RimWorld

RimWorld

Vanilla Ideology Expanded - Memes and Structures
Macropod Oct 27, 2021 @ 3:10am
Patch Suggestions
Please write here if it seems that you need or want a patch for another mod.
< >
Showing 31-45 of 95 comments
Sarg Bjornson  [developer] Nov 10, 2021 @ 11:01pm 
Yeah, it only detects the things the precept says it does. If I start adding other things there'd be hundreds to add and that would make it incredibly laggy
so, the synthetic leather from "[VtC] Synthetic Leather Core" is considered leather for the purposes of this mod, and thus is making my vegan animal friend colonists unhappy. T_T
if this mod could either introduce a vegan leather alternative that works for this interaction, or if a patch could be created to have that mods leather work, that'd be much appreciated.

if a patch already exists for this, or there's something else i overlooked, please let me know, ive not been able to find such a patch
StealthSuperset Nov 24, 2021 @ 12:22am 
Would it be possible to make a patch for "Vanilla Factions Expanded - Ancients" where the junk added in vaults counts as junk/minifiable for the Junk precept

It would also be neat if the ancient buildings (e.g ancient bed, ancient cooler, etc) would count towards junk need, unless that wouldn't fit the idea of the precept
Last edited by StealthSuperset; Nov 24, 2021 @ 1:18am
Wish Granter Dec 2, 2021 @ 1:36pm 
@Sarg Bjornsen. If this isnt the case yet, can you please add that the shifting cyber chief role when choosing the ideology for mediation stop being forced upon somone already having a role?.

Basicly I find myself spending 8 hours of a day at least removing cyber chief from my craftsmen that keeps getting it, loosing his craftmanship boni.
When he working on somthing and I dont notice I end up wasting insane amounts of time, work and materials only getting normal marine armor instead of excellent ones with craftsmenship.

I keep forcing it off him with debug by now, reasinging somone else that doesnt have a role and lvl 6 psycast, but its frustrating .
If this is a mod conflict I apologize, its better to ask here first before going the deep down way into my mods
Last edited by Wish Granter; Dec 2, 2021 @ 1:36pm
Sarg Bjornson  [developer] Dec 2, 2021 @ 10:51pm 
No, no, that's the way it is supposed to work. The meme WILL force the role upon the person with the highest psycast level. If there is a draw, it WILL choose the one it wants, not the one you want.
KAPPAROTO Dec 7, 2021 @ 8:56am 
Hey Sarg, maybe we could see a patch for the "Better Pyromania" mod linked below? So that every follower of a Fire worshiper ideology could share the same fire needs that a pyromaniac does in the mod. Much like how Tunneler cultists get the "indoor" need.

https://steamcommunity.com/sharedfiles/filedetails/?id=2624048970
Last edited by KAPPAROTO; Dec 7, 2021 @ 8:57am
johndunk Dec 8, 2021 @ 6:11pm 
It looks like the decorative slabs (which are beautiful) don't count as tiled floor for throne rooms? Is that patchable?
Geoflame1 Dec 10, 2021 @ 9:29am 
Does the progressive meme affect the things from project rimfactory revived? If not would a patch need to be made on this end or should i post over in project rimfactory?
Sarg Bjornson  [developer] Dec 10, 2021 @ 10:00am 
Sorry, no idea how that mod handles factory speeds
Wish Granter Dec 11, 2021 @ 12:27am 
Originally posted by Sarg Bjornson:
No, no, that's the way it is supposed to work. The meme WILL force the role upon the person with the highest psycast level. If there is a draw, it WILL choose the one it wants, not the one you want.

Hmm, but it overrides existing roles and messing with theire work /schedules. It there any way for the game to tell "he already has a role"; or to change it in a way that researchers, doctors or crafters keep theire other abilities.

If it happens mid combat and you suddenly loose your melee / range abilites cause the guy suddenly decides to be the chief now and looses his "range/melee" commands can be more then deadly on missions.
Sarg Bjornson  [developer] Dec 11, 2021 @ 12:32am 
That's on you, though. YOU decide when the colonists gain skills by assigning them
Wish Granter Dec 11, 2021 @ 12:38am 
Originally posted by Sarg Bjornson:
That's on you, though. YOU decide when the colonists gain skills by assigning them

Hm? You mean roles? Yes I say f.e that my crafter gets the "craftsmen" role. But then, when he also reaches stage 6 psycast for beserk pulse unlocking he often finds himself being the chief suddenly mid creating a armor, stripping his craftmenship role and him screwing up the cataphrakt armor.
I dont know if its the mod, could be a incompability too, but I just dislike other roles being overriten and taken away from the pawn. I have 12 lvl 6 psycaster 8 without a role and I often have my researcher /crafter /range specialist loose his role and getting teh chief role mid combat or mid crafting/researching, forcing me tedious 1-2 role changes per 3-5 ingame days after which they loose the role just to get it back few days later overrwriting theire actual role again.

Thats what I though that maiby the things checks for pawns that dont have a role already, since you cant have 2 roles in the game, I dont know any mod that allows for 2 roles.
Not to mention the giant debuffs the pawns constantly get when I have to strip them again of theire unwanted chief role as they already have one, and I want my crafter to be crafter.
-15 constnatly if I remember right.
Last edited by Wish Granter; Dec 11, 2021 @ 12:40am
Brickbat Dec 11, 2021 @ 2:15am 
Would it be possible to create a patch for the following mod? As it is right now, the mod prevents the ideologies with the Scrapper from uninstalling cars/apcs/etc. I think this mod adds a lot to the whole junker playstyle so it would be nice for these mods to work together.

https://steamcommunity.com/sharedfiles/filedetails/?id=2589743676
Last edited by Brickbat; Dec 11, 2021 @ 2:16am
Xeno42 Dec 13, 2021 @ 4:07pm 
seems like the Shooting accuracy buff from preferring light or dark combat isn't compatible with CE as CE doesn't have that stat. didnt feel like it was doing anything when comparing it to light and dark outside of the normal accuracy losses of nighttime CE combat
Sarg Bjornson  [developer] Dec 13, 2021 @ 10:55pm 
Good news! That's easy to fix!
< >
Showing 31-45 of 95 comments
Per page: 1530 50