RimWorld

RimWorld

Rimsential - Total Control: Continued
426 Comments
Taggerung  [author] 5 hours ago 
Yeah empty by default. You add things to it to equip specific weapons
Rim Baby 9 hours ago 
Is the required weapons (Advanced) supposed to be empty or am i missing something? I'm trying to equip specific weapons to specific pawn types.
Taggerung  [author] 17 hours ago 
Dark colour loss is a regression I'll get to it after all my other mods are updated to 1.6.
Taggerung  [author] 17 hours ago 
@Caustic Sarcasm sorry, the groups is the best we have. If modders haven't chosen to put their weapons in the basic groupings you're out of luck. A modder could easily patch in additional categories to a weapon but that'd be just as manual if not more-so. the best you could really do is just not use the editor. If you do it all once via the settings you could just go to the xml file and copy paste the whole set around
Doyle 17 Jul @ 7:28pm 
Great mod! Would love to use colors like black or grey, the color setup right now is pretty limiting. Even presets like most of the vanilla game has would be a great stopgap

Copying and pasting loadouts would also be nice, I find myself wishing I could paste a loadout and make small changes to create variants. Maybe that's in and I'm just blind
Caustic Sarcasm 17 Jul @ 5:58pm 
@Taggerung Well that's what I mean, the groups are so small so if I want to add the whole arsenal, I have to select like 15 different options
Taggerung  [author] 17 Jul @ 5:05pm 
allowed weapon types. each type is a whole group not just one weapon you just need to know the relevant types
Caustic Sarcasm 17 Jul @ 3:43pm 
Is there an easy way to give factions access to an assortment of modded weapons, or would I have to go in and select every option 1 by 1 in the mod options?
Taggerung  [author] 17 Jul @ 1:54pm 
can't help you without a log
Winchi <Ꙃ> 17 Jul @ 9:08am 
ur mod for some reason preventing majority of factions from spawning upon creating new world. my map almost blank
Vanidas 17 Jul @ 3:27am 
Found the xml file! Thanks for your help.
Taggerung  [author] 16 Jul @ 6:42pm 
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 Jul @ 5:46am 
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  [author] 14 Jul @ 3:09pm 
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 Jul @ 9:07am 
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 Jul @ 8:01am 
You are a master of your craft my friend!
QraTz 14 Jul @ 2:55am 
YESS thank you so much mate, for real.
Taggerung  [author] 14 Jul @ 12:39am 
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 Jul @ 6:38pm 
Thanks for the update, once again!
GhostLiner 13 Jul @ 5:12pm 
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 Jul @ 5:00pm 
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] 13 Jul @ 1:38pm 
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.