RimWorld

RimWorld

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VeteranColonist
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
907.058 KB
Apr 20, 2019 @ 10:27am
Apr 7, 2024 @ 5:10am
22 Change Notes ( view )

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VeteranColonist

In 1 collection by Udon
Udon’s Mod for v1.1~1.4
11 items
Description
----------------------------------------------------------------------------
supported v1.3.
When loading pre-v1.2 settler data in v1.3
You may get an error related to ideology.
Please let me know if you have any problems.

Rimworld v1.3に対応しました。
v1.3でv1.2以前の入植者データをロードする場合は
イデオロギー関連でエラーが出る可能性があります。
何か問題があったら教えてください。

----------------------------------------------------------------------------
Colonists from different saved games can now be transferred between games. This is done using an irregular event created specially for this mod.
他のセーブデータで作成した入植者を
別のセーブデータのゲーム中に不定期的に発生するイベントを介して加入させることができるようになります。

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Using The Mod (after adding it to your mod list and rebooting RimWorld):
1) Load a save-game.
2) Navigate into your game options, then go to "Mod Settings", select the "VeteranColonist" mod, then choose to "Export Colonist"(see picture included above, all colonists are exported).
3) Exit the save-game and start a new game or load a different colony.

[使い方]
1.保存したい入植者のいるセーブデータをロードします。
2.MOD設定画面から「VeteranColonist」を選択し、「Export Colonist」をクリックしてください。
入植者全員分のデータがファイルとして出力されます。
3.一旦ゲームを終了し、入植者を呼び出したいセーブデータをロードしてください。
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Known issues
--If you have an Alien Race installed, there is a problem that the speed of moving new settlers will be very slow.
In this case, please send the problemic Colonist to Caravan and return it to the colony.

--If you have introduced Giddy Up, there is a problem that newly arrived settlers can not mount.
In this case, put VeteranColonist after Giddy Up in the loading order of MOD list.

既知の問題
※Alien Raceを導入している場合、新規に加入してくる入植者の移動する速度が非常に遅くなる問題があります。
この場合、問題のある入植者を一度Caravanに出してからコロニーに帰還させてください。

※Giddy Upを導入している場合、新規に加入してくる入植者が騎乗できなくなる問題があります。
この場合、MODリストのロード順でVeteranColonistをGiddy Upより後にしてください。


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--Colonists that you have exported are output into files and will be available for rescue or joining on these special events:
Downed Refugee, Refugee Chased, Wanderer Join, Wildman, Prisoner Rescue
--The joining event has a chance to occur with a probability of 1/15 every day.
--This mod saves all Pawn information such as Equipment, Traits, Health Differences, etc. If mods are missing or info cannot be loaded, errors will be generated.
--The colonists are saved into the folder located at "%appdata%\..\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\VeteranColonist". If you do not wish for a colonist to be used in the events you can delete them from this folder, eventually I will implement specific colonist export selection.
--Each saved colonist is named in this fashion "VeteranColonist_xxxxx.xml", where the xxxxx represents their in-game name.
--Once the event occurs, the colonist file will not be called again with the same save data.
For example, if you do not clear the PrisonerRescue event within the due date, the same colonist will not be called for the saved data.

※先に保存した入植者が「Downed Refugee」、「Refugee Chased」、「Wanderer Join」、「Wildman」、「Prisoner Rescue」のイベントにて加入するようになります。
※加入イベントはゲーム内時間1日毎に発生判定が発生します。
 判定毎に1/15の確率でイベントが発生します。
※このmodはEquipment、Traits、Health DifferencesなどのPawn情報をすべて保存します。modが見つからないか情報をロードできない場合、エラーが発生します。
※入植者ファイルの出力先パスは以下の通りです。
[Rimworld Save Data Folder]\VeteranColonist\
ファイル名は「VeteranColonist_xxxx.xml」です。
出力先に同名ファイルがある場合は保存しません。
ロードしたくない入植者が存在する場合は、このファイルを削除することで登場する入植者を制限することができます。
※既に同名の入植者がゲーム中に存在する場合、
イベントでの加入は発生しません。
保存した入植者ファイル全員がゲーム中に存在している場合は
本MODによるイベント自体が発生しなくなります。
※一度イベントが発生した入植者ファイルは同じセーブデータでは2度と呼び出されることがなくなります。
 例えば、PrisonerRescueイベントを期日以内にクリアしなかった場合、そのセーブデータでは同じ入植者は呼び出されることはありません。
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このMODは途中のセーブデータに導入が可能です。
また、前提とするMODはありません。

