RimWorld

RimWorld

[MLP] My Little RimPony
106 Comments
GeodesicDragon  [author] 1 Jul @ 4:28pm 
Ponies of the Rim has an Equestria based ideology. :VBCOOL:
Crimsonered 1 Jul @ 6:55am 
I needed to write the comment short. What i meant is that it is hard to get specific xenotypes to move in as the game is biased towards the vanilla xenotypes very hard. Thanks for telling me about the mod i will check it out later. Though i think there is a missed opportunity to make a ideolody that reflects the ways of equestria.

The mod is awesome though. Could you make a ideogram and ideology icon that looks like the symbol of equestria?
GeodesicDragon  [author] 1 Jul @ 2:53am 
@Crimsonered What do you mean 'its hard to get the ponies?' There is a specific scenario you can select when starting a new colony that starts with one of each xenotype.

If you are referring to actual four-legged ponies, Ponies of the Rim has a scenario which starts you off with four of them. As for controlling which races and xenotypes spawn, I'm not sure how to do that myself, but I think there's a mod which does it, though I can't recall its name.
Crimsonered 30 Jun @ 3:05pm 
Okay so about the look: Visual xenotypes are a thing, They are easy and some people make special xenotype bonuses that help level out the difficulty without causing 200% hunger rate. The xenotypes really allow for a lot of freedom in changing the vissuals of the characters.

About the talents: Earth ponies share a special connection to the land and many of them ON THE SHOW are depicted as farmers but overall they do possess various talents including ones outside of farming which can be seen on the show very often. They are seen as more resiliant. To be honest the thing is that not just earth ponies but many others show talents other than what these xenotypes show.

There is a very big issue though. When starting a colony its hard to get the ponies. I wondered if there could be a possibility of adding a way that could "attract an inhabitant of equestria" in exchange for some special material allowing to choose the xenotype to atract.
GeodesicDragon  [author] 30 Jun @ 10:32am 
@Crimsonered At no point have I ever said that this mod added actual ponies, only pony plushies; if you want actual ponies, then Ponies of the Rim is the mod for you. As for the xenotypes, I wanted people who might not use gene adding mods to make use of them, so I put them together using what is available in Biotech.

I have been thinking about updating the xenotypes to use Alpha Genes instead of base game genes (via a patch), but doing so would require a bit of research to determine which ones would be the most suitable; if you have any suggestions, by all means let me know! :steamthumbsup:

As for earth ponies not 'screaming farmers,' I have to respectfully disagree; with one exception (Trixie), every farmer depicted on the show has been an Earth Pony (Source: MLP Wiki).

I hope this clarifies things, but please get in touch if you have any other questions, comments or suggestions, as I will gladly take them on board.
Crimsonered 29 Jun @ 3:28pm 
mod is great but doesnt really.. add ponies. Only xenogenes. Also the dependencies are weird. With usage of other mods its easier to make ponies yourself. For example Unicorns and allicorns should have innate psylinks, pegasi are fast and should not suffer from terrain slow downs, earth ponies dont really scream farmers, more they scream normal civilians. Also ponies are very much capable of fighting but should be unable to kill. In rimworld you can do it by giving them their own weapons that all do non lethal damage. While i aprieciate the mod it looks more like equestria girls mod not my little pony mod...
GeodesicDragon  [author] 19 Dec, 2024 @ 3:40am 
This mod now has its own dedicated Discord server: https://discord.gg/DAd2EHeJWk
Onyx 23 Apr, 2024 @ 2:29am 
Ahh thank you!
Time for this man to be the death of all raiders
GeodesicDragon  [author] 22 Apr, 2024 @ 3:46pm 
@Flaky I've just released an update which, among other things, removes the pacifism effect from the brony trait. Your pawns should be able to fight now.
GeodesicDragon  [author] 22 Apr, 2024 @ 12:44pm 
@Flaky Ah, I see what the issue is. I don't have a problem with my pegasi being unable to fight because I have XML Extensions enabled. If you have that, it unlocks a whole bunch of options which allow you to configure some parts of the mod to your liking. One of those options is allowing pawns with the brony trait to be violent.

