RimWorld

RimWorld

RimCities
1,661 Comments
Komchan Apr 27 @ 4:56pm 
I can't use any city starter, it only ever spawns the map as a normal empty map (without any buildings, etc)
Vulcan Fluffington Apr 9 @ 12:07am 
Every time I entered any cites it became abandoned cities, I'm not sure which of my mod did this and I did install this with existing save files.
Artorias Apr 6 @ 4:36am 
@Shakespeare this still works. If you have a ton of mods, you'll probably encounter long load times for map generation, or even crashes. I've had a few instances where Rimworld stops responding when I attempt to enter a city because of my absolutely unreasonable amount of mods. Though, without bloating the game with mods, this mod works just fine.
Lunar Nepneus Apr 2 @ 11:42am 
@Shakespeare I haven't had those issues yet.
Shakespeare Mar 30 @ 12:39am 
Does this module really make it impossible for people to generate maps? Who's going to tell me if this is true?
Shakespeare Mar 30 @ 12:30am 
Hey, guys, is it still working?
Geno Cidal Mar 29 @ 11:32pm 
I can back up Pixelly_, Ive also come back from a hiatus and this for whatever reason is causing me to not generate a map, setup screen will not go away m/
Pixelly_ Mar 27 @ 10:39pm 
Just thought I should say, I haven't had issues with your mod in the past but recently after not playing for a bit and adding a few more mods it made it so I could not generate a map. It would fail at generation every time without fail if it was in the modlist no matter where it was.
alemismun Mar 23 @ 4:13pm 
Books still broken, keeps softlocking the game.
-Uchū- Mar 22 @ 5:37pm 
so ive an issue with this mod, or atleast i think its an issue, some of the citites that state "hostile" dont have the ability to be attacked, only visit them, when i do visit them it instantly becomes my new settlement not allowing me to flee, or take any of the items i find into a caravan, basically making them just obselete and annoying, is there any way to deal with this?
Lunar Nepneus Mar 10 @ 10:29pm 
Spawning cities in manually via dev mode seems to be bugged. Icons disappear unless zoomed out. Only remedy is deleting it or reloading save.
Louie04k Mar 4 @ 11:30am 
does this work with rim war?
Liam Feb 25 @ 1:37pm 
this is basicly the best mod in 2025 rimworld
sneakwolfhond Feb 23 @ 2:12am 
is there a way to spawn a city when you are mid game?, if yes how
markmywords800 Feb 22 @ 4:32am 
is there a way to make city defense missions happen more often?
pgames-food Feb 17 @ 1:20pm 
hi there might be a way to do this via dev mode. if you make a full backup of your ludeon folder with saves and configs etc, and then try dev mode, i think its the 1st or 2nd spawning tab at the top right of the ui, that has options to spawn, and it might be under an event.
(on the real ruins mod, you can spawn in ruins, but need to be looking at the world map to do so, so maybe there is a way for this mod to spawn in too?)
GreyApache Feb 16 @ 9:05pm 
I love this mod! But I didn’t get many cities last game, how can I spawn in more manually?
viperro Feb 16 @ 8:18pm 
its actually baffling how few awards this has
I know it's probably not a high priority, but it is virtually impossible to start a savegame using the capitol task force scenario. If it doesn't crash after selecting your colonists, I've still never made it to the point of leaving the map or finishing it. This has persisted for as long as I have known this mod. Since I can't upload a log, here's the last error I can find in the player.log file. It's a lot, but I implore you to try caravaning off the starting map and making a colony with the task force.

"There was an exception thrown by the PawnGenerator during generating a starting pawn. Trying one more time..."
AkumuNyaaa Feb 10 @ 5:41pm 
Wouldn't it be affect of laggy?
UncleBen Feb 6 @ 7:54am 
Good job, author! Hey guys, can you recommend some similar mods with more medieval stylization:crusader_helmet:
Cabbage  [author] Feb 5 @ 4:25pm 
@Ninielle: Were you using other mods when this happened? I'd be happy to look into this if you have any additional information to narrow down the source of the error.
Cabbage  [author] Feb 5 @ 4:13pm 
@ferny: I've updated the mod to fix this bug. Let me know if you continue to run into any issues on the latest version. Cheers!
Ninielle Feb 1 @ 7:16am 
Ps: I would even say that in some cases, the size of the attackers is very disproportionate to the number of people defending the zones.

When a city contains 60 people (scattered over the map) against 30 guys in 5 waves, (counting our support of course) it's a bit much xD
Ninielle Feb 1 @ 6:36am 
I came across some strange facts during a ‘city under attack’ quest, when I arrived in the zone (I'd like to point out that the city icon appeared normally, so it wasn't in ruins), there were no buildings (or 2 or 3), 5 pawns, and an army attacking each time (as in normal times).

