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Now for me to get my own stuff together and update the mods I made solo...
...eventually...
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530301107
I'm mainly not working on ANY Rimworld mods at the moment because I'm not in the Rimworld mood, sorry.
Just open the mod folder and look in the files yourself with Notepad! It's all XML so you don't need programming knowledge.
Yknow how there are quests where it says a raid of this size will occur and it gives a list of the pawns in that raid? I wanna know how that works for the Rimsenal factions, AKA what the rimsenal faction pawns are labeled/valued as.
- Duplicate XML node name tradeTags for ThingDef BaseGDGun
hugs: https://gist.github.com/HugsLibRecordKeeper/e19a2f8c21a6cb64883099d7ef1f3af8
I saw that they had released a new race but I didn't really make the connection to my mod at that time because I didn't feel like working on my mod this year. If the support for Askbarn is as simple as I remember, I could probably do it as easily for Harana aswell. Just a maybe.
@JT
Probably a modpack thing. If you are playing with only this mod and they still have no helmets, that is strange and maybe should be noted of.
Yeah go for it. You just need a mod that allows new factions to generate new bases on the map, like Vanilla Expanded Framework.
I don't know if it's a conflict or what but I tested Rimsenal Factions/Core together with a clean modlist and I'm not getting any errors after spawning all 4 factions' trade caravans.
@Mismagius' logs' errors point to VFE Empire and not Rimsenal Factions.
I can't imprison a Slave while it is assigned a bed, remove the assignment of to prison it is.
RAAAHHH!!!!
Im using the steam version and yeah: Rimsenal Core and Rimsenal Feral Faction are both fine. Its only when i turn Factions on when pawns stick to my beds for some reason.
How would i go about leaving Nuff a message?
You might want to ask that to Nuff since I'm not the one who coded the whole faction thing. I did a good chunk of the weapon/apparel tagging and pawn sets though.
Also.,, the current github version is outdated from the version uploaded to steam, so yyahh..
This just a hobby to me! Sorrysorry, I don't like, follow schedules or anythin'. Uh..
You sure this really is the one? As in it's the only mod (and Rimsenal) enabled that causes these?
When rescuing pawns of other factions, if they heal up and leave the map healthy, you no longer receive goodwill.
Whatever bed the pawns were carried to is now marked as their own bed with their name on it, and this does not change even once they have left the map.
You receive no good will from other factions, making saving pawns pointless, but also gets beds permanently stuck on the patient even tho they left the map and do not belong to your faction.
Nevermiiind..
It's simpler said than done, there's so many other things that flare up when I try.
The sheer amount of extra errors that appeared for the other guns just discouraged me a lot, with the kind of thoughts I get about having to patch every single one of them again - CE already adds weapontags to the guns, and mine are already there, and the hassle with both patches-..
I'm sorry but I don't want to work on this myself.
<Operation Class="PatchOperationFindMod">
<mods>
<li>Rimsenal - Core</li>
<li>Combat Extended</li>
</mods>
Like so.
I don' know how to do thaaaat..
In your \Patches\ThingDefs_Misc\Tags_Greydale.xml file. Basically, for whatever reason, CE's Rimsenal Core patch deletes these weapons from its directory, most likely because of its ammo sytem already supporting them with the base weapon.
You would have to design a second patch without these lines that tries to find the Combat Extended mod so they can work properly.
<xpath>/Defs/ThingDef[defName="GD_BSLauncher"]</xpath>
<value>
<weaponTags>
<li>GD_Shotgun</li>
</weaponTags>
</value>
</li>
<li Class="PatchOperationAdd">
<xpath>/Defs/thingDef[defName="GD_INGrenadeLauncher"]</xpath>
<value>
<weaponTags>
<li>GD_INGrenadeLauncher</li>
</weaponTags>
</value>
</li>