RimWorld

RimWorld

Steam World (Continued)
93 Comments
Mlie  [author] 5 Jun @ 11:08pm 
@TrickstersBrat That is from the original description, I dont change those
A Good Boy 5 Jun @ 5:19pm 
do you need the outdated combat extended mod? cant use the modern one?
Mlie  [author] 30 Mar @ 8:48am 
@大保健 Not that I know of
大保健 30 Mar @ 8:36am 
@Mile I see it. It's any way to hide it or something like this? It's too weird. ; ;
Mlie  [author] 30 Mar @ 7:04am 
@大保健 Id rather not do that type of major change as removing them could cause errors with references.
Rimpy is closed source and nothing I can affect. I do not recommend using it.
大保健 30 Mar @ 7:02am 
@Mile And it's normal that need the dependenciees in Rimpy?
大保健 30 Mar @ 6:58am 
@Mile Oh, i thought this was a bug, but it's meant to be like this? Can you make a patch to hide it please? It feels a little weird every time I open the research page. : )
Mlie  [author] 30 Mar @ 6:40am 
@大保健 I assume you can remove it with patches if you need to.
大保健 30 Mar @ 6:34am 
It's exist a reasearch project named "Unresearchable", it can be hidden?
ForAFewCentsMore 5 Nov, 2024 @ 1:52pm 
Made a bug report in the linked discord, but when I load new games, only one base of each faction is generated in the world
Mlie  [author] 25 Oct, 2024 @ 11:16pm 
@spooky alligator Please see the Reporting Issues section described above
Naptime Hyena 25 Oct, 2024 @ 4:06pm 
For some reason when this mod is loaded, I cant get any new map generations to work. It just says the files for biome generation just arent working
Mlie  [author] 10 Sep, 2024 @ 8:59am 
@wynnyx There is no dependenciees in the mod. Perhaps you are talking about some external mod-manager
wynnyx 10 Sep, 2024 @ 7:46am 
FYI - the Westernization Project Dependency is still popping up. I just downloaded this for the first time today.

Other than that, thank you for the mod.
Mlie  [author] 4 Sep, 2024 @ 9:14pm 
@Exosais No
Exosais 4 Sep, 2024 @ 1:39pm 
Are there options to not disable factions, specifically mechanoids? Love battling them in medieval gear.
Peter 6 Aug, 2024 @ 7:31pm 
anything like this that limits it to world war two era?
Mlie  [author] 16 Jul, 2024 @ 10:44pm 
@vtorres1969 No, as mentioned in the description
vtorres1969 16 Jul, 2024 @ 1:49pm 
Is the royalty shuttle changed to be more immersive?
Mlie  [author] 9 Jul, 2024 @ 11:33am 
@:3 Removed it as a dependency
fat elvis 9 Jul, 2024 @ 9:06am 
Can confirm this mod works without Westernisation Project. Would be nice if the dependency could be removed so my mod list can stop yelling at me :)
Mlie  [author] 21 Jun, 2024 @ 11:33am 
@t0m4s1t0 Not tested it without it, but feel free to report back if you do
t0m4s1t0 21 Jun, 2024 @ 11:08am 
Is RWP required or optional? The description says optional but the mod says required.
bjorn 13 Apr, 2024 @ 9:53pm 
steamworld factions when
Nataniel 4 Oct, 2023 @ 12:17pm 
If I may ask for help.
I like the idea of the mod and it works fine till now. but I'm stuck with coal... how can I refine Coal Chunks into coal ? I look in every single craft bench of the game and didn't find anything.
Mlie  [author] 30 Sep, 2023 @ 11:42pm 
@Raven What is CFE Wealth? Also, I tested setting the value of chunks to 0 with a patch and that did not change the colony worth at all.
Raven 30 Sep, 2023 @ 7:08pm 
Sure, after reading your comment, i actually was not able to replicate this on the first try, which is super weird. But i reset, got Harmony, Core, Ideology, VFE Core, Cherry Picker, CFE Wealth, Steam World

Which loading a Testfile leads to chunks giving wealth. Disabilng the recipe to gather them (guess from the quarry) with cherry picker instantly removes the chunks from Wealth generation (aka no wealth no more)

