RimWorld

RimWorld

Rimsential - Total Control: Continued
476 Comments
Taggerung  [author] 7 Oct @ 2:09pm 
DarkAgeRush only reason I know of would be if it _couldn't_ spawn a raid for some reason. Like being so expensive 0 can spawn. If you've got something like that mod that prevents raids from people above you in tech level make sure you've changed the tech level too
billywitchdoctor.com 6 Oct @ 5:55pm 
I was able to create a race of nasty little goblins for the savage tribe & I now slay them by the thousands, 10/10.
DarkAgeRush 6 Oct @ 11:35am 
I am having an issue where my customized factions will not spawn raids. It might be some sort of conflict with world tech level, But im not sure, any ideas?
Taggerung  [author] 27 Sep @ 1:39pm 
Not particularly no. I’m saying Rimworld tries to generate pawns which match rules. If the generated pawn doesn’t match rules it tries again. Iirc it will try up to 100 times to generate a pawn for a given request. This is all base game nothing to do with the mod. The reason this matters though is if you manage with your edits to force an invalid pawn you will force the game to try maybe 30 or 40 times instead of twice before it gets a pawn that works. This happens in a few places. One is names for example. As for the thing id patch. Yes that’s why I provided that option.
LINX 21 Sep @ 7:02pm 
@Taggerung Yes, I edited every unit in a faction, from their outfits and weapons to their species. Are you saying that the more detailed I edit, the more lag it will cause? Another issue is that every time I open the preview, I have to uncheck the "Thing ID Patch" option; otherwise, the preview generates all same pawns.
Taggerung  [author] 21 Sep @ 6:37pm 
Hmmm, well spawning raids can make the game lag but if it doesn’t when unedited I’d assume there’s a big perf hit from one of the patches. The apparel one is probably heaviest. Dubs perf analyzer would give details. Rimworld will try a multiple times to gen before giving up so my guess is you managed to make like 1 in a hundred viable so it’s having to try a lot more before working but idk how
LINX 21 Sep @ 6:30pm 
Edited faction spawn at the edge of the map during raid would freezes my pc for like 1-2min. Any idea why? I did test that if I remove all edits, the game wouldn't lag when they appear.
Etiological Myth 12 Sep @ 8:29pm 
I see @Hawkefire asked for a similar blacklist feature, so I assume it is not present (I was hoping to use total control to stop the raid freezing by blacklisting equipment from certain mods).
Etiological Myth 12 Sep @ 8:18pm 
Is it possible to use total control to disallow a faction from using gear from specific mods?
kamiowo 11 Sep @ 1:55pm 
okay nevermind i discovered it-
kamiowo 11 Sep @ 1:48pm 
okay but HOW do i do it?
McLets 9 Sep @ 10:54am 
Thanks, it actually works to restart the game.
Spearton 7 Sep @ 3:14am 
@Athelas same issue here. Also, if I create a weapons pool on [Global] for a faction, and then create a loadout for a specific pawn, the specific gets overridden by the general, for some reason - even when I set the specific to "always equip" and the general is just a pool.

I think I may be missing something
Athelas 6 Sep @ 2:19pm 
Hmm something strange going on in my save, because whenever I put one hat to global and one hat to a specific pawn, it always equips the global one, even though it is way worse than the specific one.
Also, the armor I am adding to the pawn is not something unsuitable, it is a lamellar armor for a full size human. Could it be related with the tech levels?
Thyx 6 Sep @ 2:07pm 
I'd like to know is there a way to edit what a faction deems hostile/friendly or is that too out of scope for any mod?
Taggerung  [author] 6 Sep @ 2:03pm 
Yes restarts are (almost) always required to see changes. Tho the preview works for mooooost of the visual stuff.

I don’t do anything special for equipping. If it’s not equipped and you put it in the apparel that’s probably the pawn refusing to wear it. Common example is giving baby clothes to full size humans.

