RimWorld

RimWorld

[FSF] FrozenSnowFox Tweaks
943 Comments
FrozenSnowFox  [author] Sep 14 @ 3:23pm 
@veoba
Yes, I know. I made my own version. I don't plan to mess with grass spread though.
Silex Sep 14 @ 1:58am 
@FrozenSnowFox -- As a Doom fan since the 90s, I gotta vote for "Hurt Me Randy"! :UAC:
FrozenSnowFox  [author] Sep 13 @ 11:17pm 
If anyone has any suggestions on how to sort some of the stuff under Core - Misc I'm open to suggestions. One thing I was considering was a section for harder gameplay which is stuff like Harder Drop Pod Raids, Harder Environmental Events and stuff like No One Ever Flees. So far the working category names for it are Hurt Me Randy and Masochists Dream.
veoba Sep 5 @ 5:03am 
"Last I tried Dismantle Ancient Junk was missing a lot of stuff..." - yeah i get this problem while paling with cinder mod. Told about this at his page he was very kind and made patch for this mod, but told that making patches for every mod will be insane. About barrels - hmm... didnt saw that thing, ill go test it now.
FrozenSnowFox  [author] Sep 5 @ 4:56am 
@veoba
Last I tried Dismantle Ancient Junk was missing a lot of stuff and the resource returns on a lot of items were a bit weird. Like getting loads of components from disassembling old barrels and crates. I found [WYD] Worthless Junk (Adjusted) to be better balanced and maintained while doing everything I needed. The best idea is to give them a try yourself and see how they play.
veoba Sep 5 @ 4:50am 
I had both. They not compatible. Whats your thoughts? Why this? the first one dismantles only that things that have it in vanilla, but second give you abilty to remove any garbage.
FrozenSnowFox  [author] Sep 5 @ 4:33am 
@veoba
I tried that one for a while but ended up switching to the other one.
FrozenSnowFox  [author] Sep 4 @ 3:31pm 
@veoba
No, that's far too much work and I finally found a mod that does it well. Take a look at [WYD] Worthless Junk (Adjusted).
veoba Sep 4 @ 10:49am 
Question - cant remember or find - is your mod allowed to toggle option that makes every junk dismantable?
FrozenSnowFox  [author] Sep 4 @ 6:12am 
@VitaKaninen
Not really unintended. The other stuff would get weird issues too if you go wearing them with actual full closed helmets. This way you can wear say a cowboy hat with a gas mask which makes perfect sense.
VitaKaninen Sep 4 @ 5:33am 
I don't suppose this will cause unintended interactions with gas masks?
VitaKaninen Sep 4 @ 5:24am 
Thanks!
FrozenSnowFox  [author] Sep 4 @ 5:11am 
@VitaKaninen
Alright I changed how the patch functions and moved it to Core. Basically it now checks if an item has the text mask in the label. If it does it gets patched. So this should work for all DLC and mods without further adjustments. Until somebody finds it patching an item it shouldn't.
VitaKaninen Sep 4 @ 4:22am 
For the Ideology patch to move masks to the eyes layer, it does not apply to ritual masks, which means that they can wear 2 masks at the same time if both types are available. Can you make it so that the patch moves all masks to the eyes layer so that they do not double up on masks?
FrozenSnowFox  [author] Sep 3 @ 2:35pm 
@Lemniscate_Mike
There are no holsters in the game so you must be referring to something else or have a mod adding it. If it's a clothing item you can forbid it in the clothing assignments or use the mod Transmog to change the visual of a pawn.
Lemniscate_Mike Sep 3 @ 8:38am 
Ooohkay. Now I have a REAL question/suggestion:
Could you make it so in Holsters, we can choose what age Holsters are drawn or at least a toggle for non-adults?


I've taken a look in the code and see the is Age tracking adult check, but can't figure out how to patch it myself (AI isn't helping much).
Lemniscate_Mike Sep 2 @ 4:33pm 
Whooops. I found the quest multiplier in VGE settings.. I did it backwards, lower number meant more often.

My Bad. I am an idiot.
veoba Sep 2 @ 5:39am 
"Aaand they are gone! Pufff..."
Lemniscate_Mike Sep 2 @ 3:14am 
I figured they were, which is why they continue with the mods.

And I'll look again, but I'm pretty sure there's no tweaking these ones for some reason. =|
FrozenSnowFox  [author] Sep 1 @ 7:49pm 
@Lemniscate_Mike
Those are coded differently. Also the VE and Alpha mods all have mod settings to tweak the frequency of their quests and you should be able to turn them off entirely if you want.
Lemniscate_Mike Sep 1 @ 7:03pm 
Hey, @FrozenSnowFox, would it be possible for you to add the ability for us to control the quests from mods that use some other generator?

I don't know how any of it works, but I have the no quests until comm. mod and still get CONSTANT wrold map- go to this place-quests from Vanilla Genetics Expanded.

