RimWorld

RimWorld

Rimsential - Total Control: Continued
417 kommentarer
Winchi <Ꙃ> For 13 minutter siden 
ur mod for some reason preventing majority of factions from spawning upon creating new world. my map almost blank
Vanidas For 5 timer siden 
Found the xml file! Thanks for your help.
Taggerung  [ophavsmand] For 14 timer siden 
You should be able to edit the xml file it makes directly and just update to the new ones. Bit manual I’m afraid but not impossible
Vanidas 16. juli kl. 5:46 
Quick question:
During the 1.6 update, a couple of faction mods I'm using changed their ID, and now I can't edit the preset I'm using. Is there any way around this, or do I have to re-do the entire preset?
Taggerung  [ophavsmand] 14. juli kl. 15:09 
ah the darker colours thing is interesting, that's one of the bits that needed more significant rework. I know what will need doing to fix that but it's probably going to be a minute as I've got 50 other mods to update and that's pretty minor. In the interim, if I'm correct I _think_ you can probably just edit the xml file it makes for you for finer control over the colours than the colour wheel allows.
Setonix Brachyurus 14. juli kl. 9:07 
regarding the issue with empty settlements, it did in-fact turn out to be a result of most of the outfits being too expensive for the price range the units were assigned. Managed to fix that relatively easily. Everything else is working properly except for the color wheel not being able to pick darker/faded colors. Not a huge issue at all, but a fix would be cool if possible
Elgappa 14. juli kl. 8:01 
You are a master of your craft my friend!
QraTz 14. juli kl. 2:55 
YESS thank you so much mate, for real.
Taggerung  [ophavsmand] 14. juli kl. 0:39 
Fortunately the way I wrote ancients it doesn’t break anything to keep it; no binary usage at all, so if someone happens to release a 1.6 compatibility thing it could theoretically still work. It’s well encapsulated so for now it can just stay.

As for the empty settlements no idea is that new with 1.6? Is the any kind of error? Making them so expensive it can’t spawn any is my only initial thought
Reel 13. juli kl. 18:38 
Thanks for the update, once again!
GhostLiner 13. juli kl. 17:12 
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 13. juli kl. 17:00 
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  [ophavsmand] 13. juli kl. 13:38 
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. juli kl. 12:44 
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  [ophavsmand] 12. juli kl. 1:54 
No but I’m working on it today
Rim Baby 12. juli kl. 0:34 
Super NEED T_T
Boiled Pepsi 11. juli kl. 15:40 
do we have an estimated time?
Taggerung  [ophavsmand] 11. juli kl. 11:21 
Don't get too excited until I make it actually work XD
Elgappa 11. juli kl. 7:15 
Taggerung mate, you are the hero we need but dont deserve
Taggerung  [ophavsmand] 11. juli kl. 6:36 
yes
Gecko Esti 10. juli kl. 18:04 
is 1.6 update planned ? :) Thanks !
Taggerung  [ophavsmand] 9. juli kl. 18:56 
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. juli kl. 21:06 
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. juli kl. 5:31 
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  [ophavsmand] 4. juli kl. 16:25 
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. juli kl. 7:28 
There should be a function where you can copy and paste the changes you made from one preset to another.
DoktorDiddlefart89 2. juli kl. 16:41 
having a bug where flak helmets are replaced by tuque, and flak vests by sash if anyone can help. thanks
Taggerung  [ophavsmand] 1. juli kl. 13:04 
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. juli kl. 0:53 
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  [ophavsmand] 30. juni kl. 16:04 
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. juni kl. 8:06 
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  [ophavsmand] 28. juni kl. 6:57 
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. juni kl. 9:14 
would it be possible to add a copy/paste function for the apparel section?
Taggerung  [ophavsmand] 19. juni kl. 1:05 
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. juni kl. 22:04 
Can I use this to change the spawn rates of HAR species in Vanilla factions? Without Biotech.
StoneTruck 9. juni kl. 3:34 
@SCEEPWARE Thanks! Idk how did I miss that…
SCEEPWARE 8. juni kl. 10:19 
There's an addon linked at the end of the description to use custom xenotypes.
StoneTruck 8. juni kl. 9:32 
How do I set custom xenotypes to certain Pawn Types? Add new option only shows premade ones
Taggerung  [ophavsmand] 2. juni kl. 17:09 
Maybe eventually
Elgate 2. juni kl. 3:40 
Is it possible to add a Race swap at the general level for a faction? From HAR races?
Taggerung  [ophavsmand] 29. maj kl. 13:43 
@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  [ophavsmand] 29. maj kl. 13:40 
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. maj kl. 12:09 
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. maj kl. 8:08 
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. maj kl. 4:25 
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  [ophavsmand] 25. maj kl. 3:14 
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. maj kl. 19:25 
color of apparels
Taggerung  [ophavsmand] 24. maj kl. 17:58 
Colour of what, there’s quite a few colour overrides
NerffffF 24. maj kl. 6:00 
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. maj kl. 5:26 
Brilliant thank you for that explanation