RimWorld

RimWorld

[FSF] FrozenSnowFox Tweaks
856 Comments
darkfiretim 7 hours ago 
got it. Thanks
FrozenSnowFox  [author] 7 hours ago 
@darkfiretim
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
darkfiretim 7 hours ago 
The last update removed the 1.6 tag from the mods about.
Cryofex 8 hours ago 
Ok I change the load order (almost bottom) and made another restart. That fixed it.
Cryofex 8 hours ago 
Yes restartet. Yeah that could be. I will try around some more. Thanks for you support so far :)
FrozenSnowFox  [author] 8 hours ago 
@Cryofex
It could also potentially be a load order issue. Maybe something else is messing with the vanometric power cells. Or maybe the config file isn't saving the changes for some reason.
FrozenSnowFox  [author] 8 hours ago 
@Cryofex
Just to be sure but I assume you restarted the game, right? Because all settings require the game to be restarted before they take effect.
Cryofex 8 hours ago 
Got your updated github version and the vanometric stuff is now under power generation multiplier, fair.
I changed power and battery to 1 and kept vanometric at 2, no change.
FrozenSnowFox  [author] 10 hours ago 
@Cryofex
It works fine for me. I get the feeling this might be steam shenanigans with outdated files, you might want to grab a copy from the github.

Also when I double checked the patch just now I noticed it was bugged. Vanometric cells were actually getting the multiplier twice if you used both power generation multipliers together. So I've uploaded a fix.
Cryofex 11 hours ago 
small vanometric powercell is not adjusted, when increasing the multiplicator. Haven't checked the other two. My small and big are from VFE. Your old mod works though. Installed the old doubling mod again
FrozenSnowFox  [author] 20 hours ago 
@Tinda
It searches for exactly Shell to avoid picking up things it shouldn't. The render tool is in dev mode I don't remember the exact name but if you search for render in the dev commands it'll pop up.
Tinda 31 Jul @ 9:00am 
Huh, fascinating. Thank you for answering.
Does your patch search for the string "Shell" as in exactly "Shell" or will it find it as part of a longer name as well? Would it pounce on "Extra_Shell"?

And what is the Render Tree tool? It is it part of the dev tools or is it a helper mod?
JohnPeterson 31 Jul @ 1:54am 
@FrozenSnowFox Ohhh, that explains it. Ill try again and see if it does that again. If not, ill try to grap the github version. Thank you so much for the answer and keep up the good work!
FrozenSnowFox  [author] 30 Jul @ 4:42pm 
@JohnPeterson
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
FrozenSnowFox  [author] 30 Jul @ 4:42pm 
2/2

@Tinda

I checked the Tabard in game and all I can tell you is the VE team did something weird and code based for layer VFEC_OuterShell. The Tabard is locked to where it is, you can't move it above or below items with the Render tree tool. So there's no way for me to fix the issue of that item or similar items using it from showing up over hairstyles.

Why don't items you add to Headgear or Eyes show up? Again you confused drawOrder with Render Layer they are not the same. Don't ask me what the difference is I don't know. But I think drawOrder is the overarching order in which the engine draws things but again different to the actual Layer numbers themselves.
FrozenSnowFox  [author] 30 Jul @ 4:42pm 
1/2

@Tinda
Why did Ludeon do their thing? I honestly have no idea. The issue with long hairstyles getting messed up due to rendering layers on the back was brought up to them but was hand waved as not an issue so it falls to modders to fix it.

You seem to be mistaken Apparel Layer drawOrder does not equal Render Layer. You can see the actual render layers by using the Render tool on a pawn in the game. This allows you to see the layer numbers themselves and make adjustments to see how things fit.

My mod searches for the text "Shell" on apparel and then adjusts the render layer to 51 which puts it I think below Hair but above Head. This approach works for all items without adjustments and works better than using shellRenderedBehindHead which some other mods used. That method as per my note creates a new bug for short hairstyles which is rendering the head over clothing.
JohnPeterson 30 Jul @ 8:07am 
Hey!

I ran into an issue where the game says that the mod isnt for 1.6, but for 1.5 and 1.4 instead. But on the workshop page it says that its for 1.6.

