RimWorld

RimWorld

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Rimsential - Total Control: Continued
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Mod, 1.4, 1.5
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Oct 27, 2023 @ 8:27pm
Apr 13 @ 9:21am
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Rimsential - Total Control: Continued

Description
Enables the deep customization of faction pawns


This is the continued version of the Rimsential - Homebound mod handed over to the community by Orpheusly and continued with their permission. The packageId has been left unchanged in an effort to ease migration however as the name has changed anything using a PatchOperationFindMod may need to update.

Bug reports and suggestions are welcome as Github issues.

[github.com]


Enables the complete customization of faction pawns. It's the faction editor you deserve!

Features:

- Take total control of the inhabitants of your neck of the rim

- Specify role names, apparel types, hair types, weapon types, set colors, change caravan animals and more per pawnkind per faction

- Force pawnkinds to outright be the way you want or choose options by tags to fit a certain theme. The possibilities are limitless!

Extra Features in the Continued Version:
The continued version has a number of fixes to issues reported on the old version, however that's not all, it also adds some new customisation options including:


Instructions:

1. Load a saved game.

2. Pause the game

3. Open the Mod Settings menu and find "Total Control - Faction Editor".

4. Add a preset or edit an existing one (presets are a collection of faction edits).

5. Click "Add New Faction Edit"

6. Click "Add New" and select the pawnkind you wish to edit

7. Customize to your heart's content

8. Save your changes, restart the game, and start telling incredible stories!


Recommended Additions:
Popular Discussions View All (1)
1
Mar 23 @ 7:35pm
Error with VE Core
Vintage Misery
340 Comments
Nettle 6 hours ago 
Ah, thank you! That clears it up nicely. Thank you for taking the time to answer and explain it to me. I do appreciate it.
Taggerung  [author] 6 hours ago 
Not a stupid question (because I had to check the code to work it out), though you're the only person to have ever asked XD. If you don't set a quality it's just normal by default, because the mod doesn't touch whatever base game does unless you override it and the base game just always picks normal. So why then isn't everything normal in base game; because there's an extra step which this mod skips (because it'd ruin your overrides). So the simple answer is that it's a missing feature. If you don't set it, it'll always be normal. I'll look at changing the default behaviour to more closely match what basegame does https://github.com/feldoh/TotalControl/issues/36
Nettle 16 hours ago 
Forgive a no doubt stupid question - when I make edits to a pawns clothing, despite not specifying a quality, they all default to normal rather then the normal range of quality options. Am I doing something wrong?
Taggerung  [author] Apr 30 @ 2:21pm 
shouldn't do, the empire is one I have tested explicitly though. Empire DOES need experimental mode but that should be enough unless you have other mods interfering
BigBoy_Liam Apr 28 @ 7:57pm 
So even turning on experimental mode, the empire still does not change. Maybe a new save is required?
Taggerung  [author] Apr 25 @ 5:19pm 
Did you try experimental mode. There’s a fair chance there’s another mod getting in the way of what this one does. That mode tries to be a bit more brutal
High Summoner Apr 23 @ 11:37am 
This mod has worked wonders in integrating xenotypes into my playthroughs. However, for the life of me, I cannot figure out why editing the factions xenotype spawn rates in "Elves-Continued" factions seem to be ignored.
Taggerung  [author] Apr 16 @ 3:03pm 
As for the leader thing, this boils down to the incredibly hard coded way raids are made. There's a reason you can't add or remove pawn kinds, the way groups are built is very complex and would be so error prone I'd be drowning in people getting it wrong. I might think on it though because perhaps I could make a very limited option specifically for adding "bosses" that would be an extra not a change so might be viable but no time soon.
Taggerung  [author] Apr 16 @ 3:03pm 
Not atm and no.

Raid points are kinda stupid. I believe it's literally just the number that you put in the "combatPower" setting of the PawnKind multiplied by the "combatPowerFactor" of the xenotype. I don't currently expose the combat power, but easily could so I'll add that to the next version. As total control only messes with pawnkinds and factions I can't really let you mess with the combatPowerFactor of the xenotypes at least not easily. What this means tho is that the raid points for a pawn should actually stay the same regardless of what changes you make in total control (other than xenotype) which means if you mess with a pawnkind of nude natives and make them absolute gods you'll get a shocking amount of them. It also means the raid point cost will vary by xeno. I might be able to show a range though.
Diedtrich Apr 15 @ 6:58pm 
Is there a way to see how much raidpoints a units or animal is worth? and is there a way to designate a unit type as leaders and make sure only 1 or 2 of them spawn in a raid?