RimWorld

RimWorld

Animal Commonality Tweaker
106 Comments
Kenny Dave  [author] 26 Jun @ 3:04am 
@Khaoslus It doesn't seem to be a deleted mod causing it, ACT retails the data in the database and doesn't throw any errors.

I think then possibly a non-updated mod. If I can get the mod list you are using I will try and pin it down. The version of Rim you are using would also be helpful.
Kenny Dave  [author] 26 Jun @ 2:47am 
@Khaoslus Thank you for the advice, and apologies for it throwing errors. I haven't been able to replicate so far. Can you please advise:

Operating system
Mod list
player.log hosted file link
GeneratedPatches.xml hosted file link

I can help with the last 3 on request, once I know which OS you're on.

My best guess is that a mod has been removed for which there is ACT data in the database.

It may then be that resetting the database will fix the issue, but then you'll have to put your data in again; if I know it's this then I will also try and fix the exception handling so that it doesn't throw the error with this edge case.

I'll see if I can replicate like this now.
Khaosius 25 Jun @ 9:16pm 
Throw the following error anytime I make changes: https://gyazo.com/2c593b21db65084ef98cfa5b97bd5769
Kenny Dave  [author] 22 Jun @ 1:54am 
Not tested with Odyssey yet of course. I am hopeful that it will work seamlessly, but this is a hope rather than an expectation.
Kenny Dave  [author] 22 Jun @ 1:51am 
Updated to 1.6. Any problems please let me know.
Kenny Dave  [author] 11 Apr, 2024 @ 11:57am 
I haven't got Anomaly. I don't know if it will break this mod. If anyone can let me know if it works, or otherwise, I would appreciate it.
Kenny Dave  [author] 17 Mar, 2024 @ 5:06pm 
@all, updated to 1.5. Please let me know if you have issues, with as much detail as possible.

Anomaly will also require a little work once it's released, I think.
Kenny Dave  [author] 24 Nov, 2023 @ 10:56am 
@Flash Greaet stuff, thanks. Let me know if there are any problems.
Flash 23 Nov, 2023 @ 5:34am 
Amazing thank you! It seems to work great. I appreciate all the effort you put in
Kenny Dave  [author] 20 Nov, 2023 @ 4:02pm 
@Flash Thank you, it is uploaded now. Thank you for your help, apologies for the bug in the first place. I am speaking to you from Windows, it all seems to function as intended. I've checked it on Linux and it looks good too, but please do let me know.

If anyone else has success or lack of, information is very helpful. The update shouldn't cause any issues to ongoing functionality. If it does, the first thing to do would be to open and close the options windows to regenerate the patches.
Flash 20 Nov, 2023 @ 5:24am 
If you have a github I wouldn't mind also checking if it works on windows for you? No dev environment though
Kenny Dave  [author] 19 Nov, 2023 @ 1:16pm 
@Flash, bear with me. It's done, but I haven't checked it on Windows yet, ok on Linux. It has proven to be a bit more involved than I thought, 2 lines to change but I've had to get everything set up on Linux with a new program, and reinstall everything in Windows to check it out. Hopefully tomorrow evening to finish it off.
Flash 18 Nov, 2023 @ 7:55am 
Wow that's amazing news! Thank you
Kenny Dave  [author] 15 Nov, 2023 @ 1:07am 
@Flash My apologies then. I shall try and get it sorted at the weekend.
Flash 14 Nov, 2023 @ 12:51pm 
I personally couldn't get it to work. I tried leaving the files, moving them and renaming them but no luck. It doesn't seem to be able to read the patches it generates unfortunately
Kenny Dave  [author] 14 Nov, 2023 @ 10:05am 
@Flash, my apologies, I should really get around to sorting it, and a couple of other things. I haven't opened Rimworld for months at this point honestly. It sounds like it still works on Linux despite making a mess of the mods folder?
Flash 13 Nov, 2023 @ 6:57pm 
No worries! It's easily the best mod of its kind so I'm happy to wait for whenever you get the time
Kenny Dave  [author] 13 Nov, 2023 @ 4:01pm 
Oh I've got you, sorry. That's due to the different format for Linux and Windows for the folder structure. And I've hard coded it for windows... Despite now typing this from Linux mint.
Flash 13 Nov, 2023 @ 3:36pm 
Steam killed the formatting... I can try to upload a pic but I'm pretty sure steam censors those too
Flash 13 Nov, 2023 @ 3:32pm 
I don't believe they're supposed to have filenames that contain backslashes.