I also took alook at the files, and there isnt any mention of 1.6 there.

Was the mod marked as 1.6 compatible on the workshop, but no internal changes were made. Or did Steam had a hickup and downloaded the wrong version for some bizarre reason
Tinda 30 Jul @ 7:53am 
I tried making my own layer called something completely different (in case your mod searches for the string "shell"(?), but still same result.
What is going on? How does this work?
The Headgear layer also seems similarly weird. VFEC_OuterShell with its render order of 500 should render above even headgear (400), but it doesn't. And why don't the textures show up if I add items with head coverage to other layers than headgear or eyes? I'm so confused.

These questions don't really concern your mod, but you seem to know what you're doing, so here's hoping you can answer.
Thanks for some great tweaks!
(sorry this got long, cutting into two parts)
Tinda 30 Jul @ 7:53am 
Hello,
Regarding the Render Hair Over Clothing option,
What exactly did Ludeon do to the shell layer? I've looked at your patch and the core defs and I am at a loss as to why it's so fukked?
It insists on rendering above everything including hats (unless your patch is enabled)? Why did they do this and how? Is it some hardcoded fukkery or why is it that something as hacky as this is the best solution people have been able come up with for over a year?

Also, I'm not sure I fully understand your patch either.
It works and everything, but shell is still rendering on top of other layers with a higher render order? (Is it possible to fix that?)
For instance, VFEC_OuterShell, added by Vannila Expanded Framework (render order 500), and used by Medieval 2 mantle, still gets shown underneath shell items from behind. Works great from all other angles.
Shimmer 30 Jul @ 3:15am 
That was an unexpected fast respone, real nice x3.
and that's the wierd thing, a full cataphract set puts one at 98% vaccum resistance, so one won't survive?
but it should most certainly give the protection that this tweak adjusts for tox at least. x3 (as in it makes no sense to have that high vaccum protection and near none tox protection vanilla.)
FrozenSnowFox  [author] 30 Jul @ 2:41am 
@Shimmer
That's a vanilla feature in Odyssey. Now try and explain why you can survive in a vacuum with cataphract armour but you'll die to toxic exposure without a mod.
Shimmer 30 Jul @ 2:35am 
So i dig these tweaks, some really usefull stuff. The one thing i ain't 100% i follow or get, "Sealed power armor" i get that it makes it immune to tox weapons, which is nice, but it doesn't make 100% vaccum protection? or is that another settintg somewhere?
or is that something someone might need to tweak in files?

Have a nice day though :3
FrozenSnowFox  [author] 29 Jul @ 3:25pm 
@Jestrfestr
The Vanilla Expanded mods don't add fishing traps when you have Odyssey. So simply disable that tweak.
Jestrfestr 29 Jul @ 11:58am 
Keep getting an error for fishing traps, only one. Game crashes on boot till I tell windows to wait for it to respond. Any advice would be appreciated.
Zoe, the Bad Wolf 28 Jul @ 1:41pm 
@FrozenSnowFox
Thank you for the earlier clarification! :D
Azure 27 Jul @ 6:38pm 
Thanks for your reply! I know that there are some separate mod that does this but from what you did do the anima tree,I think that your mod conduct it the best and I really want to simplify my modlist. So I'll patiently wait your you to update oneday, as I really like your mod.
FrozenSnowFox  [author] 27 Jul @ 5:55pm 
@Azure
I really need to sit down and make some patches for the Trees in general at some point. In the meantime I believe Tweaks Galore does it and there might be some standalone mod for.
Azure 27 Jul @ 5:49pm 
Like the Gauranlen tree
Azure 27 Jul @ 5:48pm 
Could you remove the artifact building limits for other trees as well?
Sarelth 26 Jul @ 6:12pm 
Thank you @Frozen
FrozenSnowFox  [author] 26 Jul @ 3:07pm 
@Xira
That's due to ongoing steam issues. If it's not working for you then grab a copy from the github linked in the description.

