RimWorld

RimWorld

Loot Goblin
45 Comments
Wednesday 20 Jul @ 8:18pm 
Thanks :)
Reisen  [author] 20 Jul @ 5:49pm 
Added a Books category, so it can be changed (or left vanilla/default) separately from the parent Items category
Wednesday 20 Jul @ 4:45am 
@Reisen
the issue whith research paper was that loading it with a different stack size caused all research papers to despawn. I’ve sent a fix for the research paper mod using your Loot Goblin’s built-in custom rule system so that it ignores all defs from that mod.

However, I think it would be cleaner to handle this on your side by having Loot Goblin ignore books by default. Books in vanilla have quality, are procedurally generated, and shouldn’t stack (similar to weapons and apparel). Ignoring them would prevent potential issues with other mods in the future.
Reisen  [author] 19 Jul @ 11:59pm 
I'll take a look.

Are books supposed to be unstackable / limited to 1?
Wednesday 19 Jul @ 5:02pm 
@Reisen
would you consider adding Category 'Books' to ignore to avoid compat issues such as the one just fixed in ogrestack / research paper?
Redknight910 13 Jul @ 7:21pm 
I'll try that and report back. Won't have time to play until a bit later, unfortunately.
Reisen  [author] 13 Jul @ 11:17am 
@Redknight910
Can i get more info on the error?

If its working properly, it should show a single message about a hierarchy dump, with a tree of the item categories

If its complaining something about method not found, try unsubscribing and subscribing again because its likely steam didn't update it for you
Redknight910 13 Jul @ 1:44am 
I have it running, but it doesn't seem to be actually working. Keeps throwing an error, and if I load with just this and harmony, it won't even generate a map with the dev test.
Reisen  [author] 12 Jul @ 6:25pm 
Should be running on 1.6 now
Reisen  [author] 12 Jul @ 5:36pm 
I haven't recompiled it to 1.6 yet, so its failing to load.
I'll try to get around it over the weekend
Tye-Wynd 12 Jul @ 11:06am 
Does this work 1.6?
nike4 18 Jul, 2024 @ 9:22pm 
its me am the loot goblin
Battl3bee 18 Jul, 2024 @ 5:16pm 
how it feels to have a stack of 465 toxic wastepacks
Sera 5 Dec, 2022 @ 8:58pm 
Man I feel called out.

"Do you like to hoard troves of human leather" *has 7,893*
Do you want to keep copious amounts of silver *468,000*
Do you prefer to lose humongous amounts of raw meat to a solar flare instead of feeding your prisoners? that's what uncooked potatos and the dead prisoners are for. "You don't even use the meat your people are vegetation!" hey talk to randy and his pack of 50+ squels he sends every 4 days not me.
nchorbajian 1 Nov, 2022 @ 9:04am 
and adding priority for the loot rules doesn't seem necessary
nchorbajian 1 Nov, 2022 @ 9:03am 
for toxic wastepack it would be ^Wastepack$
nchorbajian 1 Nov, 2022 @ 9:03am 
@nako defName not label for the loot rules
nako 1 Nov, 2022 @ 6:21am 
I'm having a lot of trouble trying to separate out a few items to prevent them from scaling with others. I've taken detailed screenshots of what I've done and what the issue is here: https://imgur.com/a/nAkgs18