This seems very weird, honestly im just happy that my weird workaround works ( 15000+ Wealth from chunks is not fun..) :D
Mlie  [author] 29 Sep, 2023 @ 11:58pm 
@Nymtyrr See Reporting Issues described above, should help you find the cause of your issue
Nymtyrr 29 Sep, 2023 @ 11:20pm 
Hey there, maybe its just me but in my game the won´t use coal for fuel and i cant figure out why
Mlie  [author] 27 Sep, 2023 @ 11:32am 
@Raven Sorry, I cant replicate this. Quick-start with this mod active just gives a wealth of around 9k with about 6k of that being pawns.
Can you describe how you tested this?
Raven 27 Sep, 2023 @ 6:19am 
It still persists with "just" your mod (and a wealth showing mod)
Raven 27 Sep, 2023 @ 6:15am 
I dont know why, but in my Mod configuration, the recipe to gather *stone* chunks gives ALL chunks on the map insane wealth values, which leads to huge raids. Is that a known error or due to my config/order of mods?
found out by disabling the "recipes" with cherry picker
Just a guy 24 May, 2023 @ 2:02pm 
I'll try with Choose Pawn Settings, thanks for sharing that mod.
Mlie  [author] 24 May, 2023 @ 12:47pm 
@Just a guy That issue is pretty low on my todo-list as it can be solved using a number of other mods. Cherry Picker or my mod Choose Pawn Settings to name a few.
Just a guy 24 May, 2023 @ 12:24pm 
Please fix this mod, I was playing with no mods except for this, westernization project and the DLC's (Ideology and Biotech) and I still had the blindfold issue like the Kai guy had. I just want you to be aware of this and not ignore it, I will submit a formal report if I need to.
Heavy & Ze Medic 9 May, 2023 @ 9:17am 
@Mlie
Goddammit, you're right. It works fine with just the two. I don't know what the hell it is then, because if I have my other mods enabled with Apparello, it crashes when making a stockpile zone. But if its just the two mods, its fine.
Mlie  [author] 8 May, 2023 @ 1:10pm 
@Heavy & Ze Medic Tested the mod with Apparello 2 and I got no such issues. Can you share a log of the issue with those two mods loaded?
Heavy & Ze Medic 6 May, 2023 @ 2:46pm 
@Mlie
I found the culprit. Turns out Apparello 2 has an issue with this mod disabling items.

I'm wondering if its maybe because the apparel item tags cause some sort of conflict or confusion with the ones the apparel in that mod use? I dunno, I don't know too much about xml/coding. Though I'd imagine a patch would be possible by adding the apparel from that mod into a disabling xml patch too, if you want. If not, it might be good to put it as an incompatible mod in the description.
Mlie  [author] 6 May, 2023 @ 12:20pm 
@Heavy & Ze Medic No idea, depends on what the issue is. But if you find the cause I will at least take a look at it.
Heavy & Ze Medic 6 May, 2023 @ 12:06pm 
@Mlie
I'll try that. It's strange, because the last time I used this mod, I had no problems.
Then again, that was in 1.3, and I've added/replaced mods since then.

Depending on what the conflicting mod is, would you be able to make a compatibility patch for it, if the mod is reasonable to be patched?
Mlie  [author] 6 May, 2023 @ 11:58am 
@Heavy & Ze Medic No idea what mods could have issues with the removal of high-tech items. Try this:
1. Disable half the enabled mods, see if it solves the problem.
2. If no, go to step 1.
3. If yes, the enabled mods are "known good." Re-enable half the disabled mods, see if it solves the problem.
4. If yes, go to step 3.
5. If no, go to step 1.
Heavy & Ze Medic 6 May, 2023 @ 11:55am 
@Mlie
I have a lot of mods, but I did manage to discover through my own testing of the files that after deleting the "ItemDisabling.xml", the crash stopped, so something must be conflicting with that xml. Would you have any ideas about what kinds of mods would cause that conflict, just so I can try and narrow it down?
Mlie  [author] 6 May, 2023 @ 11:46am 
@Heavy & Ze Medic Not happening in my tests
See "Reporting Errors" to find the cause of your issues
Heavy & Ze Medic 6 May, 2023 @ 10:13am 
Mod seems to cause a crash when making a stockpile or the such when enabled.
Kai 22 Jan, 2023 @ 12:12am 
Looked into the issues:
1. It looks like removing basic industrial apparel from the player pawn apparel tags causes the blindfolds issue
2. Easy Fix - Just need to add section for them
Kai 21 Jan, 2023 @ 5:59pm 
2 Issues with this mod at the moment:
1. DLC Clothing spawns on pawns way too frequently(Blindfold, face mask, slave clothes)
2. Biotech technology(Mechanoids and Tox) that do not match the setting are still researchable.
Zendarino 2 Jan, 2023 @ 8:28am 
Is safe to use with Medieval Overhaul? I have an idea, mix fantasy medieval with this mod!
Noah H 14 Aug, 2021 @ 1:49pm 
I plan on making a frostpunk world were the world temperature is set to its lowest. Wish me luck
Zooasaurus 25 Jun, 2021 @ 10:43pm 
So is this mod good to use? Been looking a 19th century tech limit mod and this is the only one...
sanicek 12 May, 2021 @ 3:20am 
Thanks for the fast reply and more importantly thanks for all the work on resurrecting all these mods!
For coal, maybe detect Coal Expanded and switch quarry and dynamo to that if present? (no idea how hard this is on the technical side) Else I guess people with both will just use the Coal Ex. coal and generator as it has other uses as well and spawns naturally.

I'll check the spacer removal but sadly some industrial items (like the hunting rifle) can cause imbalance or other issues as well. This mod duo kinda creates a balance bubble of a sort.

For CE, I'm by no means a gun expert just going by what values I typically see.
For reference, CE Winchester 1873 has 29 range, shortbow has 28, recurve 32. Even tribals can outrange the most common rifle with bows. Hunting rifle has 75 range, on par with CE sniper values. The longest range here is Sharps 1874 with 52. Im guessing also by the description meant to be the badass sniper. 52 is shorter than most normal rifles/ARs in CE.