RimWorld

RimWorld

RimCities
1,768 Comments
The Dutchman Nov 7 @ 2:54pm 
@blackwolf3910 Mod settings, obviously
blackwolf3910 Nov 3 @ 5:11pm 
Is there a way of making cities less... rich?
The entire city is covered in loot, like every tile from all the city traders that died.
over 100k silver, more than 1k advanced comp, 8k plasteel,...
Mask of Humble Nov 2 @ 3:04am 
@Exavior75 Get the mod "Not My Fault" I've found that it works for damaging buildings as well.
Hugalafutro Oct 25 @ 5:58am 
Working fine with ~300 mods, though I started a new game with the Crashlanded (Ghost City) scenario and my wealth shot to 400K $ and I got offered the archonexus quest before the droppods with the initial colonists even landed.
DOCTOR CROW Oct 18 @ 6:56pm 
crashing the game everytime
exavior75 Oct 4 @ 3:48pm 
this is a really great mod, but i do find it annoying that when i'm defending a city for another faction, goodwill drops from damaging buildings. I get that if you we're really reckless it'd look bad, but the city effectively is a warzone, and it's annoying to leave on powerline on fire that drops my 100 goodwill to -100, when i'm trying to explode the enemy waves. If certain things that dropped goodwill in a city ONLY when defending it were disabled, this mod would be perfect!
LifeIsAbxtch Sep 29 @ 8:46am 
My Rimcities mod is not generating cities right, some of the buildings are missing and aren't generated right, the roads just cut through everything, I use a lot of mods but I haven't seen this before...HELP!
RoNeG Sep 24 @ 4:10pm 
Having an issue when loading the game, it seems Generic Ammo experience is creating an error when I also have RimCities mod enabled

Can't paste the whole error as it goes over 1000 characters, but it is saying something like:

Could not resolve cross-reference: No Verse.ThingDef named Turret_M240B found to give to Cities.GenStep_Emplacements+EmplacementOption

Does anyone know if I might be doing something wrong, or is this mod just not compatible with Generic Ammo Experience mod?
[安全总监] 德穆兰 Sep 20 @ 8:08am 
I encountered a silver escort task that required me to transport 17157 pieces of silver from one city to another distant city. However, I did not have a button to collect the silver when I went to the target city. Even if I entered the city, I could not find where to collect the silver. Asking someone to pick up the silver directly would deduct the faction's favorability, and carrying the silver directly to the destination would also result in a large deduction of favorability from all factions. How should I proceed with this task? Please give me some guidance. I don't think it's caused by mod conflicts, as I haven't received any error messages.
(Using mechanical translation, please forgive any grammar issues)
Cat Sep 13 @ 1:24pm 
this mod doesnt seem compatible with anytthing.
dieruki Sep 12 @ 6:28am 
any potential problems with deleting mod from modlist and loading save?
Is this MO Compatible?
DocHolliday Sep 1 @ 5:42pm 
awesome mod either way though.
DocHolliday Sep 1 @ 5:42pm 
I really wish there was a way to limit how many citadels each faction CAN have... It's so freaking annoying trying to get a map generated where I want the shattered empire specifically to have a citadel only to get three f*cking tribal faction citadels instead..........................
alleymist Aug 29 @ 5:24pm 
I had a weird UI bug that after the "defend city" mission, not sure if the enemy drops books or the cities come with it, once you create a storage zone, in the trading UI with local pawns, hover your mouse onto the books will make the entire game UI despair. Holding the ALT key will make the UI back, but I can't play the game with alt pressed all the time. it's like that with multiple tests, not sure if that's a mod conflict or a bug.
jagdpenguin Aug 25 @ 10:34am 
is there a way i can make it so that instead of making new cities, It only changes old settlements into cities, I like the map how it is but I just want some of the settlements to be cities.
DocHolliday Aug 24 @ 8:01pm 
@lord of the Hold I have never encountered a compatibility error using ANY vehicle mods with this, however, vehicles, especially larger ones, can get stuck if they end up wedged between buildings. It's an easy fix though as all you have to do it deconstruct the blocks that are trapping them. you can even use god mode and just destroy those blocks to simulate the vehicle just going through it providing you in a tank or something.
Lord of the Hold Aug 24 @ 4:42pm 
Was discussing mods for Rimworld in a Discord and when I mentioned this mod I got a bunch of aggressive pushback telling me not to use it because it conflicts with Vehicles? Is that actually an issue or if it was an issue was it patched? Very interested in this mod, and using vehicles within the city just sounds awesome, so hoping they do work together.
Grub Aug 23 @ 4:07am 
Hey, great mod. Are the turrets supposed to be powered in cities?
danya0122003 Aug 21 @ 1:13pm 
so uh, does rimcities have a loot blacklist? because i just started in one (ghost) and found a "Cerebrex node"
CeilingYoda  [author] Aug 17 @ 4:48pm 
Hello all, I released a patch which should fix the ghost city scenario. Cheers!
dreamur1 Aug 16 @ 2:35am 
What's the intended difference between the "Abandonded City" start vs the "Ghost City" start? I selected the Ghost City start thinking that the map wouldn't have raiders in it, but found out the hard way that I was wrong & didn't have the starting equipment to deal w/ 60+ humanoids.

