RimWorld

RimWorld

FCP - Tools (Beta)
64 Comments
Ranger Rick  [author] 21 Jun @ 5:32am 
I’m going to try and use less, but the full mod yea needs the dlc. I know it’s around $70, but I’ve spent over 1500 on the mod series over 4 years so the dlc has code I need in order to achieve how I want the mod to be. That said I will also be releasing a version with no dlc and much less content so no quests, vertibirds, taxation, techprints, ideologies, rituals etc etc.
Dick Sledge 20 Jun @ 12:28pm 
Will the new update be changing the release schedule? Cant wait to see the new releases!
Xwartu 5 Jun @ 3:03pm 
@SandStone You really shouldn't be using EdB Prepare Carefully, it's a really old unmaintained mod that can easily break a lot of other things.
SandStone 29 May @ 10:45am 
Not sure if its already been mention. There seems to be an issue using this mod with EdB Prepare Carefully. Although it does not generate errors at launch, but when you get to the character creator. The "Prepare carefully" button does not work. It only works when I remove FCP tools core mod.
Nalmighty 29 May @ 5:19am 
Nevermind its working now, maybe was a bad steam download. I re-downloaded 5 times and it started working.
Nalmighty 29 May @ 4:56am 
This mod is showing as invalid on rimsort for some reason.
Ranger Rick  [author] 21 May @ 10:20am 
Huh interesting
Sturm Krahe 21 May @ 9:08am 
Dunno what exactly was causing my issue, ultimately nuked my whole mod list and the configs and rebuilt and it's working on a new save.
Ranger Rick  [author] 19 May @ 5:13am 
Power armor won’t be craftable in this series :steamsalty: it will be found only and repaired at that power armor workbench! I’m currently getting everything ready to get out of beta here soon as well so it will change a lot from what’s available here now.
LOGDOG3051 18 May @ 6:13pm 
so im not sure if your fammiliar with veequeue but im usijng his recent fallout mod videos mod collection and for some reason when i try to use the armor workbench to build my power armor it just says (none) when i click on bills to try and build do you know if hes missing any mods in his collection that i need to add or is it a different problem on my end
Ranger Rick  [author] 18 May @ 1:09pm 
It only affects raids of the wastelander faction. All the fallout factions have the droppods disabled but it doesnt turn it off for other.
Sturm Krahe 18 May @ 7:26am 
Does this mod in any way affect raids? I started a fallout playthrough recently and I'm not getting any raids even a year and a half in. Trader convoys and manhunter packs yes but not one raider. Dunno if it's this, another mod or just the fact that nobody wants to come raid me in an inhospitable toxic wasteland.
Ranger Rick  [author] 17 May @ 9:41am 
@Madwolf94
So robots will be coming, I’ll be making a brand new part of the framework for it. And Brahmin are actually in this current mod already!
Madwolf94 17 May @ 2:03am 
Thank you for your work Rick, do you think you will be able to add robots too? I feel like that's an essential aspect of the Fallout vibe. The used to be a robots mod in 1.4, here's the link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2347136687&searchtext=fallout+robot .

Also I was wondering if you are planning on adding Brahmins too, thank you in advance and have a nice day.
HenryStickmi17 13 May @ 8:24am 
Alright, Thank you very much. I will consider buying it when it's on some sort of discount.
Ranger Rick  [author] 13 May @ 8:17am 
So royalty will add the entire permit system, ranks and titles for factions and shuttles(vertibird raids) for the various factions as well as stealth boys, certain aspects for room requirements and favor as well as prisoner and space traders annnnnd some other fun stuff that is unfortunately locked behind the dlc. You could play without it, but a good amount if not all the factions use some of it by default which is why I required it.
HenryStickmi17 13 May @ 7:35am 
Hi, this question might seem stupid but, what does Royalty DLC actually adds to these mods? Do I really need it?
Ranger Rick  [author] 12 May @ 6:51am 
*about 4 weeks
Ranger Rick  [author] 12 May @ 6:50am 
Just a heads up that the betas will be unlisted here in about 4 weeks and removed shortly after. Full release will happen in 4 weeks of the following V 1.0 mods.
FCP -Tools
FCP -NCR
FCP - Caesar’s Legion
FCP - Enclave
FCP - BoS
FCP - Ghouls
FCP - Ballistic Weapons
FCP - Energy Weapons
FCP - Explosive Weapons
FCP - Melee Weapons
Please note these mods will have continuous fixes and updates adding more and more until we have the entirety of fallout in RimWorld. Thank y’all!
Ranger Rick  [author] 3 May @ 6:16am 
Ofc all in the animals mod xD
GabTechGamer 2 May @ 11:58pm 
hope there will be Nightstalkers From NV as a Animal in future love those dudes
Ranger Rick  [author] 27 Mar @ 7:34am 
For rn it’s not for the beta. But the full release I’m working on it will be for sure.
McPickleTickler 26 Mar @ 9:39pm 
Is Biotech a hard requirement? Or will only some things inside your mod be unavailable without it?
Chad 23 Mar @ 9:13am 
this is some good shit dude, your passion and skill are shining! can't wait too see the end result.
orion♪ 21 Mar @ 12:06pm 
to second kitsuneaustin i would enjoy silver as an option over caps. i'm aware i'm definitely not your target audience, but i would enjoy the fallout content on top of base rimworld rather than as an overhaul. no need for a reply to this comment, just throwing in my two cents
Ranger Rick  [author] 9 Mar @ 5:54am 
Just got back from a work trip so will hopefully update. @Nimrod I got that fixed now! @Nodzoff yea its a known thing that I think Ive fixed as well with some of the pawnkinds. @Blyatman real world comes first and Im a one man show. Get tf over it bud. I could have just not done a beta if ya like.
Blyatman 8 Mar @ 11:32pm 
"many changes weekly" bruh
Nodzoff 6 Mar @ 5:16pm 
This mod doesn't work with EBD prepare carefully
Nimrod 10 Feb @ 8:30am 
Music Expanded bugs out after some time when another music mod is installed - constant yellow could not play loop spam (hundrets per minute). please add a option to disable this feature completely, thanks!
KitsuneAustin 7 Feb @ 11:31pm 
@Ranger Rick No problem at all! I grew accustomed to it already and now just headcanon that this planet started using Caps over Silver for currency. Adds a cool new immersion option for me in the end. Thanks for the reply nonetheless!
Ranger Rick  [author] 5 Feb @ 6:34am 
I dont have plans to make it optional at the moment since the currency system doesnt just add caps, but a lot of major factions also have their own currencies now as well. I can look at just maybe making caps for any fallout related stuff, but know trading will be a NIGHTMARE lol
KitsuneAustin 4 Feb @ 6:06pm 
Hey there! Just wanted to start by saying that the FCP mods are incredible so far! Just got my modlist working again so I haven't experienced too much, but there's obviously a lot of passion behind the hard work.

