Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
take a guess
:^)))
-
So if you want to be extra safe add <generateAllowChance>0</generateAllowChance> to the mod game version you are using. RimWorld\Mods\Ultraweave\1.2\Defs\ThingDefs\Items_Ultraweave.xml
</graphicData>
<techLevel>Archotech</techLevel>
<generateCommonality>0</generateCommonality>
<generateAllowChance>0</generateAllowChance>
<statBases>
Anyways, just trying to be thorough. Going to stop posting now since that covers it all.
If you need a program for editing .xml files, get Notepad++.
It's very easy after that.
-
I tested this by executing 3 tribal raids at 10000 points each twice after changing the code.
Not one pawn was wearing Ultraweave clothing after I changed the code, when before it seemed like *75% of them had Ultraweave war veils.
-
I'm fairly certain you only need to add the
<techLevel>Archotech</techLevel>
<generateCommonality>0</generateCommonality>
BUT, I thought it better to add the second commonality change too for safe measure.
Insert the highlighted in the xml after </graphicData>
</graphicData>
<techLevel>Archotech</techLevel>
<generateCommonality>0</generateCommonality>
<statBases>
and
right after </categories>
Insert:
<commonality>0</commonality>
<stuffAdjective>Ultraweave</stuffAdjective>
<categories>
<li>Fabric</li>
<li>Leathery</li>
</categories>
<commonality>0</commonality>
So it should look like this once you are done, and fix the issue of savages and traders possessing Ultraweave items.
It was happening persistently throughout dozens of hours in game. Entire tribes were dressed in ultraweave. Funny when the resources required to create it *should be impossible for them to get.
I haven't seen it happen as much since I began playing again, but it still happens from what I can tell.
The fact neither of us can find any faction or trade information related to ultraweave in the files may be what's allowing it to spawn since there is no limit imposed on it.
Now that I'm getting back into Rimworld I might try to find the necessary code from another mod then copy it to one of the .xml files in this mod thereby allowing me to limit its spawn rate/rarity.
I see one maybe every few raids myself
Somehow even low tech savages are able to seemingly craft it... lol. Still it's great. Wish I knew what to edit to limit it. Already made it more difficult to craft, more durable and more valuable, but adding something that is not there, or changing something that might be in another file... that's trickier.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1399212509&searchtext=what+mod
&
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1399212509&searchtext=showmoddesignators
mercury ultraweave
ultraweave
ultraweave
I have no duplicate mod eather. If no one knows what this is about, perhaps a search of the xml's in the whole mod folder will show something else
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
for example in "MerchantPatch.xml"
i think its just using a fabric category, (and if other trader changing mods are increasing silver and stocked items, it might be being affected in a similar way too?)
there might be a way to lower the amount by changing the category but also making a new trader kind but im not 100% sure
<tradeability>Sellable</tradeability> <techLevel>Ultra</techLevel> or <commonality>0.00000625</commonality> perhaps?
i see.
most of us are on 1.1 by now and waiting for an update because we want to start a new colony with this enabled, but cant :)
(one tip you can do is set in options to "not" clear the modlist on failure of a mod.... the game still does that with savegame loading, but not on loading the actual game with that option)
if i try to load 'any' outdated mod including this one,the game simply wont let me.
it will tell me that something is outdated and then the game restarts with all mods deactivated.
it most certainly needs an update..
"dated" it still works with no known issue that i could have found
so an update does not seem necessary in my opinion
Hopefully, no dire raids yet.
Thanks UltraWeave™ you're the best <3