RimWorld

RimWorld

Rimsential - Total Control: Continued
408 Comments
Reel 17 minutes ago 
Thanks for the update, once again!
GhostLiner 1 hour ago 
You probably should remove the Ancient's code from the 1.6 version and keep it stached until the new version release for reference, since things are sure to change on that department
Setonix Brachyurus 1 hour ago 
great mod, but one issue I've experienced is that edited factions quite literally do not spawn pawns in any settlement I visit. Meaning that edited factions are abandoned. It's probably something I've done wrong on my part, but a suggestion on how to fix my issue would be greatly appreciated
Taggerung  [author] 5 hours ago 
1.6 beta released. Seeeeeems to work. There's a small error with VE on startup I'm struggling to work around but it seems harmless so at least there's a V1. Note however that VE have announced ancients will NOT be being updated to 1.6 so while I've left the code intact I do not expect it to work. I couldn't even get the game to load with ancients.
QraTz 12 Jul @ 12:44pm 
I realized that i just cant play Rimworld without this mod. So happy to ready that youre working on it, thank you so much!!
Taggerung  [author] 12 Jul @ 1:54am 
No but I’m working on it today
Rim Baby 12 Jul @ 12:34am 
Super NEED T_T
Boiled Pepsi 11 Jul @ 3:40pm 
do we have an estimated time?
Taggerung  [author] 11 Jul @ 11:21am 
Don't get too excited until I make it actually work XD
Elgappa 11 Jul @ 7:15am 
Taggerung mate, you are the hero we need but dont deserve
Taggerung  [author] 11 Jul @ 6:36am 
yes
Gecko Esti 10 Jul @ 6:04pm 
is 1.6 update planned ? :) Thanks !
Taggerung  [author] 9 Jul @ 6:56pm 
When you pick the pawn kind you want to edit there’s a special one called global which applies to all the pawn types in the faction. Some stuff like raid points is faction level so only makes sense to edit at the faction level but for most stuff global acts as a kinda baseline so you can set defaults like idk hair colour faction wide then only have to override the weapons and armour at the pawnkind level for example
dragoes 8 Jul @ 9:06pm 
sorry, what does it mean by global edit? i want to edit the raid points of some raider pawns and it says "can only be edited via the global edit"
STEVE SCRIGGINS 8 Jul @ 5:31am 
Hey, huge thank you for continuing this mod, you've no idea how happy you made me when I checked whether someone picked this one back up just now

