// Management · RimWorld Mod

Dynamic Cornerstones

I like the VFE Tribals cornerstone system but I find it gets a little stale after awhile as there's some clear winners (rest fall rate, move speed, heal rate usually are some big ones).

I like the VFE Tribals cornerstone system but I find it gets a little stale after awhile as there's some clear winners (rest fall rate, move speed, heal rate usually are some big ones).

This mod automatically generates new cornerstones for every pawn stat loaded in your game - vanilla, DLC and modded stats alike. The way the stats are pulled are defined via an XML file included in this mod, including the category types, what stats are better to have a negative value for, and a blacklist of what stats just won't work so you can edit it locally or create a patch for it without needing to create C# patches to do so.

Settings allow for turning off or adjusting potency of individual buffs, as well as even adjusting the vanilla ones from VFE Tribals if you just feel those needed to be stronger or weaker.


FAQ


1. Descriptions suck - yeah you can edit them in the cornerstone menu yourself; its just not really feasible to generate flavortext when we're making these exist on load.
2. Text doesn't match my settings - reload the game. Nothing should be updated mid-game meaning text, stats, etc..
3. Full disclosure, I suck at UI dev and layout, so I had AI help make the settings menu; I still tested the crap out of it, reviewed its code and all that; rest of it I worked on. But just look at my "Expanded Tribals Xenotype" i can't get a scrollbar right, so I don't want people thinking i can actually do a good UI now.
4. A note for big and small - body size is generated in the list but isn't instantly applied due to how big and small caches that stuff, as its not an individual pawn adjustment but colony-wide with this. So if you want that to apply you'll need to save/reload for that. Otherwise everything else seemed to apply nearly instantly. Also i think this might apply to colony animals on a similar delay.
5. Performance should be unaffected; most of this happens on load, and the only real runtime code is just what makes the settings menu nice and organized.
6. Obviously only been tested with my list of mods. I've generally tried to blacklist overly-specific things, things that scale poorly, or things that just won't work quite right. If you've having an issue or found something that should be added to the blacklist let me know what mod its from and i can try to look into it.


Github

Thanks to Astryl as their Itemization Overhaul mod was a big inspiration for this idea as they use a similar system to dynamically pull stats to apply as affixes on equipment.