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Apologies for the long delay, but I haven't had much time for Rimworld since shortly before 1.2 released. Unfortunately, that will probably not change for the foreseeable future.
Tested in 1.3 with no other mods running, except Royalty and Ideology. I have not tested it with the new belief system, but it doesn't look like there is anything there that might affect the mod.
I've added a patch file for the enemy to the Empire bug that came up in 1.2, and changed the faction base to inherit from playerfactionbase so a few dialogs should also be fixed.
Please let me know here if there are any issues or conflicts and I will try to update as soon as I can.
I've just updated the mod with what I think should be a version that will work on both 1.0 and 1.1. Please let me know if it doesn't.
Im still on 1.0 and whenever i start with neolithic and i look on the world map my UI dissapears - my base icon dissapears and i get the error:
Root level exception in OnGUI(): System.ArgumentNullException: Argument cannot be null.
Parameter name: key
Does anybody else have this problem ?
Loving this mod btw - its in my load order since A18 and i dont want to play without it ;_;
Let me know if you spot any issues -- I haven't tested it with other mods yet, though it is working with the new DLC.
@Carly 2000: Thanks! Your version is a little more specific than I was hoping for this mod, so I've kept things pretty simple in this update, and you may want to continue to use your xml file. I was originally going for a simple industrial colony start with no research and a neolithic tech level which could advance via the Tech Advancing mod, if desired. To that end, I didn't want to change the backstories, clothing or appearances away from the usual crashlanding colonists. I also felt the spacer/ultra tech levels would be too extreme for the Golgafrinchans, so I've kept it to just the first three.
If you want to make your own / better version, feel free!
https://github.com/EliaTarasoff/rimworld-empty-research-factions/blob/master/Defs/factions.xml
And yes, I did try it before you could answer this and it does indeed still work fine. Glad to have my world back ^^
I'd wager that it should work in 1.0 as it's a pretty basic xml mod and I doubt the schemas it uses would have changed since 0.19.