For everyone else who's commenting about adding custom xenotypes, just throwing a stone but let faction control manage pawntype's items and equipment, and instead let something like Xenotype spawn control (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891975564) let you pick the variety and makeup of custom xenotypes for any faction in the game (as percentages), even hidden ones such as ancients-
Taggerung  [author] 4 Jul @ 4:25pm 
Yes there should which is why it’s been requested many times including on the current first page of comments. It’s very hard to make actually work though. It’s all open source if you want to contribute that feature yourself
RandomEdits 4 Jul @ 7:28am 
There should be a function where you can copy and paste the changes you made from one preset to another.
DoktorDiddlefart89 2 Jul @ 4:41pm 
having a bug where flak helmets are replaced by tuque, and flak vests by sash if anyone can help. thanks
Taggerung  [author] 1 Jul @ 1:04pm 
See recommended additions, you cannot use custom xenos, you must export custom xenos into a dedicated mod before they can be used using something like the [1.5] Custom Xenotype Exporter Tool
FunnyMonkey 1 Jul @ 12:53am 
i tried to use the xenotype editor couldnt get it to work used different worlds restarted did different xenotypes tried pretty much everything i could think of and it didnt work any known bugs or fixes?
Taggerung  [author] 30 Jun @ 4:04pm 
No it’s fine but it’ll only affect newly generated pawns. Not sure what you mean by names exactly but yes lots of names are different in certain places to allow better disambiguation
FunnyMonkey 30 Jun @ 8:06am 
will configuring xenotypes midway into a run mess anything up? also the names are different in the mod menu than what they are ingame for me
Taggerung  [author] 28 Jun @ 6:57am 
Maybe one day, it's been asked before but it's not a quick job. 1.6 is definitely highest priority rather than new features
Captain Frost20 27 Jun @ 9:14am 
would it be possible to add a copy/paste function for the apparel section?
Taggerung  [author] 19 Jun @ 1:05am 
Not really you can change a specific pawn type or all the pawn types in a faction to be a different HAR race but you can’t say like 30% of this and 20% of that. And the percentage of each pawn type is fixed. If you could pick random they’d probably all turn up nude because the cloths you picked would only be valid if you got lucky
DaPostmaster 18 Jun @ 10:04pm 
Can I use this to change the spawn rates of HAR species in Vanilla factions? Without Biotech.
StoneTruck 9 Jun @ 3:34am 
@SCEEPWARE Thanks! Idk how did I miss that…
SCEEPWARE 8 Jun @ 10:19am 
There's an addon linked at the end of the description to use custom xenotypes.
StoneTruck 8 Jun @ 9:32am 
How do I set custom xenotypes to certain Pawn Types? Add new option only shows premade ones
Taggerung  [author] 2 Jun @ 5:09pm 
Maybe eventually
Elgate 2 Jun @ 3:40am 
Is it possible to add a Race swap at the general level for a faction? From HAR races?
Taggerung  [author] 29 May @ 1:43pm 
@SCEEPWARE shouldn't have an issue with it. But it's always plausible with some factions the caravan isn't actually set in the faction and is just generated by hard coding in another mod for example. Experimental mode is a bit more brutal and can help in cases like that.
Taggerung  [author] 29 May @ 1:40pm 
errr, yeah it should. This also lets you do the faction thing. There's a tick box to not let them use anything except exactly what you've selected. So then you have total control. I think though if you just set weapon value to 0 the game probably won't have anything it could give them so that might be the easiest way to force it.
Evenstar 29 May @ 12:09pm 
Hi this looks a great mod :) does it let you stop a faction from carrying weapons? I'm building a zombie xenotype and I use the mod Xenotype Spawn Control to make a faction spawn as all zombies, but they either end up having bows or guns depending on which faction I use, would be great if they just used their fists!
SCEEPWARE 26 May @ 8:08am 
The loadout override doesn't seem to affect trade caravans (at least for apparels and for tribe), is it a bug or a limitation of the game? It works fine for visitors/generated pawns that are not part of a caravan.
QraTz 26 May @ 4:25am 
I cant thank you enough, ive sinked my good 2 hours into manually editing my factions creating a patch on my own and yes, i get things done, but jesus how slow and tedious it is. This is a life saver, and i bet i an get more things done than directly by an xml patch operation haha
Thank you!!!
Taggerung  [author] 25 May @ 3:14am 
Kinda depends if you use specific apparel you can set it piece by piece there’s the general colour option too but neither will work if the piece of apparel isn’t colourable; not all of them are
NerffffF 24 May @ 7:25pm 
color of apparels
Taggerung  [author] 24 May @ 5:58pm 
Colour of what, there’s quite a few colour overrides
NerffffF 24 May @ 6:00am 
HI question how do I make Specific faction use specific color? I've tried but it pawn still use random color
gazza_m_bolton 19 May @ 5:26am 
Brilliant thank you for that explanation
Taggerung  [author] 18 May @ 4:42pm 
I Don’t see why not, can’t promise it’s not cached but it will let you make the change. Do be aware though that changing the tech level does very little by itself except for mods that use that field. They’d still all be using spears, you can use this mod to change that and update all their weapons etc as you progress too, but you would have to re-equip them manually each time. Also any pawns that were already generated won’t regen but any new ones in that faction would
gazza_m_bolton 18 May @ 12:27pm 
Sorry if this has already been asked or explained but I'm curious can this mod be used on an existing game to modify a factions tech level. I'm playing with the VE Tribal where I can advance through the tech levels and want to be able to advance the factions from VE classics to industrial when I advance.
Katieclysm 17 May @ 4:33pm 
Yeah, I had dreams of making new unique factions, but I'm gonna have to dig into *proper* modding skills to do that. Still, this is a nice easy way to add my custom xenotypes to regular factions.
Taggerung  [author] 17 May @ 3:13pm 
The hope is that with enough twiddling you can adjust an existing faction to be what you want
Katieclysm 17 May @ 12:39pm 
Okay, that makes sense. Thank you.
Taggerung  [author] 17 May @ 6:28am 
No it’s all within presets. There is no way to make a new faction, this mod ONLY lets you edit existing ones. Because there’s probably hundreds of extra settings you’d have to deeply understand to make a whole new faction. A preset is a collection of overrides for factions, a faction edit is a collection of pawn kind overrides and a few faction level bits, a pawn kind edit lets you mess with one of the specific types of pawn like a sniper or janissary declared in the faction and it’s at THAT level you can change the race, in a specific pawn kind in a specific faction in a specific preset
Katieclysm 16 May @ 10:12pm 
Were you by chance giving instructions for Xenotype Spawn Control? ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2891975564 ) . That looks like it fits the description...
Katieclysm 16 May @ 9:47pm 
Okay, I can make presets, but not new factions? So if I want, say, three races/xenotypes, each with a faction primarily made up of them, I can't do that. I can only overwrite the existing templates. Am I missing something?
Edit: Okay, @taggerung I'm becoming almost certain that I'm missing something major. Like, I seem to not have any "tabs" at all in the TC mod settings. All I see is creating presets to override specific already-existing factions, and balance xenotype spawns for them. Nothing mentioning race anywhere. Where am I supposed to look?
Katieclysm 16 May @ 4:18pm 
Thanks, I'll poke around with it a bit more and see if I can figure it out.