Specific already overrides global the point of global is to be the baseline. But it’s additive not replacement. It does global then adds the specific on top
Athelas 6 Sep @ 10:59am 
One more thing, I would like to create a global override (affects all pawns in the faction) and then add certain improvements for specific pawns. However, since I changed the global setting, even though I edit a pawn type specifically; it does not equip the item and continue with global settings. Is there a way to change the load order of global override; so that, the specific changes would be dominant rather than the general changes.
Athelas 6 Sep @ 10:51am 
Hey guys,
I am using this mod together with TastyArmory stuff. I think the dev makes great visuals. The problem is, some armor or weapons are not equipped by the pawns even though I add it through the TotalControl interface. Some armor work completely fine; so, it is not a general issue. It usually happens when I try pawns to equip very good armor that is why I suspect that there might be an equipment cap for pawns that I couldn't find how to change. Do you have any idea to help me?
McLets 6 Sep @ 9:56am 
Template pawn regeneration, map-generated pawns, and just the mod in general is not working on my end. Is a game restart required to see changes made to pawn generation? It's not breaking anything else and rimworld still works just fine, it's just total control affecting nothing. Do I need to restart the game or keep re-applying a set of modifications until it works?
Taggerung  [author] 4 Sep @ 3:45pm 
No idea, you’d have to provide a log. Best guess with no other info is something in the edit is in a mod which isn’t currently loaded. That shouldn’t usually be an issue but it’s my best wild stab. If you think it’s xenos you could find the xml file in the config folder and remove the xenotype bit. That’d make it happy assuming it is indeed the xenos
TheRagingPro 4 Sep @ 1:36pm 
With one of the factions I edited it keeps crashing when I try to edit it again. I've had this happen before and the only edit I did with both of them was with xenotypes, is there a way to fix it without reset and is it known what causes the crash so I may avoid it?
Dragostes 31 Aug @ 8:52am 
Thanks for looking into it regardless, and awesome mod :D
Taggerung  [author] 30 Aug @ 7:02pm 
Zeth.exe In the xenotype tab there's an option to force specific genes now. Pick eye genes, boom.
Taggerung  [author] 30 Aug @ 2:45pm 
Hmm I'm gonna go with no. At least for now I tried removing the animal restrictions and it doesn't work at all. Animals don't really have equipment. Maybe I could add specific compatibility for a specific animal apparel mod but base game doesn't like it when you give them equipment.
Dragostes 30 Aug @ 6:29am 
What I meant is to have them come with apparel if a mod like Animal Armour Framework is present to allow outfitting. Sorry for not specifying I wanted the animals to be wearing the items not carrying them.
Taggerung  [author] 29 Aug @ 1:39pm 
There’s no limits on what mods equipment comes from you should be able to just add the equipment to the animals by editing the animal pawn kinda no?
Dragostes 29 Aug @ 10:27am 
Would it be possible to have factions tamed animals come with equipment if presented by another mod, trying to get vac belts or similar onto trader caravans and raids
Zeth.exe 23 Aug @ 11:20pm 
On the appearance option is there anyway to add eyes as an option?
jagdpenguin 17 Aug @ 7:57pm 
I stripped down to the bare minimum amount of mods for my save to function and i am still getting the same issues. I am going to conclude that for whatever reason the mod is simply broken for me
jagdpenguin 17 Aug @ 7:16pm 
I am getting

Exception filling window for FactionLoadout.FactionEditUI: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 33B62580]
at FactionLoadout.PawnKindEditUI.ScanDefs () [0x0009c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at <0x153df536140 + 0x00212> <unknown method>
at FactionLoadout.FactionEditUI.DoWindowContents (UnityEngine.Rect inRect) [0x0079c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

