RimWorld

RimWorld

Choose Pawn Settings
137 kommentarer
Rim Baby 12. juli kl. 23:19 
Sorry to clarify, it seems I can't overwrite the empire armors no matter what tags I use, weapons seem fine though.
Rim Baby 12. juli kl. 23:13 
Having the same issue as Beowulf
Moonshrooms 11. juni kl. 11:29 
Gotcha, thank you for the reply!
Mlie  [ophavsmand] 10. juni kl. 22:23 
@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  [ophavsmand] 10. juni kl. 22:22 
@spycats There should already be a mod for that I think
Moonshrooms 10. juni kl. 15:38 
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. juni kl. 14:02 
hey could you add something to let us change the probability of xenotypes, so everybodies a baseliner?
spycats 6. juni kl. 0:50 
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. juni kl. 23:20 
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. juni kl. 23:15 
ok, i will now attempt to figure that out.
Mlie  [ophavsmand] 5. juni kl. 23:10 
@spycats You can define the weapon tags used, you might solve it that way
spycats 5. juni kl. 21:25 
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. maj kl. 22:41 
The Imperial Cataphract's from The Royalty DLC, which are influenced by the Vanilla Royalty Expanded mod.
Mlie  [ophavsmand] 3. maj kl. 22:16 
@Artorias Who are ”they” that you tested on?
Beowulf 3. maj kl. 21:07 
For clarification, changing the weapons tags worked just fine.
Beowulf 3. maj kl. 21:07 
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  [ophavsmand] 3. maj kl. 9:14 
@Tenshi Not that I know of, perhaps you can request it from the mod author
Tenshi 3. maj kl. 6:19 
anyway to make every pawn spawn with a Rimworld of Magic Trait? Besides going through individually, of course.
Mlie  [ophavsmand] 29. apr. kl. 8:33 
@kingrevolucion12 You should be able to set the weapon-tags or the weapon-money to make that happen
kingrevolucion12 29. apr. kl. 5:49 
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  [ophavsmand] 31. jan. kl. 13:29 
@Scryie Because there is no such property to modify in the pawnkind settings
Scryie 31. jan. kl. 13:26 
Technical Question. Why does this mod not allow for individual items to be added to pawns?
Mlie  [ophavsmand] 31. jan. kl. 13:00 
@Scryie This mod does not add tags, it lets you modify existing
Scryie 31. jan. kl. 12:45 
there's no individual tags for recon, marine and cataphract armor
Mlie  [ophavsmand] 20. jan. kl. 6:50 
@Plaguelord There is no global setting
Plaguelord 20. jan. kl. 6:48 
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  [ophavsmand] 18. nov. 2024 kl. 14:45 
@Fairy Sorry, I wont be adding HAR options in this mod
Fairy 18. nov. 2024 kl. 13:25 
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 kl. 11:39 
Can you add it into an existing save file and how?
Mlie  [ophavsmand] 29. sep. 2024 kl. 11:38 
@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 kl. 11:39 
@Mlie thank you
Mlie  [ophavsmand] 12. aug. 2024 kl. 1:17 
@TealDragonGaming Pawn-setting are defined globally. What factions they are part of does not affect it
TealDragonGaming 12. aug. 2024 kl. 0:57 
Is this across all pawns in the entire game or does it differentiate between factions?
Mlie  [ophavsmand] 20. juni 2024 kl. 3:32 
@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. juni 2024 kl. 3:15 
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. juni 2024 kl. 4:45 
Ah, that's unfortunate.
Mlie  [ophavsmand] 16. juni 2024 kl. 4:35 
@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. juni 2024 kl. 4:13 
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  [ophavsmand] 16. juni 2024 kl. 4:00 
@Sierra Could you explain a bit? How would that work?
MapleSierrap 16. juni 2024 kl. 3:38 
Would it be possible to add a function to replace pawnKind with another pawnKind?
Roanafra 14. juni 2024 kl. 16:40 
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. juni 2024 kl. 11:07 
yeh it works that all it matter
Icaro 5. juni 2024 kl. 8:27 
I don't know if it will have more content but it works very well as is.
Mlie  [ophavsmand] 5. juni 2024 kl. 8:11 
@Orbit Are you done?
Orbit 5. juni 2024 kl. 8:09 
and it looks like a mod that comes from 1.2
Orbit 5. juni 2024 kl. 8:08 
comments seemed too calm
Mlie  [ophavsmand] 5. juni 2024 kl. 7:41 
@Orbit Why would it be abandoned?
Orbit 5. juni 2024 kl. 7:12 
i thought it was abandoned
Mlie  [ophavsmand] 5. juni 2024 kl. 6:45 
@Orbit What do you mean?
Orbit 5. juni 2024 kl. 6:39 
mod alive
?