I know that FCP is described as an overhaul of Rimworld related stuff, but do you think there will be a feature to keep the currency as silver? If there already is and I missed it, sorry about that! If there's no plans to make cap usage optional, then I completely understand seeing how a decision as such wouldn't be in line with the theme of a Fallout overhaul!
TurtleShroom 29 Jan @ 3:48pm 
How do I get rid of the main menu's replacement?!
Jagrah 20 Jan @ 8:50am 
Thats Great , I use the old vertibird mod so I usually get a lot of crashes . Love this mod its do great FCP back
Ranger Rick  [author] 19 Jan @ 5:59am 
Actually just got working vertibird shuttle raids happening! This mod should be unlisted soon and the full release out! Still ironing out some kinks now though.
Jagrah 18 Jan @ 4:57am 
Any updates happening soon. I would love an Enclave faction . Great mod
Ranger Rick  [author] 7 Jan @ 8:51am 
@Big Cheese I don’t currently have any plans on doing that. All this is doing is retexturing the existing background. Did you have any logs you can show with the errors? That may help out.
Ranger Rick  [author] 7 Jan @ 8:50am 
@Gryzowshik I’ve fixed that on my end I just haven’t pushed the update yet! Thank you tho for reporting it! Need more of ya.
Big Cheese 6 Jan @ 3:06pm 
Please make an option in the settings to disable the menu wallpaper for the mod, I think it's causing a few errors
Gryzowshik 25 Dec, 2024 @ 10:56am 
I understand that these modifications are still in beta, but I wanted to bring this up). Additionally, it seems that the crafted items don’t appear in the clothing assignment tab, as mentioned by user Vulpes . The Field Hand Female Outfit and Combat Armor Sturdy can be enabled or disabled, while the Settler Female Outfit and Merc Charmer Dress don’t show up at all.




I looked into the files, and it seems that clothing/armor with <ThingDef ParentName="FCP_Apparel_Base"> or <ThingDef ParentName="ApparelBase"> are fully functional, while clothing/armor with <ThingDef ParentName="ApparelMakeableBase"> has these bugs. ¯\_(ツ)_/¯ These items might only be "force-wear" for pawns and cannot be managed properly like other items. I hope this helps, but I’m not an expert in modding RimWorld! :)
Gryzowshik 25 Dec, 2024 @ 10:55am 
Hello, I’ve played around with this mod and others that require it, and I noticed an issue. Items that are crafted at workbenches from this mod (such as using the Tailoring Workbench ) cannot be assigned to storage or destroyed (or smelted using the "smelt or destroy item" function at the electric smelter). On the other hand, items that are not crafted at these workbenches seem to be fully functional. For example, the Merc Charmer Dress or Settler Female Outfit --- these items appear on pawns, the player can create them, but cannot transfer them to storage or dispose of them in the electric smelter.

However, items like the Field Hand Female Outfit or Combat Armor Sturdy can also appear on pawns. While they cannot be crafted, they can be transferred to storage and "smelted or destroyed" in the electric smelter.
Canon 5 Dec, 2024 @ 7:28pm 
I could see royalty becoming conditional at some point, but ideology and biotech probably not
Ranger Rick  [author] 4 Dec, 2024 @ 4:53pm 
And other subsequent mods as well use this as a base that require those dlcs
Ranger Rick  [author] 4 Dec, 2024 @ 4:52pm 
Because I use 3 dlcs to make the mod work.
james may 4 Dec, 2024 @ 3:03pm 
why does it need 3 dlcs
Canon 1 Dec, 2024 @ 6:21am 
Use hugslog to do it
Ranger Rick  [author] 29 Nov, 2024 @ 9:24am 
I will work on it today then!
Vulpes 29 Nov, 2024 @ 7:18am 
cant paste it here it says too long and discord is banned in my country lol so idk how else i can do it.
Collaboration Projects  [author] 28 Nov, 2024 @ 8:09pm 
Do you have logs you could send?
Collaboration Projects  [author] 28 Nov, 2024 @ 8:09pm 
Interesting, looking into