Having said that, I might just make them able to be violent by default, as you're not the first person to make a comment like this.
Onyx 22 Apr, 2024 @ 12:26pm 
Oh weird, I don't know why but the pegasus I have got a blue trait "Brony", so that means it was added by his genes, and he's incapable of violent, and it says "caused by trait: brony", yet everything else he has is useless, literally only a good medical lmao, I wonder if its a mod issue cus I got about 130
GeodesicDragon  [author] 22 Apr, 2024 @ 9:37am 
@Flaky I've not any problems with my pegasi being unable to fight. If you have any ideas on how to improve the xenotype, then I'd be happy to consider them.
Onyx 22 Apr, 2024 @ 2:57am 
Honestly love the mod, but why are Pegasuses like that? They're completely useless, they're awful at everything but medical and combat, yet they can't even fight, they're literally just here to clean and medic, and I really don't understand their purpose
GeodesicDragon  [author] 14 Apr, 2024 @ 9:31am 
@Amberclad Thank you!
Amberclad 14 Apr, 2024 @ 9:00am 
Thank you for your hard work!
Be_Le_Me 5 Mar, 2024 @ 7:18pm 
@GeodesicDragon Thanks! I'm a sucker for a minimalist experience when it comes to mods; I appreciate all the options and your openness! /)
GeodesicDragon  [author] 5 Mar, 2024 @ 8:44am 
@Le_Me I can add those in, sure. I'm working on an update just now, so adding them in shouldn't be an issue.
Be_Le_Me 4 Mar, 2024 @ 7:44pm 
Love you Mod!!! Great to see some MLP appreciation in 2024! Is there any chance you have plans to add some mod configuration options? I love the idea of plushies, but I'd love the option to not reskin the anima tree or have the 3 factions spawning as a toggleable option.
Either way, amazing mod!
GeodesicDragon  [author] 1 Mar, 2024 @ 9:56am 
@Steel Prism I'm afraid that's quite beyond my skill to do, sorry.
Steel Prism 1 Mar, 2024 @ 3:08am 
Any plans to do a version where there is a fully pony Xenotype race
GeodesicDragon  [author] 9 Feb, 2024 @ 8:00am 
@Wheat Tail That'll be a mistake on my part; I'll sort it in the next update.
Wheat Tail 8 Feb, 2024 @ 6:09pm 
Quick question: is it okay that tennis balls for Izzy requires energy weapon to be researched to craft them while ball launcher itself requires just gunsmithing to craft?
Kittamaru 3 Feb, 2024 @ 6:18pm 
No worries :) As for the Line 39 bit - may be a mod conflict, but I'm not skilled enough in RW to debug effectively. I'll poke around and if anything of note turns up I'll let ya know :D
GeodesicDragon  [author] 30 Jan, 2024 @ 10:24am 
@Kittamaru The Izzy plushie applies a hediff when it is equipped, and the hediff applies the mood buff. I will update the description to reflect this. Also, thanks for pointing out that mistake with Trixie; it'll be fixed in the next update. (I've literally just published one, so it'll be a while.)
GeodesicDragon  [author] 30 Jan, 2024 @ 10:17am 
@Kittamaru Line 39 is where the forced traits are defined, and it has a def, so I am honestly not sure why you are getting that error.
Kittamaru 30 Jan, 2024 @ 10:16am 
Oh, two other things @GeodesicDragon - the description for the Trixie Plushie:

"Carrying her makes you feel as though you feel as though she is"

the "you feel as though" has been doubled.

Izzie Moonbow plushie, its description doesn't give any numbers as to what it does - not sure if it should show a mood buff based on what it says, but it may be that the buff isn't there?
Kittamaru 29 Jan, 2024 @ 7:12pm 
Sorry about the delay - with all the other mods I have running, I wanted to try to make sure it wasn't some sort of bizarre conflict so as not to waste your time, and then I ended up having to call it and go to my other job XD
Kittamaru 29 Jan, 2024 @ 7:11pm 
https://pastebin.com/43YpRvVD

and

https://pastebin.com/rDRqgm0M

Those are the stack traces, and the harmony log points to:

Config error in MLRP_Scenario: RimWorld.ScenPart_StartingThing_Defined has null def.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Config error in MLRP_Scenario: RimWorld.ScenPart_StartingThing_Defined has null def.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
GeodesicDragon  [author] 29 Jan, 2024 @ 9:31am 
@Kittamaru I'm afraid I can't do much without any further information. Does it say where the null def is? I do have a couple that are blank, but they are named and should only be affected if certain other mods are installed.
Kittamaru 29 Jan, 2024 @ 5:39am 
Log Analyzer brings this up:

Config error in MLRP_Scenario: RimWorld.ScenPart_StartingThing_Defined has null def.
Config error in MLRP_Scenario_Xenos: RimWorld.ScenPart_StartingThing_Defined has null def.
Kittamaru 29 Jan, 2024 @ 5:32am 
Not sure why, but when trying to load the scenario, it spams the console and locks out the window, also says it cannot load the information. I am running a few hundred mods, so I'll try and run it down first, but was curious if anyone else had a similar issue?
GeodesicDragon  [author] 19 Jan, 2024 @ 5:58pm 
@Wheat Tail Thanks for the heads up. The issue will be fixed in the next update.
Wheat Tail 18 Jan, 2024 @ 6:39pm 
Forgot to add comment near <li>MedicineIndustrial</li> inside first <thingDefs>*
Wheat Tail 18 Jan, 2024 @ 6:37pm 
I've digget into it more and managed to fix it via adding following strings after </ingredients> tag in both recipes:

<fixedIngredientFilter>
<categories>
<li>PlantFoodRaw</li>
</categories>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li>
</thingDefs>
</fixedIngredientFilter>
<defaultIngredientFilter>
<categories>
<li>PlantFoodRaw</li>
</categories>
<thingDefs>
<li>Silver</li>
<li>MedicineIndustrial</li> <!-- or MedicineUltratech -->
</thingDefs>
</defaultIngredientFilter>

As a small addition: it allows to choose which exactly plants would be used. By default all are allowed.
As small downside: it allows to choose which "silver" and "industrial medicine"/ultratech medicine" would be used among a single variant. It's possible to remove them from choosing menu by removing them from <fixedIngredientFilter>, but if so they wont shows while you hovers over recipe in 'adding task" menu.
Wheat Tail 18 Jan, 2024 @ 6:37pm 
Hm...
I've trying new things and it seems I unable to get intel from Spitfire. It says that I have no suitable food while it's plenty around (and it's in the storage & noone trying to use it):
https://i.ibb.co/BnDL50h/image.png
I have just a few mods:
https://i.ibb.co/vP4hFVs/image.png
I've tried to disable all but neccessarry (Harmony/VEF/Deserters/RimPony) - no avail despite it's plenty of potatoes/rice/corns/whatever around.