Would the "Abandonded City" have been a more casual start, or are any of the added scenarios meant for a slower start?
WeeNick Aug 13 @ 8:08am 
is there a way to restrict faction cities to their tech level? or at least make it so only industrial factions have cities?
alfred2020 Aug 12 @ 11:10am 
Not sure if this is a bug or if I am doing it wrong. I did a ghost city start and it was still full of enemies. Is there any way to start in an empty abandoned city and not have to fight to survive?

I tried abandoned as well and there were still enemies.
Sushin Aug 9 @ 5:12pm 
If you try to fly a shuttle to an enemy city, it just disappears along with the colonists. I guess you can say they have anti-air defenses but it seems like more of a bug.
Lambda65 Aug 4 @ 10:00am 
For some reason cites do not sell any anomaly/biotech items... No genes or serums
Hazzikaze Aug 1 @ 1:44pm 
I am so glad the mod author is active with this mod. This is genuinely one of the best and greatly made mods on the entire website and has brought hundreds of hours to my saves. We appreciate what you're doing! some of my best memories come from this mod.
Bad Connection * Jul 29 @ 11:09am 
hey, this might be a very niche question, but im trying to make a cyberpunk/urbworld modlist. would it be possible to add cities as a landmark on ALL tiles? imagine an "urban slider" upon world creation, which dictates how rare they should be?
тетеря, блин Jul 29 @ 11:01am 
would be great to have compatibility with this one:

https://steamcommunity.com/sharedfiles/filedetails/?id=2998095518
Godsuya Jul 19 @ 10:20am 
hello, in [RH2] Faction: Militaires Sans Frontieres's workshop page, it is mentioned that if you enable this ([RH2] Faction: Militaires Sans Frontieres) mod mid-save apparently RimCities cause issues. Is it possible for you to fix it? that mod was still 1.5 when i started my save and only updated later on, so i wasnt able to add it to my modlist.

I understand if you cant/dont want to.
Love your mod, thank you!
Straw Jul 17 @ 6:26am 
Is there a way to use dev mode to spawn more cities on map tiles? If no that we be a great feature to add
Behemoth64 Jul 14 @ 6:32pm 
Just a notice : when books spawn in cities, they cause the game to bug like hell when interacted with.
Zyrean Jul 13 @ 5:50pm 
Is this mod buggy or have bad performance?
Zyrean Jul 13 @ 5:41pm 
Please add a shambler city.
CeilingYoda  [author] Jul 11 @ 12:33pm 
Hello everyone, I published a new version of the mod with a bugfix for the citadel scenario. If you are reporting an issue, please let me know whether it's on RimWorld 1.5 or 1.6. Thanks!
cwedodier Jul 11 @ 7:16am 
Is the mod still broken?
Democat42 Jul 10 @ 5:26am 
The enemy seems to mostly just stand around in the task force scenario
Michael1073 Jul 8 @ 5:21am 
Doing a bunch of testing, could not find what you were talking about in change notes did test an earlier version but generally stayed bug, did however find that turning off rimcities then loading in and saving before loading that new save with rimcities fixed stuff at a great cost of fps on the world map though so surely a lot of errors. I am however using the mid save saver mod so that might be why i could do that.
Wet Carrot Jul 7 @ 6:57pm 
@cabbage Hey, thanks for the updates and the mod itself, I love it. However is there any way to add in cities in the dev mode? I can add them in however they are always ghost cities, belonging to no faction.

Cheers
CeilingYoda  [author] Jul 7 @ 10:24am 
Hi @Michael1073, it's possible to download previous versions of the mod in the "Change Notes" section of the Steam Workshop item. Let me know if this solves the problem, and if so I'll roll back to this version.
Michael1073 Jul 6 @ 3:33pm 
Sucks I can’t find the Feb 5th version anywhere online to use for now. If anyone ever finds it mind pinging me.
Pheidole Jul 6 @ 1:48am 
it just stopped working
Pheidole Jul 6 @ 1:48am 
Save got ruined by mod, like, i was in the city when everything goes gray (fog of war or smth). Then, in any saves, world and new world, there were no cities :(
Oni Jul 5 @ 2:34am 
@Cabbage, not sure what happened to 1 of my saves but when I go back to an earlier save the problem fixed itself. I didn't play around with the mods or anything, my caravans simply stopped moving from 1 day to the other (in real life days, not game days).
Tameablebread Jul 4 @ 2:54pm 
+1, exact same configuration and experience as Micheal
Michael1073 Jul 4 @ 1:14pm 
1.5, existing save post you updating. Even with clean reinstall. Base gen expanded also caused issues with it causing crashing using caravans but after a clean reinstall of that mod it was fine. Only issues currently are with rimcities any caravan/vehicle etc just freezes the moment it leaves. Works fine the moment rimcities is off.

Dont really know how to do detailed logs and etc on rimworld sorry.
CeilingYoda  [author] Jul 4 @ 12:50pm 
Thanks everyone for the bug reports. If anyone can share more details of when this issue occurs (new vs. existing save, only happens after using the previous bugged version, etc.), this information will help with narrowing down and fixing the issue.
Tameablebread Jul 4 @ 12:30pm 
@Cabbage This is occurring on 1.5, I'm hitting it too

Would you like a bug report on github for this? Can certainly do so if it would help
Avamus Jul 4 @ 11:09am 
Me too, after deleting your mod, my caravan are moving. Sorry :(
CeilingYoda  [author] Jul 4 @ 10:04am 
@Michael1073, @Oni, and anyone else experiencing the caravan issue: is this happening on 1.5 or the 1.6 preview?