@Sarelth
I think someone on discord was maintaining a list for what's included in the various tweak mods. You'd have to try asking on there.
Xira 26 Jul @ 1:18pm 
maybe it's just on my end but for me the about.xml is missing the 1.6 tag
Sarelth 26 Jul @ 8:58am 
@FrozenSnowFox Is there a list of mods that are known to be replaced with this. Other than your own of course. That would help me build a medieval modpack.

Trying to figure out which tweak mods to use to get the right feel.
Vulkandrache 25 Jul @ 4:21pm 
Immersive storytelling, obviously.
FrozenSnowFox  [author] 25 Jul @ 3:06pm 
@FinnSour
That's a vanilla feature in Odyssey. Now try and explain why you can survive in a vacuum with cataphract armour but you'll die to toxic exposure without a mod.
FinnSour 25 Jul @ 11:27am 
Is it possible for the sealed power armor tweak to apply to vacuum as well?
Darkmoon 24 Jul @ 8:15pm 
OK, Thanks
FrozenSnowFox  [author] 24 Jul @ 7:43pm 
@Darkmoon
Yes, the patches from the individual mods are just copied to this one.
Darkmoon 24 Jul @ 7:25pm 
Can I switch individual mods to this without serious problems?
Wednesday 24 Jul @ 5:49pm 
btw, tnx for the git link, manually updated it while steam is being difficult
Wednesday 24 Jul @ 5:46pm 
My steam is also pushing me the old version
weird that it only happens to me with your mod
steam server must have a personal problem with you FSF xD
VitaKaninen 24 Jul @ 4:58pm 
Thanks!
Inglix 24 Jul @ 4:55pm 
Now if only Steam would stop being stupid and pushing the old version of the mod to everyone. I've seen it happen with a few other mods from other creators, but it's mostly your mods that it keeps happening to on my end. Glad to see you set up a GitHub profile as a backup though.
FrozenSnowFox  [author] 24 Jul @ 4:50pm 
@VitaKaninen
@Inglix
@oe, the Bad Wolf
That error should be fixed, I changed the patch to check before running.

Just to clarify my earlier post. I was saying those tweaks are now included in the mod Better Exploration Loot. So if you are using that mod you should disable those options in the tweaks collection to prevent conflicts.

I don't intend to add Better Exploration Loot to the tweaks pack as its much easier to manage as a standalone. It also does not have any mod settings currently. Although I was considering porting over the raid loot tweak. Also the quest loot tweak to add stuff like hypeerweave although that one would likely be optional.
Inglix 24 Jul @ 4:42pm 
@VitaKaninen, the error log you posted show a failure in the patch for Encounter Map Resources, which is one of the features present in both FrozenSnowFox Tweaks and Better Exploration Loot. That's a different patch than the one for improving camp loot.
VitaKaninen 24 Jul @ 3:22pm 
@Inglix, I thought maybe that was the case, but I don't see the options in Tweaks for better camp loot, and the patches don't seem to be the same between the two mods, but I could be wrong.
Inglix 24 Jul @ 1:44pm 
I believe what FrozenSnowFox means is that if you have Better Exploration Loot active, that mod already includes the same changes as you would get by enabling Encounter Map Ancient Dangers, Encounter Map Resources, and Better Mining Worksite Resources in this mod's configuration. Therefore none of those three options needs to be (or should be) enabled if you're also using Better Exploration Loot.
Zoe, the Bad Wolf 24 Jul @ 10:48am 
@FrozenSnowFox
Thanks for the update and the inclusion of the Better Exploration Loot into the mix! :D
Just out of curiosity, they don't include a config, is that right?

I was trying to look for it to no success.
VitaKaninen 24 Jul @ 8:12am 
Is this incompatible with FSF Better Exploration Loot? I get an error when I use them together,
https://gist.github.com/HugsLibRecordKeeper/fedd431d8bbde4183339d07f45db8103
FrozenSnowFox  [author] 23 Jul @ 11:59pm 
Some important information with the update for Better Exploration Loot.

[FSF] FrozenSnowFox Tweaks
- The following settings are now included in Better Exploration Loot. (Core) Encounter Map Ancient Dangers, (Core) Encounter Map Resources and (Ideology DLC) Better Mining Worksite Resources.