RimWorld

RimWorld

Resource Dictionary
211 kommentarer
Tone-DEAF 9 okt @ 5:46 
are you able to combine resources like Hemogen and Necrotic energy from the One With Death mod?
Phonicmas 22 aug @ 6:02 
While this might be specific to my mod, when two recipes doesnt share the same ingredients, but most of the other things, they still get caught as duplicates as neither Utils.AreRecipesDuplicate or Utils.RecipeUsersAreSame checks for this.
In my case i hide the recipe when the "newer/cheaper" one is researched. While this might be a more specific problem to what i'm doing i was
wondering if you'd implement the ingredient check aswell, its as simple as replacing "return true;" in the method AreRecipesDuplicate() with:

HashSet<IngredientCount> usersA = new HashSet<IngredientCount>(recipeA.ingredients);
HashSet<IngredientCount> usersB = new HashSet<IngredientCount>(recipeB.ingredients);
return usersA.SetEquals(usersB);

If not then i can manually harmony patch it myself just fine, just wanted to check in here first.

Or a DefModExtension to be able to selectively ignore certain recipes from being deleted
nyozzl 21 aug @ 22:25 
im trying to merge clay from MO and Pottery, but... i cant make pots from the MO clay even when its activated as default...
Miss Bonafide 4 aug @ 15:06 
I think the search feature should be optimized more. Some resources do not show up when they should (ex: I have 3 mods that add their own version of crab meat, but only two of them show up when I search for crab).
тетеря, блин 30 jul @ 3:02 
Would be great to have a button, like «overlay», that adds small buttons wherever it's possible to change something about that item like texture or something. A global wish:

https://psteamcommunity.yuanyoumao.com/workshop/discussions/18446744073709551615/600785448933028183/?appid=294100
FlyIN_11 30 jul @ 1:03 
I want to know how to combine the meats..... I want to merge all the meats of the HAR race into one type.
Pajamaman 27 jul @ 12:35 
YES
邱小姐出嫁啦 25 jul @ 0:56 
This bug has caused my tps to drop by over 100
邱小姐出嫁啦 24 jul @ 10:52 
I attempted to merge the macci plant and corn plant within the medieval mod environment. However, upon attempting to reset, the original macci asset was not restored—it instead overwrote the corn texture. Despite having deleted all files related to RimWorld by Ludeon Studios, uninstalling the game and all associated mods, and then re-downloading everything, the issue persists. Could you please advise whether any merged files might be stored in an alternative location?
(ai translate) :p
Guineatown20806 24 jul @ 2:07 
What about adding mid-game in 1.6? In 1.5 this wasn't possible as saves that didn't have the mod from the start didn't load.
Kothliim 23 jul @ 20:11 
Omg yes, thank you so much for updating <3
IceMaverick 23 jul @ 18:21 
Oh man it's happened. I can finally patch resources together without having to edit a bunch of XMLs and store them locally.
kitazia 23 jul @ 16:55 
thank you so much for updating this
Iirly 23 jul @ 13:07 
Seeing this update made my day. WOOT
beetlecat 23 jul @ 12:50 
A spectacular mod.
Smiley Face Killer 23 jul @ 12:35 
Whooooo DIY patch work lets goooooo
Scorpio  [skapare] 23 jul @ 12:27 
1.6 is here
kyrambox 23 jul @ 9:28 
We, pawns, need this mod in 1.6!
Pajamaman 22 jul @ 14:44 
I too would love an update to the recent version of 1.6, so I can fully recreate the custom patches that i did in 1.5
thesoupiest 21 jul @ 17:03 
Update would rock so much
Count 19 jul @ 9:03 
Love this mod! Although at current, it appears to cause a black screen on loading (as reported by others below)
Morcalvin 18 jul @ 0:37 
Desperate for this to work again
Svela 17 jul @ 5:32 
I have an issue with Seeds Please where a mod adds a new variation of rice, causing generated seeds to be for the new rice even though I used vanilla rice to create said seeds. Problem is, the new rice is spacer tech so I become unable to even create vanilla rice since I don't get the right seeds. Could this be a solution to my problem by making it so regular vanilla rice crops can be made with the new rice seeds?
Thale 13 jul @ 12:06 
I agree, absolutely an essential mod. THE mod for self patching.
negimagi_10 12 jul @ 22:18 
I hope this is updated to 1.6 soon. this is an essential mod.
Iirly 12 jul @ 17:11 
Can concur, this causes a black screen at loading. I use this mod for so many things.
IceMaverick 12 jul @ 4:19 
@Thranos I couldn't get it running on my end. It hangs at a black screen during init loading.
Thranos 11 jul @ 21:48 
Oh god, PLEASE tell me this works on 1.6, I have so many DIY patches running using it.
Guineatown20806 30 maj @ 6:42 
Can you add this midgame? Or will it cause issues?
AtomicRobot 14 maj @ 9:50 
Mod seems to have issues with having multiple recipes for the same resource at the same workbench.
Easy Concrete: Has 2 recipes fro concrete, one with stone chunks and one with stone bricks, with this mod installed only the chunks recipe gets shown on the stonecutter. the other recipe is still referenced as a hyperlink on the concrete mix, but can't be selected for a bill on the stone cutter.
星空的梦 7 maj @ 6:20 
I don't know why Meat_Cassowary isn't in list and can't add it through Add new thing .
NGames 20 apr @ 14:28 
Thank you. Exactly what I needed
Iirly 13 apr @ 22:29 
This was working for me, but I am trying to use Medieval overhaul's fur bed instead of the Vanilla Faction's Expanded fur bed. Followed all the steps, reloaded the game, but it still defaults to the VFE furbed (which looks aweful) Any ideas as to why? Should I change the load order maybe or something/
Scorpio  [skapare] 28 mar @ 12:30 
update: -Fixed bug that made some recipes disappear
Pandruid 25 feb @ 2:29 
The search key is too near the reset, I get the wrong click too much.