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Special Thanks

■programing
本MODの作成にあたっては民火様、mlph様に御助言をいただき完成することができました。
この場を借りて深く御礼申し上げます。

■this text
With the help of Dr Zhivago, we were able to create an English translation of this description.
Thank you for taking this opportunity.
Popular Discussions View All (3)
3
Dec 28, 2022 @ 12:37am
Any idea on how to find the folder?
kaylee881
0
Mar 31 @ 1:44am
Colonist Death
InputThought4
0
Jun 1, 2019 @ 3:13am
error while opening mod settings
RankLord123
179 Comments
Meyar Feb 5 @ 6:14am 
I've noticed that setting the event fire rate to 100% and 1 hour doesn't actually fire the event every hour. Am I doing something wrong there? (Also is there a way to just have them all join at once instead of trickling in?)
Cyanure01 Jun 12, 2024 @ 2:25pm 
(sequel of the explanation)

At the 5th line, you'll find <id>HumanXXXXXXX</id>. The issue can be solved by modifying the id. For example, if the ID has only 3 or 4 numbers, add three 0 after them (ex : Human3501 becomes Human3501000). You can also simply change some of the numbers of the id (worked for me by replacing the 3 last numbers by three 0).

Save the file, reload the save, check if your missing colonist is "in stanby" and then he/she should arrive with the event.

and if it still doesn't work but an event triggered (prisonner, ... if you didn't place only the wandererJoin option of the mod) or nothing happens, reload your save again (for the harder one, I had to reload 3 times) . It worked for one of my missing colonists that didn't show directly as the other missing ones did ;)


For memory, the folder containing all these is in Appdata > LocalLow > Ludeon Studios > Rimworld by Ludeon Studios.
Cyanure01 Jun 12, 2024 @ 2:12pm 
Hi ! For those who still have an issue with missing colonist considered in the mod as appeared, I have some extra to Udon's explanations as it wasn't enough for me. I'll start from Udon's message :

Udon

If you want to call the colonists again, open your save file and delete the following items


SaveFile

<li Class="VeteranColonist.ColonistLoader">
<ColonistName>
<li>
<ColonistName>XXXXXX</ColonistName>
<ColonistName>XXXXXX</ColonistName> (Delete this line.)
<ColonistName>XXXXXX</ColonistName>
</li>
</ColonistName>
</li>




So, if this step isn't enough and your pawn still doesn't show, then after doing it you'll have to go to the VeteranColonist folder and find the one of your missing colonist. Open it. (part2 in the next commentary : limit reached)
kzs583 Jun 8, 2024 @ 10:35pm 
Thank you, i love you!
Ketaros Apr 17, 2024 @ 1:10pm 
Udon, come on, 1.5 of this masterpiece, plz. :)
Alexander Zagirov Apr 17, 2024 @ 12:48pm 
Because this mod just saves a chunk of xml-code related to pawn in to a file it can cause a lot of problems after transferring to a new game. I had to write my own “cleaner” for those files, but I’m a web developer so creating a simple xml parser is very easy. Took some time to figure out what exactly needed to be cleaned. Honestly, if I had some free time to learn about Rimworld modding would’ve created my own mod for transferring colonists and items. Both “Veteran Colonist” and “Character Editor” have too many flaws.

I uploaded pawn cleaner to google drive for those who may find it useful.
https://drive.google.com/file/d/1YzEQde1gYrHIWRPhk7uzvfuGOs1SmFLY/view?usp=sharing
moon1217 Apr 5, 2024 @ 11:13pm 
please 1.5 ! ! !
Sparkyboi Mar 3, 2024 @ 8:20am 
Is there a way to slow down how long it takes before one of the exported colonists show up? i've just had three Refugee Chased quests pretty much back to back and i'd like it to happen less
천장의 거인 Oct 7, 2023 @ 3:29am 
I subscribed to this mod and thought about it for a day, but I can't figure out how to make it work, please help me
Freebird Sep 26, 2023 @ 9:19pm 
Hey! I'm kind of experiencing a problem where my colonist showed up, but his needs weren't displaying and his food/recreation/outdoors and stuff wasn't moving up or down. He never ate, just walked around and healed my colonists. While it's nice that he's forever stuck being happy, I feel like if I can't read him he's just a helpful ghost of my actual colonist. Any way to fix this? Please let me know!