Out of curiosity I switched to dev mod to go and enter other cities, on different factions, and there to my amazement, flourishing cities with 100 pawns +, notably on a city of the previous faction.

Then another city, this one full of buildings, but only 10 / 20 pawn ...

I don't get it any more, it's the first time I've dealt with this kind of thing.

If anyone has a clue ...
ferny Jan 29 @ 8:19pm 
Zal just made a mod to fix the bug. World tech level users download this
https://steamcommunity.com/sharedfiles/filedetails/?id=3417288580&searchtext=rimcities
TurtleShroom Jan 28 @ 8:23pm 
What bug is occuring?
ferny Jan 28 @ 3:16am 
Please consider fixing this, i'd love to keep including my mod in the modpack i curate but the bug is too large.
ferny Jan 28 @ 3:13am 
This mod breaks when you remove all industrial era factions from the world gen, which can be easily fixed by adding a check for if there's any Industrial factions before generating cities. If you do this then the mod will be compatible with mods like World Tech Level.
GunbladeSenpai Jan 27 @ 2:36pm 
oh dear god forgive me for my sins i would do in this game jesus crist with rimatomic ICBM lunchpad i could do SOOOOO much dmg and warcrimes beyond this world xDDDDDDDD
Tae Jan 26 @ 8:40pm 
how do I get the defend city quest? when in dev mode I try to spawn it but it just says "NO" next to it and I can't. what are the prerequisites for that quest? I've gotten it before on a different save but I'm not sure what the thing disallowing me from doing it is now
Foxtrot 813 Jan 25 @ 8:40am 
Cool mod, would be nice if we could enter the cities with the vehicles of vanilla vehicle expanded, I only get the option to attack the city (in defense mission).
pgames-food Jan 19 @ 4:22pm 
hi theres a mod which can adjust wealth, it think based on only what is in your stockpile or something like that
Lord Rugdumph Jan 19 @ 1:13pm 
Does anyone have any idea how to stop the wealth bomb when you start in a city? Started a tribal playthrough but everyone has sky-high expectations from the 500k+ wealth from the get-go :c
pgames-food Jan 13 @ 6:00am 
ah hehe, ok cool, more meat for trading :)
Lord Rugdumph Jan 13 @ 5:52am 
I did get it working eventually (it took absolutely forever to load) but now i have a giant city filled with zombies :D
pgames-food Jan 13 @ 5:32am 
so if that is still the case, then you doing some free stealing, is actually costing you indirectly)
pgames-food Jan 13 @ 5:31am 
(for lordrugdumph have you tried with just this mod and vanilla, just in case another mod is causing a conflict?)

(for tehswordninja, i think when i have played with this mod (and a lot of others at the same time), they let you steal (but) your relations actually drops the more you steal, until they eventually turn hostile :)
tehswordninja Jan 13 @ 1:18am 
Great mod, but is there any way to make it so it isn't possible to steal from friendly/neutral settlements? I could easily take dozens of glitterworld meds if I wanted to.
Lord Rugdumph Jan 12 @ 4:17am 
Seems to have issues creating larger cities. First tried 400x400, then 350 and finally 320 but all of them get stuck on the final map generation
pgames-food Jan 4 @ 5:37pm 
hi for the part about getting lots of events, there are some mods which can change how base(s) wealth is calculated, which can help with that. for example "Prepare For Combat"
AXEnter Jan 2 @ 7:25pm 
is this a bug or if i enter an abandoned city and kill all the enemies there the city comes under my control? it is make alot of troubles, the cost of my colony increases greatly and the narrator starts spamming heavy events, and the only way to stop it is to abandon the city and in its place there will appear an "abandoned settlement"
Tonic Dec 20, 2024 @ 7:13pm 
weird question but if i used rimedieval would these also medieval as well?
kev675243 Dec 12, 2024 @ 1:55pm 
uh not sure why but the turrets on the city maps aren't target-able
Roroboshi Dec 6, 2024 @ 1:43am 
is it safe to add in mid-game?
577053386 Nov 28, 2024 @ 6:13am 
It's my own problem. The module list was generated normally after sorting. Now I have entered the painful stage of deleting high-tech items. I think after deleting all the charging turrets in the city, I can get a medieval city of sufficient scale.
577053386 Nov 28, 2024 @ 5:48am 
Sadly I can't add cities to my medieval game, the planets map don't spawn when I try. maybe the medievaltime in the patch folder only includes some medieval tools
AIKA Nov 19, 2024 @ 9:36pm 
work with Medieval theme?
OneShotPaddy Nov 6, 2024 @ 10:57am 
Does anyone know if this mod works with medieval or steampunk mod lists? Essentially mod-added generators using coal, no industrial/spacer tech, etc.? Does it use only pre-industrial materials for the walls?
Wardog Oct 26, 2024 @ 1:46pm 
@Sqaul it does :)