RimWorld

RimWorld

[K4G] PawnKind Extension
26 Comments
Krazy4Games  [author] 21 May @ 2:00pm 
Thanks to @qux for helping me to fix all of the known issues with this mod! Also please note that this mod now includes some AI generated content that was used to improve the original code.
Krazy4Games  [author] 19 May @ 11:19am 
@qux Sure, message me on Discord. My username is krazy4games.
qux 19 May @ 11:03am 
Maybe I fix it but I need more testing I can send you the file if you want see the result.
Krazy4Games  [author] 22 Apr @ 8:48am 
I wish there was a better way to do this but it’s stuck until I figure out how to fix the issue
Krazy4Games  [author] 22 Apr @ 8:48am 
@qux You would have to use a single tag, so find the things assigned to each of those tags and make them use the same one.
qux 22 Apr @ 6:45am 
How you combine it ? you have an example of code ?
I try this but didn't work :
<li>
<styleTags>Civil_Beard</styleTags>
<spawnWeight>1</spawnWeight>
<respectGenders>true</respectGenders>
<styleTags>Civil_noBeard</styleTags>
<spawnWeight>2</spawnWeight>
<respectGenders>true</respectGenders>
</li>
Krazy4Games  [author] 21 Apr @ 5:01pm 
@qux This is an issue I have noticed as well. I commissioned this mod from someone else so I don’t know how to go about fixing it. If you combine the items in those tags into a single tag it will work still.

The other issues I know of is that if you force one thing it forces all and there may be problems when you input values under 1.
qux 21 Apr @ 4:35am 
Hi ! I have a little problem, you can't put several tags for 1 pawnKind, only the first one is taken into account, example below, the beard tag is before the noBeard tag, so all my pawns have a beard, whereas if I put the noBeard before, none will have a beard, no matter what we put in spawnweight
<li>
<styleTags>Civil_Beard</styleTags>
<spawnWeight>1</spawnWeight>
<respectGenders>true</respectGenders>
</li>
<li>
<styleTags>Civil_noBeard</styleTags>
<spawnWeight>2</spawnWeight>
<respectGenders>true</respectGenders>
</li>
BigTailWolfSuomi 11 Mar @ 7:05pm 
Just now, after disabling the Faceless Sudan mod, everything returned to normal and I probably don't need to solve this problem anymore
BigTailWolfSuomi 11 Mar @ 6:27pm 
Okay, then I'll give it a try
Krazy4Games  [author] 11 Mar @ 12:35pm 
Ratkins*
Krazy4Games  [author] 11 Mar @ 12:35pm 
You should still try loading rations with the eoe mods and nothing else to see if the issue continues. If it does, then there might be an issue between the two mods, but if it doesn’t it’s probably something else.
Krazy4Games  [author] 11 Mar @ 12:34pm 
@BigTailWolfSuomi Idk man. This is just something that happens when you load 400 mods at once. Little issues stack up and become big issues. Your log says you have several mods with the same IDs which could be a big part of the issue.
BigTailWolfSuomi 10 Mar @ 2:36am 
Out of my 388 mods, 75 are vanilla expand related mods and 50 are translated mods. Excluding CE, World War II, and terrain related mods, I only have 9 fact related mods that are not VE. Before I encountered this issue, I even had the Rising Sun mod. I just added almost all the EoO mod together. If it weren't for Ratkin Golden Iris expansion (which modified parts related to the Empire) conflicting with it, I could hardly think of anything that would conflict with it. Unfortunately, I couldn't do that. I spent fifteen days creating over 70 cultures and using the save function has saved it, but if I change the order of my mods, it will completely disrupt the culture I saved. However, I don't know how to fully protect it
Krazy4Games  [author] 9 Mar @ 12:45pm 
@BigTailWolfSuomi You have 400 mods and it looks like multiple duplicates. The issue is probably not related to either mine or the ratkin mod. You can test this starting a new game with only those 2 enabled.
BigTailWolfSuomi 9 Mar @ 5:00am 
here is error log, I hope this problem can be resolved
https://gist.github.com/HugsLibRecordKeeper/f34e8974a6a3e1d5c6ae8fd098280773
BigTailWolfSuomi 9 Mar @ 4:35am 
Okay, I will send you the error log later. The problem I am currently facing is that if I join the Ratkin faction when creating a world, I cannot generate all factions normally no matter what. However, if I remove the Ratkin faction, although it will generate factions normally, all factions related to the empire cannot be displayed on the "Faction" page, including all factions in the EoO mod series
Krazy4Games  [author] 8 Mar @ 11:56pm 
There shouldn’t be any conflicts. To my knowledge, they don’t interfere with the same aspects of the game but tbh I commissioned this so idk how this even works.
Krazy4Games  [author] 8 Mar @ 11:55pm 
@BigTailWolfSuomi I don’t have any idea what the issue is. I’ve never used the ratkin mods. You can send me your log and I’ll look through it, but idk if I’ll be able to help
BigTailWolfSuomi 8 Mar @ 10:01pm 
After canceling the use of this mod, I found that the situation did not improve. It seems that there is a conflict between the New Ratkin Plus and Empire of Old series mods, and I still cannot generate world factions normally. However, if I disable the factions of New Ratkin Plus, all factions will be generated normally. What is the reason for this situation? Do I need to provide you with the hugslib's log link?
BigTailWolfSuomi 7 Mar @ 5:11am 
ok I will try
Krazy4Games  [author] 7 Mar @ 12:52am 
@BigTailWolfSuomi I am not sure what happens if you try to load the EoE mods without this, but all it’s supposed to do is give them certain hairstyles and tattoos. So you’re probably fine? (Backup your save first)
BigTailWolfSuomi 5 Mar @ 9:49am 
Is this mod a necessary prerequisite mod for mods such as The Rimworld Authority?
I seem to be unable to generate factions properly after using this mod. I used an error detection tool and found that the Ancient Man extension and the new Ratkin Plus mod that appear to be VE conflict with this mod. No matter what, I cannot generate all factions that I already have in the game (such as the Fishman faction):slimescared:
Krazy4Games  [author] 13 Apr, 2024 @ 9:33pm 
Updated to 1.5
qux 28 Jan, 2024 @ 4:07am 
Great idea thanks
Osttruppen 12 Dec, 2023 @ 10:17pm 
wonderful tool. I had the exact same problem as you with style not working in pawnkinddef. Thanks for commissioning this mod.