RimWorld

RimWorld

Ultraweave
104 Comments
pgames-food 23 Mar, 2023 @ 2:34am 
hi have you tried it in a new game as a test? it might still work as its just basic xml (item and recipe)
Rokko 22 Mar, 2023 @ 1:35pm 
last update 3 years ago.
take a guess
Maverick 22 Mar, 2023 @ 1:18am 
will you update to 1.4?
NonExistantFlower 14 Feb, 2023 @ 4:52pm 
@Shayle Thorne there's a couple, mainly messing up the ingredients to recipes but this video shows most of them https://youtu.be/dQw4w9WgXcQ
Thrice 2 Jul, 2022 @ 12:40am 
So.... At the risk of sounding like all the other version whiners out there.... Does anyone know if there is a 1.3 unofficial, or a patch, or anything to make it work? Or does it work with 1.3, just the info isnt updated?
Delta7777777 17 Jun, 2022 @ 10:21pm 
I used to see that, the checks, then one day it stopped notifying me. I have all the correct settings active. It might be the email service I use if steam directs messages through it, then that could make sense. I don't recall. It doesn't matter anyhow. I remember, and I check in time. Have a nice day, @pgames-food. Peace.
pgames-food 17 Jun, 2022 @ 5:18pm 
hehe i actually saw your comment as ticked the subscribe to thread box, but if you miss steam for a day or so and the notifications fill up, the rest fall off and get missed :)
Delta7777777 17 Jun, 2022 @ 12:20pm 
Sure, but wouldn't it be nice if it notified us instead? I mean for how spam-filled and invasive steam can be at times I would appreciate it actually telling me >"someone interacted with comments [Here]"
:^)))
pgames-food 2 Jun, 2022 @ 5:44pm 
(ah yeah, the "activity>mycomment history" link is often helpful) :)
Mismagius 2 Jun, 2022 @ 3:17pm 
where is that electric armor even from?
4815162 17 Apr, 2022 @ 9:45pm 
seems nice. please update 1.3
Delta7777777 5 Apr, 2022 @ 10:00pm 
It's fine, pcgames. I just checked back now and saw your message. Steam rarely tells me anything, so it's all manual checking on my side, for literally every post I have made. Times like this I am thankful for my memory lol.
pgames-food 20 Mar, 2022 @ 7:18pm 
ah cool, sorry i just saw this now, (if i cant get on steam regularly, my notifications start falling off the page)
Delta7777777 20 Mar, 2022 @ 6:48pm 
After reading a bit more it seems <generateCommonality> refers more specifically to weapons, and <generateAllowChance> refers more to apparel/clothing. So the archotech tech level is the main thing stopping the tribes from spawning with Ultraweave items, but, ,generateCommonality> is good to keep in if you have "weapons" which require cloth/leather, such as war banners.
-
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.
Delta7777777 14 Mar, 2022 @ 3:29pm 
Also notice I added <li>Leathery</li> under Fabric. This allows you to use Ultraweave for shoes and items which can only be made from specifically "Leathery" things.
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.
Delta7777777 14 Mar, 2022 @ 3:24pm 
Found the issue(s). There's no tech level limitation and there's no defined commonality.
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.
Delta7777777 28 Feb, 2022 @ 6:11am 
@pgames-food
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.
bearhiderug 29 Nov, 2021 @ 11:36am 
savages may use ultraweave, but it is not very common
I see one maybe every few raids myself
pgames-food 28 Nov, 2021 @ 10:59pm 
hi delta i cant see any faction/trader info in the xml as far as i can tell... maybe it is just randomly happening at the moment in your game/s where the RNG is just high?
Delta7777777 28 Nov, 2021 @ 5:32pm 
This mod would be perfect if it were not so prolific in trade and clothing.
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.
pgames-food 23 Nov, 2021 @ 11:00pm 
bearhiderug 23 Nov, 2021 @ 2:21pm 
In my listing of materials I have
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
pgames-food 23 Nov, 2021 @ 11:23am 
yup i think so
bearhiderug 23 Nov, 2021 @ 8:06am 
rimforge has mercury ultraweave??
pgames-food 22 Nov, 2021 @ 11:37pm 
i think the rimforge mod has some ultraweave too, maybe you are using that as well?
bearhiderug 22 Nov, 2021 @ 8:13pm 
Does this mod add TWO types of ultraweave? I ams eeing two kinds in my game .. I think??...
Mlie 3 Oct, 2021 @ 11:20am 
Since this mod is reported working in 1.3 I've added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Hope it helps!
Maverick 26 Aug, 2021 @ 1:19am 
pls update to 1.3
Bravo621 21 Jul, 2021 @ 12:52am 
Howdy there will this be getting an update??
pgames-food 23 Jun, 2021 @ 9:18am 
if you have (or have a look at) my Rimside Recycling mod, i have some examples of how i limited some items on some traders, to keep things balanced:
for example in "MerchantPatch.xml"
pgames-food 23 Jun, 2021 @ 9:15am 
hi malleator, are you seeing any other fabrics in high amounts being available too?
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
Errantem 22 Jun, 2021 @ 8:35am 
Is there any way to prevent/reduce the proliferation of ultraweave armor?
<tradeability>Sellable</tradeability> <techLevel>Ultra</techLevel> or <commonality>0.00000625</commonality> perhaps?
Errantem 22 Jun, 2021 @ 8:26am 
Is there any way to prevent the proliferation of ultraweave armor? <tradeability>Sellable</tradeability> and <techLevel>Ultra</techLevel> perhaps?
pgames-food 17 Jun, 2020 @ 8:05pm 
cool thanks :)
pgames-food 5 May, 2020 @ 4:44pm 
yup hopefully soon :)
Rokko 5 May, 2020 @ 3:14am 
@pcgames-food
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 :)
pgames-food 3 May, 2020 @ 1:59pm 
hi rokko i use this in my 1.0 savegame (which im trying to upgrade into 1.1 as well)