I've digged into
.\Vanilla Factions Expanded\Deserters\Defs\RecipeDefs\IntelRequest.xml
And found that issue is in <ingredients> category of the MLRP_VFE_Deserters_GetRegularIntel and MLRP_VFE_Deserters_GetCriticalIntel recipes.
GeodesicDragon  [author] 7 Oct, 2023 @ 7:33am 
@Morcalvin There are now. Thanks for reminding me that I needed to update the screenshots. :)
Morcalvin 6 Oct, 2023 @ 9:06pm 
Are there any pictures of what the pawns look like with the xenotypes?
the Prince of Awesomeness 2 Oct, 2023 @ 10:13am 
thank you for making this mod and fixing the bug <3
the Prince of Awesomeness 2 Oct, 2023 @ 10:13am 
@GeodesicDragon i hope you fixed it since i prefer this mod over the other pony mods. i'm not sure how you were not able to replicate it, for me it didn't matter how many mods or little mods i were using as long the Brony Community was enabled to spawn (i used the defult setting for crowding) the bug was allways happenin. i did test a Vanilla game with only this mod enabled before writing that comment. i'm sorry if my comment was redundent but i did not read much from the earlier coments
GeodesicDragon  [author] 2 Oct, 2023 @ 9:44am 
@the Prince of Awesomeness Okay, so I think I've fixed it. I'm not getting it any more when testing the creation of a new Brony Community with just this mod and all DLCs enabled.
GeodesicDragon  [author] 2 Oct, 2023 @ 9:06am 
@the Prince of Awesomeness Never mind, I was able to replicate it by disabling all of my other mods, starting a new colony on the Brony Community scenario and setting the map to be Crowded. I think I've found the source of the problem, but it's not what I was expecting. Further investigation is required.
GeodesicDragon  [author] 2 Oct, 2023 @ 8:23am 
@the Prince of Awesomeness Like I said to the other person reporting this, I have been unable to replicate this issue. I need to know exactly how you set up your game, as well as a list of all the mods you are using.
the Prince of Awesomeness 2 Oct, 2023 @ 1:21am 
after weeks of trail and erroring my modlist i have finally found it. i never tested it because i didn't want it to be true, this mod somehow destroyes faction and base spawning, more than half of all factions the world is supposed to spawn with don't spawn and the factions that do spawn only spawn one base each, HOWEVER this only occure then i have the Brony Community Enabled, if i dissable them from spawning everything works fine
GeodesicDragon  [author] 19 Sep, 2023 @ 1:50am 
@Lunysha

1) I've been unable to replicate that error in the screenshot you sent me.
2) I've had the problem with few factions spawning, but I highly doubt that this mod is responsible, as it doesn't change anything about how factions bases are spawned.
Lunysha 16 Sep, 2023 @ 1:11pm 
I've taken notice that The Brony Community Faction causes the faction spawn to go weird where only few spawns even with crowded for testing, the XML works fine but the faction i cant add along, even then i thank you for checking and updating the mod. :)
Lunysha 16 Sep, 2023 @ 1:02pm 
So i turned off XML Extender and it fixed the "Cannot read Data" along with the lacking factions spawning when you create the world.
Not sure if it's suppose to work that way but would love to have XML Extender back active again in the feature.

Keep up the good work, this mod is lovely to have around and i thank you for making and updating it :)
Lunysha 16 Sep, 2023 @ 9:31am 
Here's a screenshot, hope this help, if not i'll try to write it all down, there's nothing more on the log after the yellow text.

https://steamuserimages-a.akamaihd.net/ugc/2101547966863777084/DAEC301177AACD3F2909C283879E5FE6C380BB67/
GeodesicDragon  [author] 16 Sep, 2023 @ 9:24am 
@Lunysha Image is too small; I can't read the text properly.
Lunysha 16 Sep, 2023 @ 9:15am 
The issue seem to still stand after exiting the game and restarting, i also gave verifying the game a go but nothing seem to have changed.

Cannot read Data is still there on both colony starts along with no factions showing up on the world exept 9 max with 1 of those 9 begin each faction.

i've taken note of seeing this in the debug log about the mod, hope this may tell something:

https://cdn.discordapp.com/attachments/697915146340663426/1152638735121399808/image.png
GeodesicDragon  [author] 16 Sep, 2023 @ 8:38am 
@Lunysha Update has been released; you might need to exit and restart RimWorld for it to show up correctly, but the issue you were having should now be fixed.