A little hard to describe but I'm saying the files are placed in the root rimworld mods folder, not within the "Animal Commonality Tweaker/Patches" sub-folder. And the file name contains slashes.

Like this:

mods
|_ Character Editor
|_v1.4
|_ Animal Commonality Tweaker
|_1.4
|_Patches
- GeneratedPatches.xml <---- I'd expect this one to get replaced
|_Source
|_ BetterLog
|_Animal Commonality Tweaker\Patches\GeneratedPatches.xml <---- This one looks out of place
|_Animal Commonality Tweaker\ErrorLog\AnimalsProcessedList.txt
Kenny Dave  [author] 13 Nov, 2023 @ 2:57pm 
@Flash That is platform independent, it will do that on Windows or MacOS too.

As they're mod specific files, that's the best place for them I felt. The GeneratedPatches.xml file is what actually changes the animal commonality values in rim, which is the way to do it rather than directly changing it in game, which can make things unstable. Especially if multiple mods are trying to do it. It's also why a restart is required for changes to take effect.

It is generated when the mod options screen is closed using the data in the database, which is stored in the main rimworld folder.
Flash 12 Nov, 2023 @ 10:09am 
Hey for some reason this mod spits the GeneratedPatches file out into the Mods directory when using it on Linux. I can see that they're supposed to be put into the Patches and ErrorLog folders but instead I get the following file names:

- "2591446825\Patches\GeneratedPatches.xml"
- "2591446825\ErrorLog\AnimalsProcessedList.txt"

I imagine this probably has something to do with how linux and windows handle backslahes but this is the first mod I've run into with this issue.
Kenny Dave  [author] 20 Oct, 2023 @ 1:50pm 
@lophothedilo Do you have ACT at the bottom of the mod list?

Have you restarted Rimworld after making the changes?

There are some mods that don't follow the proscribed method for assigning a commonality value, or anything else. They will maintain whatever the mod maker has hard coded in.

Is this for the total commonality for the tile? I shall check it out on confirm, I haven't heard of there being a problem with that before. Perhaps something has changed and it isn't functional somehow. Is it all tiles if so, or just some types of tiles?
lophothedilo 12 Oct, 2023 @ 4:13am 
Even if I change the values, once I go to creating a new world > click on the place I want my colony, and click "i" the commonality values are different from the values I had on my mod settings on ACT. Why is that?
Kenny Dave  [author] 27 Jul, 2023 @ 8:08pm 
@Darth it applies to existing maps. However, there is a caveat.

It's only the spawned animals that are effected. So the animals already spawned, i.e. existing on the map, continue to exist as they were. It will take time for the population to progress to the new stable state. Animals wander in and out over time, and can also leave when the season changes if the temperature moves outside their comfort zone. You can of course speed up this process Rimworld style with guns/grenades.
Darth Tiredlass 27 Jul, 2023 @ 3:02pm 
Just wanted to check something - are the tweaked values to wild spawn rates applied to currently existing maps, or does it require a newly generated map / world to implement the changes?
Kenny Dave  [author] 23 Jul, 2023 @ 5:26am 
@Flash Thank you! Glad you're enjoying it.
Flash 23 Jul, 2023 @ 4:39am 
Amazing mod with great ui options
StarlightSovereign 12 May, 2023 @ 7:51pm 
Fdsaf thank you ;_; :starite:
Kenny Dave  [author] 12 May, 2023 @ 7:41pm 
@Starlight The thumbnail is particularly spiffy I feel :)
StarlightSovereign 12 May, 2023 @ 5:22pm 
Thank you for updating! It really does help :)
Loving your mod! Thanks again for it!
Kenny Dave  [author] 12 May, 2023 @ 4:50pm 
@Starlight, no lol. I really did forget to put it in for some reason. I couldn't decide where to put it, and it is very important information isn't it.

