RimWorld

RimWorld

84 ratings
Remove Spacer Stuff (Continued)
   
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
575.963 KB
17 Oct, 2020 @ 1:16pm
16 Mar @ 2:28pm
9 Change Notes ( view )

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Remove Spacer Stuff (Continued)

In 2 collections by Mlie
Mlie's resurrected mods
856 items
Tech Removal Mods
5 items
Description

Rewrite of DarthBoers mod
https://steamproxy.net/sharedfiles/filedetails/?id=1753102445

- Rewrote the whole mod to C# instead
- Shield belts are Industrial tech so they will not get removed
- Added options to remove spacer items, research, factions and pawnkinds
- Based heavily on the mod Lord of the Rims - The Third Age



[dsc.gg]
[github.com]



Do you ever wish Rimworld had more of a realistic setting? I use this with Combat Extended, More Traders, and a bunch of other mods and it seems to work fine. Grab this and a mod that disables Mechanoids and Infestations and you'll have a grand ol' time. Kind of. Just try to ignore all the log spam.

Disables Marine armor, Shield Belts, Charge rifles, the Doomsday launcher and Triple rocket launcher. They won't spawn on raiders, traders, or potaters. Or anywhere else.


Uses Harmony.


TO ANY EXPERIENCED MODDERS:

I have very little, if any, idea how to C# and therefore this is based heavily on reverse engineering. If anyone knows how to make it stop log spamming, I'd appreciate it. I suspect that it has to do with other mods (Mainly Combat Extended) looking for the missing defs. I have no idea how to fix this.



  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


74 Comments
Mlie  [author] 31 Jul @ 11:19pm 
@Profbathrobe Does not happen with only this mod loaded in my tests at least. But report back if you find the issue in your mod-setup
Profbathrobe 31 Jul @ 8:00pm 
As a heads up, this might cause a bug where raids will break and no longer occur, even through dev mode. Possibly caused by trying to call up pawn types which the mod disables, but my limited testing didn't reveal the exact cause, only that it stopped happening after this mod was disabled.
xX-CitronÄtare-Xx 21 Jul @ 10:45am 
fyi this disables the pirate faction too, so going into settings and enabling spacer factions (you can disable mechanoids, either when creating the world or afterwards when it asks if you want to add them) might be a good idea if you dont want basically only tribal raids
Mlie  [author] 1 Jun @ 9:42am 
@Riei This mld does not define the mechanitors so not sure why you are asking about them here?
Helios 1 Jun @ 9:31am 
So, mechanitors are considered space tech even tho the basicc mechtech is industrial?

mechanitors with this mod on beccomes undraftable.
Mlie  [author] 11 Feb @ 11:05am 
@saintbrutal I think so, drop pods are industrial tech
saintbrutal 11 Feb @ 10:57am 
is it still possible to get raided with the enemy raid in drop pods?
Mlie  [author] 21 Jun, 2023 @ 11:44am 
@svlla What specer tech?
svlla 21 Jun, 2023 @ 11:42am 
spacer tech is still in research tree
Mlie  [author] 20 Jun, 2023 @ 10:57pm 
@svlla Works in my tests. Can you be more specific?