RimWorld

RimWorld

1,874 ratings
Tabula Rasa
   
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Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
9.309 MB
19 Feb, 2019 @ 5:31am
12 Jun @ 9:37am
132 Change Notes ( view )

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Tabula Rasa

In 3 collections by Neronix17
Outpost 21 Mods
50 items
Outer Rim
17 items
Outland Series
14 items
Description


Tabula Rasa is a framework on which Outpost 21 mods are built. Anyone is free to make use of this as a dependency. On it's own, this mod does nothing for users, and will generally only have appeal for modders and people wishing to use those mods that make it a dependency.

The only feature exposed to the average user in-game is the additional debug button (top of the screen when dev mode is enabled) allowing access to the xenotype editor window without having to go half way through making a new colony.

This was formerly known as "[O21] Toolbox", but has since gone through a rewrite, removing a lot of old and inefficient code entirely as of 1.4.



There's a wiki currently being worked on to list all the current modding features of Tabula Rasa.



Compatibility is a high priority where reasonable, mods that have inherent incompatibility or are highly intrusive will not be considered.

Unsupported:
  • CE - Not supported. They patch stuff on their end, and when they do it's up to them to support it.

Note: Support isn't the same as compatibility, it just means I won't provide any support with issues you have while using it if there are any.


Include a log with any bug reports using Ctrl+F12 in-game. No errors? Doesn't matter, do it anyway, takes seconds to do and has a lot more useful information than errors. No log, means no help, because in most cases without one I simply can't.


  • Neronix17
  • AUTOMATIC - Laser Weapons (Rimlaser)
  • Jecrell - Jecstools, which was a large part of how I learnt to mod Rimworld, along with some code being adapted to better suit my needs based on Jecstools code being included in this.
  • Bradson - Optimizations providing a significant boost to performance of patches.

License
This mod is technically open source, however, setting this as a dependency for mods is the use case it is based around and just copying out the bits you want to use without being careful can lead to serious compatibility conflicts. On top of that you will miss out on the improvements and fixes applied to the code if you just take a copy of it.

[www.patreon.com]
174 Comments
Mastersgt 8 Jun @ 8:10am 
I was coming here to ask about the compat for sos2, but after doing a bit of research the incompat lable it has is from an older list and also says somwhere that a fair number of those mods need to be reevaluated.

Soooo long story short if theres no immediate issues then ya should be right.
Hanz 28 May @ 9:27pm 
Yay! You rock, thanks for making such kick ass mods!
Neronix17  [author] 28 May @ 2:48am 
It says the afterlife vault scenario doesn't launch, yet it did just now for me with no issues. So I have no idea what the fuck they're on about.
Hanz 27 May @ 8:00pm 
There's a listed known incompatibility with this and Save Our Ship 2, specifically about one of the starting scenarios. Any chance for a potential fix? Really love using Outland - Genetics as my baseline genetics mod, and admittedly would like to have my cake and eat it too with playing SOS2.
CTH2004 7 May @ 4:00pm 
1. okay
2. alright, so what kind of code is it providing that can be used?
3. I was trying to remove the links, and then have one (with the links) that starts with:
<... Name="baseUpdate" Abstract="True"> and my others would start with <... ParentName="baseUpdate"> (forgot the name of your def, so I did ... instead. and also the end parts identical, so...
Neronix17  [author] 6 May @ 11:00am 
1. Unreleased mods so still WIP
2. Shield Generators, literally the name of the mod using it, there’s also one in Outer Rim - Core.
3. No idea, I’m not psychic and cannot see what you’ve done.
CTH2004 6 May @ 8:29am 
okay, 3 quick questions on features:
1. what is the "teleport network" for
2. what is the "shield generater" for?
for these 2, I have no idea where to start, so, just, where do I even begin ?

3. I tried using an abstract parent for the update log, but it didin't seem to work. Is it not possible? If so, why? Or, was I doing some sort of stupid mistake?
CTH2004 30 Apr @ 2:38pm 
Alrighty.

Not quite sure what you mean by “any links on it are blocked temporarily”, but I shall use google! Thanks!
Neronix17  [author] 27 Apr @ 4:31am 
I linked to it where I said, but some no life has reported that mod, inconveniencing everyone so any links on it are blocked temporarily. Posting the link again here would be a waste of time since they also seemed to have done it with this, so just use google and find the github for this mod, it's in the wiki of that.
CTH2004 27 Apr @ 4:25am 
you mentioned (elsewhere) "documentation". Where is it? (especially on the update area)

Thanks!