RimWorld

RimWorld

Choose Pawn Settings
137 Comments
Rim Baby 20 hours ago 
Sorry to clarify, it seems I can't overwrite the empire armors no matter what tags I use, weapons seem fine though.
Rim Baby 20 hours ago 
Having the same issue as Beowulf
Moonshrooms 11 Jun @ 11:29am 
Gotcha, thank you for the reply!
Mlie  [author] 10 Jun @ 10:23pm 
@Moonshrooms Combat power is a value to let the game know how strong the unit is. The higher the value, the fewer are spawned. It does not change its actual combat prowess
Mlie  [author] 10 Jun @ 10:22pm 
@spycats There should already be a mod for that I think
Moonshrooms 10 Jun @ 3:38pm 
Hi there, I was hoping for some clarification. Does the Combat Power slider change the amount of combat prowess that pawn is capable of (as in, they can spawn in with higher quality gear), or does it just change how powerful the game considers that pawn to be? I'm trying to tweak the tribal raiders so they come in stronger, but with less numbers to save my poor computer late game lol. Thanks for making this awesome mod!
spycats 10 Jun @ 2:02pm 
hey could you add something to let us change the probability of xenotypes, so everybodies a baseliner?
spycats 6 Jun @ 12:50am 
finaly after atleast 3 hours i fixed my modlist, somehow the vanilla furniture expanded mods were causing the crashs and now i can finaly sleep. i wish you a good morning and now i shall leave.
spycats 5 Jun @ 11:20pm 
actual on second thought i will write that down and on a notebook because i got rid of the mod that i wanted to use for one factions armor, since i think it was causing crashes. still thank you for your help
spycats 5 Jun @ 11:15pm 
ok, i will now attempt to figure that out.
Mlie  [author] 5 Jun @ 11:10pm 
@spycats You can define the weapon tags used, you might solve it that way
spycats 5 Jun @ 9:25pm 
greetings, i come here on my mod search for a way to make so two fractions of the same tech level, say industrial can only use a specific set of weapons all from the same tech level. for example have one use more eastern firearms and one more western. if this mod can provide such , thank you. if not may you send me in the right direction?
Beowulf 3 May @ 10:41pm 
The Imperial Cataphract's from The Royalty DLC, which are influenced by the Vanilla Royalty Expanded mod.
Mlie  [author] 3 May @ 10:16pm 
@Artorias Who are ”they” that you tested on?
Beowulf 3 May @ 9:07pm 
For clarification, changing the weapons tags worked just fine.
Beowulf 3 May @ 9:07pm 
I'm confused at how this works. I changed the Cataphract tags to not include their cataphract armor, and instead a different armor set from a medieval mod. And they still spawned with their cataphract power armor.
Mlie  [author] 3 May @ 9:14am 
@Tenshi Not that I know of, perhaps you can request it from the mod author
Tenshi 3 May @ 6:19am 
anyway to make every pawn spawn with a Rimworld of Magic Trait? Besides going through individually, of course.
Mlie  [author] 29 Apr @ 8:33am 
@kingrevolucion12 You should be able to set the weapon-tags or the weapon-money to make that happen
kingrevolucion12 29 Apr @ 5:49am 
Can I use this mod, for example, to remove firearms and melee weapons from some factions, leaving them with only fists? Is that possible? Or perhaps you know of any other mods?
Mlie  [author] 31 Jan @ 1:29pm 
@Scryie Because there is no such property to modify in the pawnkind settings
Scryie 31 Jan @ 1:26pm 
Technical Question. Why does this mod not allow for individual items to be added to pawns?
Mlie  [author] 31 Jan @ 1:00pm 
@Scryie This mod does not add tags, it lets you modify existing
Scryie 31 Jan @ 12:45pm 
there's no individual tags for recon, marine and cataphract armor
Mlie  [author] 20 Jan @ 6:50am 
@Plaguelord There is no global setting
Plaguelord 20 Jan @ 6:48am 
Is there a global setting available? Say I want to give all spawning pawns a chance of having bionics or do I have to edit every pawn type to give them a chance?
Mlie  [author] 18 Nov, 2024 @ 2:45pm 
@Fairy Sorry, I wont be adding HAR options in this mod
Fairy 18 Nov, 2024 @ 1:25pm 
Any chance this mod could get a feature to let you configure what HAR-race a pawn generates as? I'm wanting to make my world populated entirely by ratkin, but I'm failing to find a mod that lets me fully achieve this.
Zombied100 29 Sep, 2024 @ 11:39am 
Can you add it into an existing save file and how?
Mlie  [author] 29 Sep, 2024 @ 11:38am 
@donovangraham100 Just open the normal mod-settings menu. Yes, the changes will be applied on an ongoing save file. Thats what the large info about save-files tries to convey
TealDragonGaming 12 Aug, 2024 @ 11:39am 
@Mlie thank you
Mlie  [author] 12 Aug, 2024 @ 1:17am 
@TealDragonGaming Pawn-setting are defined globally. What factions they are part of does not affect it
TealDragonGaming 12 Aug, 2024 @ 12:57am 
Is this across all pawns in the entire game or does it differentiate between factions?
Mlie  [author] 20 Jun, 2024 @ 3:32am 
@Roanafra As long as they have the money and the tech for the apparel and weapons they should spawn with them. The quality of the gear is random however
Roanafra 20 Jun, 2024 @ 3:15am 
How should 'Apparel Money' and 'Weapon Money' be adjusted to ensure that a specific type of Pawn NPC appears with superior equipment? While attaching the shield tag to NPCs from the Apparel tag works well, the option to make higher-tier NPCs like Chief-Melee equipped with legendary gear doesn't seem to work. Even with values of 5000 to 7000, the NPCs are generated with poor equipment. Did I make a mistake in the settings?
MapleSierrap 16 Jun, 2024 @ 4:45am 
Ah, that's unfortunate.
Mlie  [author] 16 Jun, 2024 @ 4:35am 
@Sierra That would be rather tricky to get right, since there is no way of knowing where each pawnkind is used in the code.
MapleSierrap 16 Jun, 2024 @ 4:13am 
So with the current setting available, I can add tags to raiders/pawnkinds so they could spawn with different weapons and apparel.