Can you give the search key a confirmation key? I realy need it , very thank you!:steamthumbsup:
Zaire82 18 feb @ 15:32 
@Agraza
you need to set the one you want for both versions of the material in order to retain the function of both. If you only do it for one, then recipes for the other continue trying to use the version that doesn't exist anymore. Make sure you also set to deduplicate.
Agraza 3 jan @ 5:41 
i dont get it. i have medieval overhaul and epochs pottery. they both have clay and things resulting from clay. i linked the basic resource of clay together and the bricks/blocks. yet when i try to make things from clay, one resource doesn't build the others' things.
Disney's Hades 28 dec, 2024 @ 9:43 
Quick addition that I forgot to mention

There is an option to use the red wood as its own independent plank flooring but I really like the Walnut Wood Floor added by VFE - Architecture (idk I'm weird)
Disney's Hades 28 dec, 2024 @ 9:35 
Probably me being dumb but I can't seem to wrap my head around what I need to do

I'm playing with Alpha Biomes and I have randomly dropped into a biome where I get wood and red wood. I can use the red wood to build walls and production buildings but for whatever reason I am unable to use the red wood as full "woody material" substitute when building certain things, in my case floors.

I found a tutorial on YouTube that I was somewhat able to understand, they had multiple different bones provided by different mods and made it so any bone counted would work. However when I did this it converted all my red wood to vanilla wood, I would like to still have both as I really like the colouration the red wood gives to the walls and production buildings but I would also like it to be substituted when I run out of vanilla wood as it's an uncommon resource in this biome.

Hope that was all somewhat coherent and thanks in advance
Mayo 12 dec, 2024 @ 14:15 
Can someone explain what im doing wrong?

I want to use mouse-ear barley from the Mousekin mod as regular barley from the VGP Vegetable Garden to make flour and such. Yet when making the barley from VGP primary for the mouse-ear barley, all the mouse-ear barley turns into regular barley instead. I thought this mod didnt delete the old objects?
PolyPoky 25 sep, 2024 @ 1:56 
@High Summoner you can try this mod "rimmsqol"
High Summoner 24 sep, 2024 @ 12:28 
I used this mod and now, for some reason, "Bone" (from medieval overhaul and Outland mods) are worth $500 each. Normally its worth $1, but I can't get it to go back no matter what I do now lol
NumberHydra 20 sep, 2024 @ 2:15 
is this safe to add mid game?
Kermmander 19 sep, 2024 @ 16:57 
unequivocally one of the most useful quality of life I have ever subscribed too
NihilRetnar 31 aug, 2024 @ 15:53 
If this supported genes somehow I would :praisesun:
Rosalie 23 jun, 2024 @ 23:17 
For some reason this blocks crafting of simple things like basic clothing at a mod-specific tailoring bench from the Rim Reborn mod
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2659227786
Pinkamena 9 maj, 2024 @ 16:54 
I'm about to install this, but even before I do, thank you! This is exactly what I needed for my heavy mod playthrough and I'm excited to see that it's simple, but well thought out. Thank you Scorpio!
SpaceSR 6 maj, 2024 @ 17:01 
heh, I came here to check if these worked for genes too :D
MercuryRiver 20 apr, 2024 @ 9:00 
A gene option would be great actually! I have just been painfully struggling to patch the same kind of thing the guy below mentions, I would love if such a thing was added to this. But still, thanks for the 1.5 update!
Scorpio  [skapare] 20 apr, 2024 @ 7:40 
Update to 1.5