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That's great to hear! You are more than welcome to keep the mod up, I'm too busy to upkeep it anyway so I'm happy someone is taking up the mantle.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3530694740
They should spawn with Vanilla Expanded guns, you may have to adjust the wealth value in mod settings to get the arqebus though
Eventually. I currently don't have a working Windows machine to develop on so it may be a while. If anyone wants to fork it they are more than welcome to.
https://github.com/RapidSpade42/rim-journal
It's unlisted now. I highly recommend you switch to the diary mod as it is still being updated and it is more stable than my mod. You can find it here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2888141826
@Gloop
Not happening any time soon I'm afraid, I do not have the time nor the resources to work on updating this mod. It will have to stay as is.
Assuming those tribal factions inherit from the vanilla tribal class they should spawn with guns.
@Nam
I'm working on an update which will include CE integration along with improved compatibility with other mods. May be a while, however, as I am busy with other things atm.
Good point. I'll look into that next update.
Adding configuration for what guns tribals can spawn with proved to be a little more difficult than initially thought, so I'm planning on adding that feature in a future update.
However, if you want to configure what guns tribals can spawn with using the weapon money slider, you can look up the value of the gun online and change the min/max value of the slider to be within in range of that value (e.g. bolt-action rifle = 255 silver, so you'd adjust weapon money slider so that min < 255 < max).
You can find a ranged weapons comparison table with their values listed here: https://rimworldwiki.com/wiki/Weapons
Don't worry about it lol
Don't worry your pretty mind on this, I figured it out.
Turns out I ran the mod without its XML Extensions dependencies, my bad.
Forgot to sort it on Rimpy so this time it has shown me I didnt have its dependencies enabled.
Take these awards as a bribe from me for wasting your time.
Do you have both Harmony and XML Extensions installed?
I do not see XML Extensions listed in your active load order.
This mod will not work if either is missing.
Let me take a look and get back to you.
https://gist.github.com/HugsLibRecordKeeper/053e65521d319b50b91859200ba469b0
That above shows a bunch of XML errors coming from your mod's patch operations,I have to wonder whether this is safe to use your mod during the modapocalypse, I hope this can help you.
i was going to ask the same things, thanks for the news
Currently working on implementing that. Once I push the new update you (hopefully) should be able to choose which guns tribals can spawn with, including guns from VE.
I know, I played devil's advocate for that, lol.
Yeah, that's the idea. Tribals will still spawn in with their typical loadouts most of the time. Only a few should spawn in with guns, and they're very basic firearms at that (with the exception of ranged tribal chiefs). Unless you have weapon mods that add a lot of cheap, overpowered guns, then the balance remains relatively unchanged.
Since the tribes in Rimworld have canonically coexisted with more advanced factions for decades & centuries, it just made sense to me that there would be some technological crossover. It'd only make sense for tribals to NOT have guns if they were purely isolationist. As a matter of fact, the game itself reinforces this concept, as some chiefs spawn with steel plate armor in vanilla, a technology that is more medieval than it is neolithic.
This mod is for those who wish to remedy this inconsistency. If someone doesn't approve of the changes, than they are more than welcome to exclude it from their load order. It's not a big deal.
I say that you may as well just disable tribal factions at this point is because the whole point of the tribal factions is that they have strength in numbers, rather than technology. Its their whole thing, just like history.
Though playing devil's advocate, there was also a time where tribals did use guns.
At the end of the day, I suppose its up to personal opinion, but the way I see it, tribals are plentiful, not advanced.
And not understand how to work with drugs?
Oh my god, why tho these look like pirates?
Tribal raids always seemed very weak to me even with mods to make them stronger, but now it will be fun c:
All this mod does is patch the weaponMoney and weaponTags of some tribals so that they have a chance of spawning with guns alongside their normal loadout. I've tested this mod with the VE weapon mods and they do have a chance of spawning with cheaper weapons from those mods (flintlocks, hand cannons, etc.) which was neat.
In the future, I plan on adding config that will allow you to pick and choose which weapons each class of tribal can spawn with and the chances of said spawn occurring.
thanks! I hope you enjoy