What if, instead of just changing weapons and apparel, I could outright replace a pawnKind with another? i.e. MercenaryGunnerBase replaced with MercenarySniperBase?

That way if I don't want to see a certain pawnkind at all, they can be replaced with pawns that I would rather see more of.
Mlie  [author] 16 Jun, 2024 @ 4:00am 
@Sierra Could you explain a bit? How would that work?
MapleSierrap 16 Jun, 2024 @ 3:38am 
Would it be possible to add a function to replace pawnKind with another pawnKind?
Roanafra 14 Jun, 2024 @ 4:40pm 
Personally, I use this mod together with Combat Shields (Continued) and it works really well. It looks pretty cool to have Imperial soldiers and enemies carrying shields around with the Apparel tag.
Orbit 5 Jun, 2024 @ 11:07am 
yeh it works that all it matter
Icaro 5 Jun, 2024 @ 8:27am 
I don't know if it will have more content but it works very well as is.
Mlie  [author] 5 Jun, 2024 @ 8:11am 
@Orbit Are you done?
Orbit 5 Jun, 2024 @ 8:09am 
and it looks like a mod that comes from 1.2
Orbit 5 Jun, 2024 @ 8:08am 
comments seemed too calm
Mlie  [author] 5 Jun, 2024 @ 7:41am 
@Orbit Why would it be abandoned?
Orbit 5 Jun, 2024 @ 7:12am 
i thought it was abandoned
Mlie  [author] 5 Jun, 2024 @ 6:45am 
@Orbit What do you mean?
Orbit 5 Jun, 2024 @ 6:39am 
mod alive
?