(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)
Rokko 3 May, 2020 @ 3:47am 
Brian, how?
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..
Brian 8 Apr, 2020 @ 11:05pm 
Well i spent a good day'n a half with this mod and even though its
"dated" it still works with no known issue that i could have found
so an update does not seem necessary in my opinion
Brian 30 Mar, 2020 @ 2:05am 
please ?
Rokko 24 Mar, 2020 @ 11:21pm 
cant wait for a 1.1 update
Jeffra 5 Mar, 2020 @ 5:59pm 
I'm using it so much fun. Can I upgrade to 1.1?
fluffyboy36 4 Mar, 2020 @ 7:36am 
Will you be updating this?
pgames-food 3 Feb, 2019 @ 5:09pm 
nice youtube channel too btw :)
pgames-food 3 Feb, 2019 @ 5:08pm 
i was trying out some mod testing to fix a compatibility issue, and then when it was all working i had a quick proper session, and using the Loot Boxes mod, i got not only an Ultraweave item, (worth about 2000 silver), but a SmartWeave item too (worth about half i think) - first time i found ultraweave in about 3 in-game years :)
Doc Cams 25 Nov, 2018 @ 5:11am 
Now I have 70+ raiders wearing Ultraweave vestments. What a time to be alive(for them). Not mentioning that an ultraweave apparel costs 1000+ silver at 50% hp. Stripped off clean apparel now boosts my wealth by the thousands. I have no hyperweave mods installed so ultraweave is pretty hard to acquire so its kinda balanced, I mean where is the challenge if you are the only one invinsible right.

Hopefully, no dire raids yet.
Aifen 2 Nov, 2018 @ 6:31pm 
I detonated a Nuke directly on Top of my head whilst wearing Clothing made with UltraWeave™ and I survived unscathed! Heck I didn't even feel a thing.

Thanks UltraWeave™ you're the best <3
Copper Boltwire 28 Oct, 2018 @ 10:08am 
LOVE this mod, as well as Dryxsteel!
BaRKy  [author] 18 Oct, 2018 @ 1:34pm 
Yeah, that's what it's designed to be. Purely a testing material.
TheJinx 18 Oct, 2018 @ 1:27pm 
To be honest this seems like the kind of thing you'd use if you don't want to download an entire mod pack if you wanted some op materials to craft things with