RimWorld

RimWorld

Royalty Empire Rework (Continued)
37 Comments
MadeThrone11206 Jul 29 @ 7:51pm 
After a few more tweaks, the Redux trilogy is now available publicly. Also, thank you for the preview image edit
MadeThrone11206 Jul 29 @ 3:31pm 
Thanks ;)
Zaljerem  [author] Jul 29 @ 3:28pm 
Welcome back! Happy to set this unlisted.
MadeThrone11206 Jul 29 @ 3:25pm 
I see you've updated my mod in my absence. That said, I've now returned and created a new Redux trilogy. Note that they're in beta, however, and are currently unlisted. They should be made public shortly though, after a few more edits.


Here's the unlisted mod for reference: https://steamcommunity.com/sharedfiles/filedetails/?id=3216200138
wh.y.xliv Jan 17 @ 11:22pm 
it might just be me but this mod broke combat extended's ability to select different types of bursts on automatic weapons after a lot of testing on my mod list
Zaljerem  [author] Jul 28, 2024 @ 8:11pm 
Not sure, never tried it with those.
basedleua Jul 28, 2024 @ 7:43pm 
Is there a chance that I won't get any errors?
(I'm using VFE Empire , VFE Deserters)
[EASY]KTV Dec 13, 2023 @ 1:57pm 
Thanks a lot =)
Zaljerem  [author] Dec 12, 2023 @ 10:21am 
I pushed an update to remove the Genie xenotype chance from the Empire faction. In testing, I did see one raid with a lot of Genies, but three others with none or only one. Let me know how it looks in your testing.
Zaljerem  [author] Dec 12, 2023 @ 10:03am 
Correction, I am seeing that. It appears the "Genie" xenotype is being handed out pretty regularly to these pawn types for some reason, I'm looking into it.
Zaljerem  [author] Dec 12, 2023 @ 9:54am 
Thanks for the reports, I just pushed a fix for the weaponry, but I can't duplicate the "wimp, delicate" issue; the raids I spawned were normal. I was only testing against CE and this mod though (and a few basic frameworks etc.)
[EASY]KTV Dec 12, 2023 @ 9:29am 
Finally and since i m using Rimirian empire aswell, i just spawned a raid from them and they dont have the trait issue but half of them spawn without weapon.
[EASY]KTV Dec 12, 2023 @ 9:26am 
Here is an example of a raid.
The only weapon spawning is charge rifle, the other spawn without weapons.
You can also see the amount of negative traits they get.
Hope it helps.
Thanks!

https://imgur.com/DQ9ozrM
[EASY]KTV Dec 12, 2023 @ 9:06am 
Doing testing, almost all pawns spawn with wimp and or delicate which makes fight very easy. They also all have a bunch of other negative traits. I m no expert but I would assume there is a limit on pawn value and due to their high stats etc the game forces them to spawn with very bad traits to compensate. Or maybe there is another reason =)
Reloading the fight to see if the same happens. (also there was a janissary without weapon)
[EASY]KTV Dec 12, 2023 @ 8:30am 
Thanks!
Zaljerem  [author] Dec 12, 2023 @ 6:31am 
Updated: Fix for Combat Extended. (That's not something you see every day from me; thanks [EASY]KTV for telling me what needed doing)
Zaljerem  [author] Dec 10, 2023 @ 4:43am 
You're welcome, when I get a chance I'll try to put in some logic to skip those patches when CE is active
[EASY]KTV Dec 9, 2023 @ 6:40am 
Yes, i jsut removed the patches for now, at least i have the better pawns and can run rimirian empire. Thanks for your work and prompt answers.
Zaljerem  [author] Dec 9, 2023 @ 6:37am 
You should be ok, those patches just modify the stuff slightly, shouldn't really matter if they don't apply.
[EASY]KTV Dec 9, 2023 @ 6:31am 
Thanks for your reply, problem comes from Combat extended, I should have checked compatibility before. Cheers
Zaljerem  [author] Dec 6, 2023 @ 1:34pm 
I can't duplicate the error with a small mod list, are you running any mods that might be modifying the Charge Lance or EMP Launcher?
Zaljerem  [author] Dec 6, 2023 @ 1:24pm 
Thanks for the report, I will take a look.
[EASY]KTV Dec 6, 2023 @ 9:31am 
Cool mod, thanks but generating errors about charge lance and emp launcher.

Ex:
[Royalty Empire Rework (Continued) - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/ThingDef[defName="Gun_ChargeLance"]/recipeMaker"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: D:\steam\steamapps\workshop\content\294100\2806440089\1.4\Patches\ChargeLance_Patch.xml
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
DekaedSioux95 Sep 30, 2023 @ 3:43pm 
Is this Save game Compatible
BattleGrown Mar 12, 2023 @ 6:15am 
Thanks!
Zaljerem  [author] Mar 10, 2023 @ 8:21am 
Thanks for the report, I've just pushed an update to fix that.
BattleGrown Mar 10, 2023 @ 3:20am 
Hey! I love your mod but it is incompatible with Hospitality. Throws this error when launched together:

FactionDef Empire must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Royalty.
ram Mar 8, 2023 @ 11:13am 
do you think youll ever make a mod that adds empire places to raid?
Admiral Zander Jul 5, 2022 @ 7:05pm 
finally, a worthy opponent, our battle will be legendary!
Tokido Saya May 12, 2022 @ 11:12am 
okay sir, bc i don't know too thats why i am asking, tbh in my gameplay i think ideology really overwrite too much thing e.g. like thought.
it sucks.
Zaljerem  [author] May 12, 2022 @ 10:59am 
You're absolutely correct, and I went looking at the vanilla Empire pawnkinds ... there is indeed use of the styleItemTag for individual pawns. Problem is, I can't seem to get it to work! I wonder if the CultureDef supersedes it? Please let me know if you get that to work.
Tokido Saya May 12, 2022 @ 10:36am 
after i check it, i think this works just like when you start the game and lock that faction's ideology only use balding.

uh yes it works and i am doing it too but it makes everyone from that faction become balding, not just the trooper even those stupid nobler.

so its this mean you don't know how to "only locking specifically pawnkind" too, sir?
Tokido Saya May 11, 2022 @ 2:18pm 
thanks for your helping sir, i will check it out later:mhwgood:
Zaljerem  [author] May 11, 2022 @ 2:12pm 
"EVA Core - Redux (Continued)"
https://steamcommunity.com/sharedfiles/filedetails/?id=2709041269

Specifically, I use a hairDef and CultureDef. I set the hairDef to have a styleTag (in this case, "EVA"), and in the CultureDef under "StyleItemTags" I use the EVA styleTag. Make sure there are no other hair-related styleTags in there (in this case I also use NoBeard and NoTattoo, but no Urban, Rural etc or it will use those hairs as well).

Then, in the FactionDef, set <allowedCultures> to your new CultureDef and any pawns generated from that faction will use whatever styleTags you specified.
Tokido Saya May 11, 2022 @ 1:28pm 
which mod is it? if you are not talking about setting a ideology only use balding i would like to know how you set it.
Zaljerem  [author] May 11, 2022 @ 11:05am 
I do that with another faction mod via the culture settings, when I get a chance to make an update I can do it here as well.
Tokido Saya May 11, 2022 @ 9:14am 
hello sir, as i remember the original mod some how make them all become balding.

but 1.3 change hair to style so it doesn't working and looks like your patch didn't add any style change, do you know how to lock their style in pawnkind to balding?