwill defined'
Mlie  [author] 8 Apr, 2020 @ 11:17pm 
@Pump up the Jam Thank you for the debugging, ill look into that item!
Pump up the Jam 8 Apr, 2020 @ 4:34pm 
So I entered devmod, recruited the problem pawns, dropped there 'Mechanoid Controller belt' sheild belt thing. And the pink spinning squares disappeared. So it's definitely a problem with this item
Pump up the Jam 8 Apr, 2020 @ 2:53pm 
As PistFissed already mentioned, there is an issue with certain units (the 'priest' units) have a huge amount of purple squares spinning around them, that stay there until they die. Make the mod unplayable unfortunetly. It covers up everything close to them too
jgsinfw 7 Apr, 2020 @ 7:37pm 
Muchas gracias!
Mlie  [author] 7 Apr, 2020 @ 12:04pm 
@jginfw I added the permanentEnemy-tag to the faction. This should fix it.
jgsinfw 7 Apr, 2020 @ 11:34am 
Got this yellow error on load not sure if you or Hospitality can fix:

FactionDef Harrowed must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Harrowed Light (Continued).
Verse.Log:Warning(String, Boolean)
WanderingUrsa 5 Apr, 2020 @ 3:44pm 
Awesome. No worries Mlie. Keep up the great work.