If it was already in, it's in three times now ;)

Anyway, right at the bottom if that's not totally clear :)
StarlightSovereign 12 May, 2023 @ 10:20am 
omg was it already in there and I didn't notice? XD I read looking for the load order I swear haha
Kenny Dave  [author] 12 May, 2023 @ 3:09am 
@StarlightSovereign That's such an important point I've put it in twice! Thank you.
StarlightSovereign 11 May, 2023 @ 4:45pm 
Okay thank you! Might want to throw that in the description, friend! :)
Kenny Dave  [author] 11 May, 2023 @ 12:29pm 
@StarlightSovereign Right at the end. If you put it before animal mods, those mods will overwrite the ACT values. If you put ACT at the end, if the animal mod is written how it is supposed to then ACT will overwrite the mod value.
StarlightSovereign 9 May, 2023 @ 11:45pm 
I should have asked before, but where should this go in mod order? :)
Kenny Dave  [author] 18 Mar, 2023 @ 10:34am 
Thanks Tender :)
Kenny Dave  [author] 17 Mar, 2023 @ 10:29am 
OK. It would be easier in a separate mod I think, so I may do that. Can you tell me a name of a mod that has the link to the encyclopedia entry to save me searching?
Tender Tendrils 17 Mar, 2023 @ 6:28am 
I am not sure, I'd be happy for it to be part of this mod (as long as the plants are separated from the animals section) but people who just want one or the other might want them to be separate mods.
Kenny Dave  [author] 17 Mar, 2023 @ 6:16am 
@Tender Tendrils: ok, those are both good ideas. In the same mod for the plants, or a different one would be best? I imagine choosing the plants would be a bit more niche.
Tender Tendrils 17 Mar, 2023 @ 5:37am 
This but for plants would be great, choose wild plants works fine but is a bit annoying to use.
As a suggestion, it would be really cool if the animals had the little "i" button that links to their encyclopedia entry so that we can see what on earth a Josephoartisgasia is without having to alt tab and look at it on a wiki (I have seen other mod manager menus link to encyclopedia entries so I think it is possible).
Kenny Dave  [author] 23 Oct, 2022 @ 5:19am 
@Ram, any problems then let me know please.
Ram 22 Oct, 2022 @ 8:05pm 
Thanks!
Kenny Dave  [author] 22 Oct, 2022 @ 3:43pm 
Should be good to go on 1.4 as of now. Any bugs, please let me know.

It will show zeros for mods that are not updated, and therefore not loading correctly. Alpha animals is showing half the entered values for live, so I will investigate further. Working for all updated mods including Alpha Animals though.
Kenny Dave  [author] 22 Oct, 2022 @ 12:07pm 
This mod doesn't currently work with 1.4. I shall work to update over the next few days.
NRFBToyStore 22 Oct, 2022 @ 4:10am 
@Ram Like EVERY mod out there... Maybe? It's been A DAY from new patch and no wall activity in 6 months up updates in 10. My advice, you want this to move, contact the mod author... with MONEY... and see what happens. Otherwise, stop asking on EVERY mod. If it happens, it happens, asking is not going to make them go "Ya know what? I WILL!"
Ram 21 Oct, 2022 @ 10:51am 
Will there be a 1.4 update?
Kenny Dave  [author] 23 Apr, 2022 @ 4:16pm 
@Ram there isn't that functionality at present. There's a lot I'd put in before that, so to be honest there probably won't be.

What you could do, if there's a lot of them, is do a copy paste in Notepad++ for the settings file, while Rimworld is closed.

The settings file is in the settings folder, which on windows is here:

C:\Users\[Name]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\Mod_2591446825_ACTMod.xml

The entries are saved by biome, so you could pull out the ones you want, drop in a new file, do a search and replace, then drop these over the target biome.

That's the best I can do for now I'm afraid.