RimWorld

RimWorld

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ATH's Styleable Framework
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
421.324 KB
Aug 7, 2023 @ 4:19am
Jul 18 @ 1:01pm
9 Change Notes ( view )

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ATH's Styleable Framework

In 1 collection by Anthitei
ATH's mods
7 items
Description








Core game:
- Armchair
- Chess Table
- Autodoor
- Door
- Bed
- Double Bed
- Royal Bed
- Wall
- End Table
- Sarcophagus*

Royalty:
- Brazier
- Drape
- Throne
- Grand Throne
- Harp

Ideology:
- Darklight Brazier
- Darktorch
- Drum
- Reliquary

Biotech:
- Crib
- School Desk
- Baby Decoration



Why framework?

The main reason for existence of this framework is because it is easier to add patches in one framework than think how to make style mods compatible with each other. So if you are making style mod, feel free to use this framework.

If you are in need of other thing patch I am open to expand it further.

*About sarcophagus!
Thanks to [LTS] now you are able to make styled sarcophagus! It is bit more difficult than with others so it requires some additional code. Here is short instruction.[justpaste.it]

[www.buymeacoffee.com]
[discord.gg]
35 Comments
Anthitei  [author] Jul 14 @ 8:55am 
@Ghost you can browse through my xml and graphics if you open floder with my mod via in game mod manager. So enjoy^^
Ghost Jul 13 @ 6:35pm 
i should add that i would also request the base game stylable assets be included, not just the expanded ones!

if made this will help the production of styles by a lot i think
Ghost Jul 13 @ 6:34pm 
could I request a template mod with premade XML's and everything included by default for those of us who are mere artists who hate xml wrangling? 🙏 could make the included art the official game art so we know what we're replacing
Wiseman05 Jun 14 @ 2:46am 
I am actually surprised this framework isn't used more. It's actually an amazing idea. Couple this with "Style Change Anytime", and you can create so many different variations on walls, doors, and more without cluttering up the architect menu, or creating dozens of different definitions for objects that act the same way. I was worried at first that this would be very performance heavy, but I haven't seen it show up I the analyzer at all. I love making my bases look unique and combining many different styles together to get a different look based on my pawn's personalities (Plus, I love building towns and stuff). Having the ability to change walls, doors, and other furniture that hadn't had a style tag on it before has been extremely fun to mess around with.
moth Apr 11 @ 10:01am 
awesome, tysm
Anthitei  [author] Apr 11 @ 2:38am 
@grim I havent updated my mods to 1.5 yet. It will probably need only adding minor xml, but i decided to do it and test if when 1.5 will be officialy relese. So probably by the end of this week your problem will be fixed.
moth Apr 9 @ 2:21pm 
may have been answered already but i'm unable to find it: i wanna do 1.5 with the updated styles, but how do i get rimpy to stop reading this mod as 1.4? ;-; do i have to run the game and manually enable it in mods?
Anthitei  [author] Mar 18 @ 12:16pm 
@starson stormcaller np^^ glad everything works
starson stormcaller Mar 17 @ 11:19pm 
I figured it out, did not know i had to set the style in the ideology menu to draconic. I'm stupid sorry for wasting your time.
Anthitei  [author] Mar 17 @ 5:19am 
@starson stormcaller could you visiy my discord so we could discuss it? "All items from draconic" means that is not framework issue, case it dont influence every items. So it is draconic style issue. Still i know too little to help and way you give me small parts of unprecise info is not helping me to help you at all