I've installed several quest and incident control mods and none include those specific quests(Abandoned Lab and Biomechanical Lab).
FrozenSnowFox  [author] Sep 1 @ 2:26pm 
@veoba
There is a reset feature I'd have to look into how it works. As for conflicts any included mods are marked as incompatible and I think I fixed any others that could overlap so they don't conflict.
veoba Sep 1 @ 11:58am 
Also - is there a way to mark that options that can conflict with your mods or others?
veoba Sep 1 @ 8:31am 
Is there a way to make a button - reset all?
veoba Aug 29 @ 4:58pm 
Yeah i just thought about this action...
FrozenSnowFox  [author] Aug 29 @ 3:58pm 
@veoba
If it's still throwing issues it might be the config. You can go to the folder with it via the game options open saves folder. Back out from that folder and there should be configs. Delete the file Mod_2574315206_XmlMod.xml. You'll have to re-enable all the tweak settings I'm afraid. So maybe back it up before hand to see if it fixes the issue.
veoba Aug 29 @ 3:08pm 
So, i made it. Nothing changed. Also fsf jobs no conflict with vanilla in fish job...
veoba Aug 28 @ 3:10am 
The most errors is from CE that didnt have patchs for some new mods and for RRSS too. Dont care about them cos CE in beta stage right now. But i was unterested in your mod. Will try today a git version. Cos this errors dont come from impact with CE.
FrozenSnowFox  [author] Aug 27 @ 7:25pm 
I wasn't planning to upload this yet but someone found a bug in a tweak. I've made a start to adding collapsible categories and sorting tweaks. If you have any suggestions on how things should be categorised and sorted feel free to throw them at me. It'll probably make my life easier.

So far its very basic. Just a big collapsible tab for Core and the DLCs which is closed by default. The Ideology DLC has also been sorted into three sub categories. Everything else still needs sorting into sub tabs and I need to add collapsible tabs for all the mod settings.
FrozenSnowFox  [author] Aug 27 @ 3:40pm 
@veoba
You have an error from my tweaks mod for Research Reinvented Stepping Stones Sorted Steps. The error makes no sense because its saying there's an issue with the actual running of the patch. So either something is wrong with the config file or the mod files are broken.

You also have errors for a whole bunch of mods. I suggest you start by trying to verify your game files. If you still have issues after that you should go to the unofficial Rimworld discord and ask on the troubleshooting channel for help.
veoba Aug 24 @ 5:09pm 
Yes, i do. I remember now that error started appearing right after i configured the foxmod to my needs. Will check and report later.
FrozenSnowFox  [author] Aug 24 @ 5:01pm 
@veoba
First of all that path says 1.5 so unless you are still playing on 1.5 your mod files are broken. In which case if you can't manage to get steam to download it properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.

As for the error itself its coming from the Encounter Map Resources tweak and its happening because it can't find what its looking for. So either you have that mod enabled alongside the tweak or more likely you're using my Better Exploration Loot mod which already includes that tweak. If that's the case disable the Encounter Map Resources tweak in this mod.
veoba Aug 24 @ 2:50pm 
Funny mod, after bunch of actions i have another error:
[[FSF] FrozenSnowFox Tweaks - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/MapGeneratorDef[defName = "Encounter"]/genSteps/li[text()="RocksFromGrid_NoMinerals"]"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
XmlExtensions.OptionalPatch(key='FSFEncounterMapResources', defaultValue='false'): Error in <caseTrue> in the operation at position=1
[End of stack trace]
Source file: E:\SteamLibrary\steamapps\workshop\content\294100\2893432492\1.5\Ludeon\Core\Patches\Encounter_Map_Resources.xml
Tassie Tiger Aug 20 @ 1:22am 
Oh I see apologies then I misunderstood what it affected. Thanks for the response!
FrozenSnowFox  [author] Aug 19 @ 9:46pm 
@Tassie Tiger
The tweak itself should only prevent mood penalties if your ideology has precepts to stop caring about death. I can't recall what touched on it but it was something from VE Memes or Alpha Memes. Does your Ideology have a precept like that?

If you want something a bit more complex I'd suggest the mod Nuanced Child Raiders which specifically adds precepts for how your ideology sees child raiders.
Tassie Tiger Aug 19 @ 9:38pm 
Hey the no negative malus for killing a child doesn't seem to be working for me. I have tried ticking it off and back on and restarting game a few times but it is still giving me mood penalties.

I don't have a proper bug report because there's no errors or anything to speak of on the log. I have a pretty simple mod list and have this at the bottom so don't think it's any mods causing issues but will double check
FrozenSnowFox  [author] Aug 17 @ 8:02pm 
@SP4RTAN
Unfortunately there's nothing I can do to fix that. Just grab a copy from the github if it insists on being difficult.
SP4RTAN Aug 17 @ 6:47pm 
Steam really doesn't like to include the 1.6 folder when subbing and resubbing to this mod lol
Azure Aug 16 @ 4:28am 
@FrozenSnowFox There seems to be no numbers,i am trying to upload an image so you can see it.
FrozenSnowFox  [author] Aug 16 @ 3:01am 
@Thunderbird
You're welcome, that's exactly the kind of thing I had in mind. It's also good as just a very small random chance in a normal game if you want to add some random spice to things.
Thunderbird Aug 16 @ 2:54am 
Love your mods, thanks for the necroa tweaks, it's awesome. Now we can make zomboid runs :D
FrozenSnowFox  [author] Aug 16 @ 1:14am 
@Azure
The number should be visible next to the label.
Azure Aug 16 @ 1:12am 
The min spacing days in more mission sector has a slider but doesn't show its number.
Pasaway Aug 11 @ 4:50pm 
Verifying the games file integrity fixed it. Thank you.
FrozenSnowFox  [author] Aug 11 @ 4:36pm 
@Pasaway
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
Pasaway Aug 11 @ 4:32pm 
I think 1.6 got deleted from the about.xml file.
FrozenSnowFox  [author] Aug 11 @ 2:46pm 
@PureTacoz
Sometime back XML Extensions was updated to move the settings under the normal mod settings menu. If you can't find it under there then there might be an issue with the mod files. In which case if you can't manage to get steam to download them properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.