I'm unable to match most of the items I want to match with a custom LootRules file. I would love it if someone could show me where the issue is. Best regards.
nchorbajian 31 Oct, 2022 @ 7:18pm 
if you want to only show or attempt to show to this at the start
<LootGoblin.LootRulesDef MayRequire="vanillaracesexpanded.saurid">
nchorbajian 31 Oct, 2022 @ 7:17pm 
why the <mod>vanillaracesexpanded.saurid</mod>?
you also don't need <priority>1000</priority>
m11kire 31 Oct, 2022 @ 7:09pm 
if i've parsed the syntax for this correctly, the below should make loot goblin ignore human eggs from VRE Saurid
<LootGoblin.LootRulesDef>
<defName>[Human Eggs]</defName>
<rules>
<li>
<match>
<!-- Use at least one match, multiple options are and-ed together -->
<mod>vanillaracesexpanded.saurid</mod>
</match>
<lootType>LG_Type_Ignore</lootType>
<priority>1000</priority>
<rules>
</LootGoblin.LootRulesDef>
m11kire 31 Oct, 2022 @ 6:40pm 
i'll be adding the rule myself, but races expanded sauroids lay human eggs that are supposed to be one per stack, and them stacking together can do wonky stuff to the eggs, like only one of them hatching, or who the parent is getting deleted.
Cassus 27 Oct, 2022 @ 12:32am 
yeh i'm german and my english sux donkey balls :)
Cassus 27 Oct, 2022 @ 12:31am 
ok sorry I just saw in down the comments :)
Cassus 27 Oct, 2022 @ 12:29am 
sounds like I'll use this one then. Could you add a feature to prevent stacking of genes? In ogre it was the "others" stacks that have to be vanilla to prevent it. If we don't fix it you get the same gene pack over and over again.
Reisen  [author] 26 Oct, 2022 @ 11:47pm 
Ovums can stack to 10 on base biotech, so i don't think embryos will bug out.
Regardless, i added a subcategory for biotech stuff under items, that contains embryos, ovums, transponders and archite capsules
nchorbajian 26 Oct, 2022 @ 11:33pm 
Also wow that was quick. Thanks for the update!
nchorbajian 26 Oct, 2022 @ 11:32pm 
Yeah from from what the comments are saying. I personally included Genepack, Xenogerm, and HumanEmbryo just to be safe but I don't know if the other two have issues.
Reisen  [author] 26 Oct, 2022 @ 11:31pm 
Added both Genepacks and Xenogerms to ignore rules, both are the same kind of item, with 1 stack limit on vanilla defs.
Reisen  [author] 26 Oct, 2022 @ 11:23pm 
Only Genepacks? haven't had the time to play with biotech yet.
nchorbajian 26 Oct, 2022 @ 11:16pm 
This is from reports in Ogrestack where Genepacks stacking are causing a bug.
nchorbajian 26 Oct, 2022 @ 11:15pm 
Can you add an exception to biotech?
This is what I have [pastebin.com]
Reisen  [author] 26 Oct, 2022 @ 7:24pm 
You can easily set bulk amounts like 2x all, 10x all, +50 on all, etc, without presets.
Just set the root (topmost) node to a value and inherit everything else.

I don't really see how much benefit a bunch of presets would have over the current system.
frosted_gay 26 Oct, 2022 @ 7:03pm 
Is there any plan for presets?
Reisen  [author] 23 Oct, 2022 @ 8:02am 
Updated to 1.4
Wednesday 19 Oct, 2022 @ 2:57pm 
Waiting patiently for the 1.4 update :)
[The] Force 9 Aug, 2022 @ 1:28pm 
Good to know, I'll probably transition to it soon when I start up a new game (little antsy about swapping in the middle, even if it can be done I just know I'll fuck shit up xD)
Thanks for the tip :3c
Reisen  [author] 6 Aug, 2022 @ 11:17am 
Its not quite the same as a preset system, but if you used say, "2x vanilla", or "10x vanilla", just setting the top-level setting to "Scale 2x" or "Scale 10x", and leave the rest as inherit, everything will be at 2x, or 10x respectively
[The] Force 5 Aug, 2022 @ 9:26pm 
Would it be incredibly difficult to create and include some "Preset" rulesets, like an "Ogrelike" which uses ogre default values? Just makes it simpler for people like me who use those mods but would prefer a newer up to date mod than an year old unupdated one that could break any moment without having to go through and manually check them against stuff.
At least since it says it defaults to vanilla I assume I have to manually set it to the same as Ogre xD
Reisen  [author] 27 Jul, 2022 @ 11:53am 
Chunks by default are categorized on the Ignore rule, so the mod doesn't touch them.
But its possible to reassign them to a new group with a xml file, but i'm not sure if that's all it takes to make chunks stackable or if they are handled separately by the game (like they aren't hauled automatically)
Annabellee 26 Jul, 2022 @ 1:22pm 
so does this work on chunks
pineapple pizza 21 Jul, 2022 @ 5:13am 
you called?
Michiko 16 Jul, 2022 @ 11:30am 
Alright thanks! I'll let you know how it goes after I try it soon.
Reisen  [author] 15 Jul, 2022 @ 8:57pm 
Make some note of the other mod settings, remove it, and configure this one similarly.

Worst that can happen is you have stacks spill over, so open mod config, readjust, and reload your save.
Michiko 15 Jul, 2022 @ 8:12pm 
Looks cool. If I'm already using one of the other stack size altering mods, what's the safest way to migrate to this?