but too be fair i wasnt getting this error before i changed its mod order and it still wasnt working
jagdpenguin 17 Aug @ 6:37pm 
oh and xenotypes arent loading either, is there a file i am meant to transfer the xenotypes in the folder to?
Reel 17 Aug @ 6:23pm 
Thanks for adding the dark color slider back, funnily enough I only noticed yesterday that it was gone (I saw the comment in July btw)
jagdpenguin 17 Aug @ 5:31pm 
I am running the 1.5 version, for some reason when I click on "edit' after choosing a faction's pawn type nothing happens. I have quite a few mods such as rim hud, character customizer, recourse dictionary, a few VFE mods, and Medieval overhaul. I was wonder if you know of any conflicting mods that could be causing this. Would save some trouble shooting.
Taggerung  [author] 17 Aug @ 4:18pm 
Dark colours are back but it's a bit awkward. You have to change the "Value" field by hand which is basically lightness, so 100 is normal colour 50 is middle dark, 0 will make everything black. After changing it, hit enter to apply then use the slider and colour wheel as normal. Bit inconvenient I know but hey at least darker colours are back. Maybe I'll make it better eventually.
Taggerung  [author] 15 Aug @ 12:11am 
Close the game and go to desktop. You need to see the loading screen again
Big Cheese 14 Aug @ 7:44pm 
@Hawkefire

With Character Editor you can remove/add a tag on any item to stop it from spawning, or use Cherry Picker if you want to remove it alltogether from spawning naturally
Big Cheese 14 Aug @ 7:43pm 
Is restarting the game just leaving your save to the main menu or closing the instance and going to your desktop
Taggerung  [author] 9 Aug @ 1:09pm 
No although it’s a feature I could write. Make a GitHub issue and I’ll consider it
Hawkefire 9 Aug @ 1:06pm 
So there is no way to make a blacklist or something? Unfortunate
Taggerung  [author] 8 Aug @ 11:55am 
You’d have to edit each faction and set everything except the thing you want to restrict. You don’t really get excluded. Fortunately if you enable the override for apparel it should pre-load the “current” set of stuff so you should be able to just remove it
Hawkefire 8 Aug @ 10:17am 
IE, I just want to restrict 1 type of apparel from spawning in some factions (the apparel has its own unique tag)
Hawkefire 8 Aug @ 9:47am 
How do I use this to prevent a faction from spawning with a specific type of apparel?
Taggerung  [author] 3 Aug @ 11:29am 
No that's not possible. I'd have to make you fill out literally hundreds of options. It'd be a lot quicker to just make your own faction mod at that point.
Ronin 3 Aug @ 2:14am 
Is it possible to create custom/preset factions rather than replacing existing ones? I assume if I remove the mod those factions will revert back to their defaults? Thanks
Big Love 28 Jul @ 6:18pm 
Hi. Sorry if I'm being stupid, but I didn't manage to access this mod. I can access it in mod settings, it says I need to add or edit a faction preset, by pressing a button, but there's only "Close".

I also only had that mod to test. Do I need to do anything else?

I opened the game, generated a new world, selected new pawns and loaded the map, then tried to access the mod settings.
Skogshuggaren 27 Jul @ 7:11pm 
Awesome stuff Taggerung - no worries if it's not feasible. I can't complain about the great work you've been putting in so far, keep up the great work!
Taggerung  [author] 27 Jul @ 5:42pm 
So yes and no. There is a way to edit factionless pawns. I have to manually make a special fake faction for you. One exists for creep joiners and wildmen but not man in black. I will add this to a future release once I'm done with 1.6 stuff. Currently these also cause a harmless but annoying error in VE I'm finding it very hard to stop
Skogshuggaren 27 Jul @ 6:32am 
Absolutely amazing mod, Taggerung, I appreciate all the work you've done. Is there any chance that you'll make a seperate (or include in this mod) a way to edit non-faction pawn types, such as the Man-in-black? If there's already a way that I'm not aware of, that would be great too!
Taggerung  [author] 19 Jul @ 1:56pm 
When I click add new it makes a sub box with a bunch of options in it. Can't help without a log
Rim Baby 19 Jul @ 11:22am 
Sorry I mean, when I "Add weapon" nothing happens