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always have a seperate save when adding a new mod
and test stuff so you can go back if you change your mind
Hardcore mode! No seperate saves for me!..hence all the pawns that are in the hospital from the op mages...
change that to a green check mark
centre bottom i think
why are you adding mods mid game to a hardcore mode save?
seems like a good way of loosing stuff to me, just have some selfdicipline and dont savescum?
good luck finding every bit of scrap they left
hopefully hardcore mode doesnt block dev mode
Compo is there a way to keep a mod but remove certain items? Like for example I have a HALO mod and dont want any other faction to have its spartan suits. Is there a way to remove them from other factions or just so I can create them?
Just a heads up, Compo wrote that post seven years ago.
A way to achieve what you are looking for is to go in and modify that mod yourself. Ideally you would want to copy the mod files from where it is saved in the workshop folder, and make a local version in your Rimworld mods folder. Somewhere in those files are a few lines of code that determines how the armor is distributed to NPCs. For example, on a primitive weapon it lists tribals as having access to this type of weapon, but on the code for a minigun tribals would not be included in that list. Once you find the code that grants access to types of enemy factions, simply removing the list of factions should mean that no NPC factions are able to spawn with that equipment.
If you want to look into this more, I suggest joining the Rimworld discord server, and asking them how to modify which factions get access to particular weapons. Modding channels tend to be very helpful, and they'll even correct any of my info if its out of date or just plain wrong. If that sounds like a lot, don't worry, you'll basically be going into a couple files and deleting a few words. It might be intimidating at first, but modding Rimworld is the pipeline that resulted in me getting a M.S. in computer science, so go for it!!