RimWorld

RimWorld

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Rimsential - Total Control: Continued
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Mod, 1.4, 1.5, 1.6
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Oct 27, 2023 @ 8:27pm
Aug 30 @ 7:00pm
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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!

FAQ:
Q: Can I Make a new pawn kind instead of editing existing ones?
A: No, even if you did they wouldn't be used. You'd need to deeply understand how to make factions to use it.

Q: Can I add an entirely new faction instead of editing existing ones?
A: No, as above, you'd have to understand so much about faction making it'd be faster to make a faction normally.

Q: Can I edit pawns that aren't in factions like creep joiners, wild men etc?
A: Sort of, I have to add each type by hand as a fake faction. Make a github issue and I'll do it eventually.

Q: Can I use custom Xenotypes?
A: Sort of, because of how this works use the linked Custom Xenotype Exporter Tool to export it as a real xenotype

Q: Can I ask for the ability to edit some new thing?
A: Sure, make a github issue or It'll get lost

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!


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Popular Discussions View All (3)
1
Mar 23 @ 7:35pm
Error with VE Core
Vintage Misery
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Sep 19 @ 4:50am
Empire pawns
Spearton
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Jul 21 @ 4:44pm
Error during World Creation
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472 Comments
LINX Sep 21 @ 7:02pm 
@Taggerung Yes, I edited every unit in a faction, from their outfits and weapons to their species. Are you saying that the more detailed I edit, the more lag it will cause? Another issue is that every time I open the preview, I have to uncheck the "Thing ID Patch" option; otherwise, the preview generates all same pawns.
Taggerung  [author] Sep 21 @ 6:37pm 
Hmmm, well spawning raids can make the game lag but if it doesn’t when unedited I’d assume there’s a big perf hit from one of the patches. The apparel one is probably heaviest. Dubs perf analyzer would give details. Rimworld will try a multiple times to gen before giving up so my guess is you managed to make like 1 in a hundred viable so it’s having to try a lot more before working but idk how
LINX Sep 21 @ 6:30pm 
Edited faction spawn at the edge of the map during raid would freezes my pc for like 1-2min. Any idea why? I did test that if I remove all edits, the game wouldn't lag when they appear.
Etiological Myth Sep 12 @ 8:29pm 
I see @Hawkefire asked for a similar blacklist feature, so I assume it is not present (I was hoping to use total control to stop the raid freezing by blacklisting equipment from certain mods).
Etiological Myth Sep 12 @ 8:18pm 
Is it possible to use total control to disallow a faction from using gear from specific mods?
kamiowo Sep 11 @ 1:55pm 
okay nevermind i discovered it-
kamiowo Sep 11 @ 1:48pm 
okay but HOW do i do it?
McLets Sep 9 @ 10:54am 
Thanks, it actually works to restart the game.
Spearton Sep 7 @ 3:14am 
@Athelas same issue here. Also, if I create a weapons pool on [Global] for a faction, and then create a loadout for a specific pawn, the specific gets overridden by the general, for some reason - even when I set the specific to "always equip" and the general is just a pool.

I think I may be missing something
Athelas Sep 6 @ 2:19pm 
Hmm something strange going on in my save, because whenever I put one hat to global and one hat to a specific pawn, it always equips the global one, even though it is way worse than the specific one.
Also, the armor I am adding to the pawn is not something unsuitable, it is a lamellar armor for a full size human. Could it be related with the tech levels?