RimWorld

RimWorld

97 ratings
Remove Spacer Stuff (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
575.963 KB
Oct 17, 2020 @ 1:16pm
Mar 16, 2024 @ 2:28pm
9 Change Notes ( view )

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Remove Spacer Stuff (Continued)

In 2 collections by Mlie
Mlie's resurrected mods
909 items
Tech Removal Mods
5 items
Description

Rewrite of DarthBoers mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1753102445

- Rewrote the whole mod to C# instead
- Shield belts are Industrial tech so they will not get removed
- Added options to remove spacer items, research, factions and pawnkinds
- Based heavily on the mod Lord of the Rims - The Third Age



[dsc.gg]
[github.com]



Do you ever wish Rimworld had more of a realistic setting? I use this with Combat Extended, More Traders, and a bunch of other mods and it seems to work fine. Grab this and a mod that disables Mechanoids and Infestations and you'll have a grand ol' time. Kind of. Just try to ignore all the log spam.

Disables Marine armor, Shield Belts, Charge rifles, the Doomsday launcher and Triple rocket launcher. They won't spawn on raiders, traders, or potaters. Or anywhere else.


Uses Harmony.


TO ANY EXPERIENCED MODDERS:

I have very little, if any, idea how to C# and therefore this is based heavily on reverse engineering. If anyone knows how to make it stop log spamming, I'd appreciate it. I suspect that it has to do with other mods (Mainly Combat Extended) looking for the missing defs. I have no idea how to fix this.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


85 Comments
Mlie  [author] Jan 22 @ 9:56pm 
@ChenLongMaster97 Yes, as stated above in the description
ChenLongMaster97 Jan 22 @ 6:48pm 
Is this mod safe to add mid game?
FirstBornAcorn Dec 9, 2024 @ 7:25am 
For anyone that will encounter this later on it seems that bulk orbital traders and combat orbital traders events still can happen
Mlie  [author] Dec 9, 2024 @ 1:21am 
@FirstBornAcorn The tech-level is defined in the game files, so simplest is to look there. Or just add the mod and look in the log as it logs all things removed on game-start.
FirstBornAcorn Dec 9, 2024 @ 1:07am 
trading with comms console is based on tech levels? how do i even check this xD?
Mlie  [author] Dec 9, 2024 @ 12:35am 
@FirstBornAcorn It removes based on the tech-level, so if they are spacer or above then yes
FirstBornAcorn Dec 9, 2024 @ 12:12am 
Does this disable the interstellar traders?
Mlie  [author] Dec 1, 2024 @ 1:14pm 
@Exosais You would have to change the tech-level on items that you want to keep, probably easiest using a patch.
Exosais Dec 1, 2024 @ 1:07pm 
Wish there was an option to ignore mechanoid weapons when removing spacer items.

Alternatively, maybe an option to remove spacer items from traders? Odd to see medieval-level traders have power suits.

Besides that, pretty good mod :steamhappy:
Mlie  [author] Oct 21, 2024 @ 1:00pm 
@Mania You would need to change their tech-level, simplest would be with a patch