RimWorld

RimWorld

Recon And Discovery (Continued)
225 Comments
Tookatee Feb 19 @ 3:51am 
If you guys use the Medpod mod, I suggest this mod as well so that Seraphites won't get removed from pawns that use the Medpod. https://steamcommunity.com/sharedfiles/filedetails/?id=2900674713
lolmanor Jan 23 @ 1:49pm 
Just tested it with my modpack. It works! Thank you so much for the update :)
Mlie  [author] Jan 23 @ 10:35am 
@lolmanor Should work better now, the unfogging of the map seems to be changed in recent rimworld versions causing the spawner not finding any good spot to spawn them
lolmanor Jan 22 @ 3:31pm 
Sorry for double comment, 1000 character limit is screwing me here.

Part 2:
No muffalos spawn succesfully.

Apologies for not attaching a link to my friend's logs, I forgot to ask them before they closed the game. The log should be identical to mine, however.

I'm going to test a few more things, like messing with the loaded DLCs and the load order.
lolmanor Jan 22 @ 3:31pm 
@Mlie I reinstalled my game and all the mods (deleted the workshop folder and let steam reinstall everything, but did NOT delete save data/game settings in %appdata%). Still had this issue with just Recon and Discovery (and Royalty, Ideology, and Biotech DLC) loaded.

I decided to do some extra testing and had a friend do the following steps to see if they were having the same issue. They did.

Steps to reproduce:
1. Load Rimworld Core, any DLCs, Recon and Discovery (RD last on mod load order)
2. Go to options and enable Dev options
3. Click Dev Quickstart (to create a quick test world)
4. Enable God Mode
5. Form caravan, going anywhere on map, Dev: select everything, Dev: Send Instantly
6. Go to debug options menu
7. Choose Do Incident (World) > RD_MuffaloHerdMigration
8. Select caravan, right click herd migration event, dev: arrive instantly
9. Error log is spammed with attempts to spawn Muffalos out of bounds.
Mlie  [author] Jan 22 @ 11:54am 
@lolmanor Tested this and had no issues with the herd migration event. No idea what your issue could be caused by.
lolmanor Jan 21 @ 4:44pm 
Found an error regarding muffalo herds: when entering a site, the error log is spammed with attempts to spawn Muffalos at (-1000, -1000, -1000) (out of bounds). There's an error per muffalo, and no muffalo spawn correctly.

Tested with HugsLib, Harmony, Rimworld Core, Royalty DLC, Ideology DLC, Biotech DLC loaded ONLY. Here's a log.

https://gist.github.com/HugsLibRecordKeeper/d5552c2fc2968fbc702281f215f314ee
Tookatee Jan 7 @ 7:30pm 
How do you put enemy corpses in the osiris casket? Some googling shows it was possible in the past to just right click the corpse to carry to the cryptosleep casket, but that;s not possible anymore. Pawns also won't carry it on their own and only seem to fill the casket with dead colonists or dead animals owned by the colony.
Latex Santa Oct 18, 2024 @ 1:16am 
@sereal
The original version of this mod was also very broken.
For now, I recommend that you stick with the Go Explore! mod.
Maybe add in RimCities, as well as Ancient Urban Ruins, Ancient Mining Mining Industry, Ancient Hydroponic Farm Facilities if you want more stuff to explore.
Real Ruins is cool as well, but creates some map problems.
Peryn [Андрій] Aug 15, 2024 @ 10:59pm 
piercebuster Sometimes it happened in rim with some map/base generation mode. not only on this event. try to disconnect modes and reload and enter the site. but it is not a problem with this mode. or just delete this site with dev console. it can be brokened.
piercebuster Aug 11, 2024 @ 2:30pm 
Bug report: Trade Fair

When caravan arrives at destination, I receive the mapgen notice, however nothing happens. Trade Fair event/location is removed from world map. Caravan never enters the location.
Error log displays nothing at the timestamp. (HugsLib running)
Repeated bug 5 times. Tested different pawns and cargo via devmode.
This is the my first event from this mod on a new save. I don't *think* I'm running any mods that affect mapgen.
sereal Jul 15, 2024 @ 3:34pm 
I also had it too regarding the "Null reference" when trying to enter the area of a downed spaceship. Expedition / drop pots flat out disappeared including my colonosts trying to enter the area.
sereal Jul 15, 2024 @ 3:32pm 
regarding the ancient crypto sleep caskets: I was wondering about that but didn't connect it to this mod. I mostly use them to put my male breeder animals "to sleep" in case i lose animals and need to make new ones.i just forbid the door to the caskets to avoid said behaviour.
Nesano Jul 13, 2024 @ 9:25am 
This mod seems to be really buggy. I went to a downed spaceship created by this mod and it disappeared when I tried to enter it. When I tried with an SRTS helicopter it disappeared along with the entire caravan and ship, so I had to save scum. With this mod active, colonists will stuff dead animals inside ancient cryosleep caskets, which shouldn't be possible and there's no way to tell them not to.

It's not your job to fix other people's mods, but I wanted to warn others to stay away as this mod seems to be a bit dangerous.
sereal Jul 6, 2024 @ 1:29pm 
and another question. Seraphites once administered will remain with this pawn forever or is there something that can remove them?
sereal Jul 2, 2024 @ 3:18pm 
peace talks work alright for me. I just send my social pawn and the talks end up with beneficial faction changes. What is the war idol for? my psychically deaf pawn can pray at it.. he gets a very brief buff. while praying. but i'm not seeing it on other pawns.. and how can i sacrifice an animal there as that seems to be the alternative to praying.
Mlie  [author] May 18, 2024 @ 10:58am 
@ozfresh Its not a normal persona core, its specific for the mod
ozfresh May 16, 2024 @ 8:25pm 
Your "ai persona core" doesnt seem to be recognized as a persona core?
LindaD2002 May 11, 2024 @ 1:05pm 
This mod has a lot of potential but I haven't had any of the quests work out. The peace talks seem to be programmed to fail even if the game says they are a success, the tremors have no message as to how to stop them, and there are no indications as top what to do on any of the quests I've encountered. The military base was empty. I would love to see someone actually pick this mod up and rework it until it becomes the mod it was meant to be. For now I'm just uninstalling it.
Neeneko Apr 20, 2024 @ 8:44am 
@Seanbaeg - if I recall correctly, if you cut power to your turrets they will eventually power down and you can reclaim them.
I have not played this updated version, but last time I did, I had my turrets on a switch for just this reason.
Seanbeag Apr 19, 2024 @ 4:14am 
Are you supposed to destroy all your turrets with the malevolant AI or do they come back under your control after the raid? I've disabled them by cutting power but not sure what I have to do after.
oXslothXo Mar 27, 2024 @ 8:46am 
Hello :) Im just wondering if theres any mods of yours that help with AI hacking turrets? I dont know how to deal with the Maleviolent AI hacking thing, thank you :)
Mlie  [author] Mar 25, 2024 @ 3:58am 
@AerosAtar I think its related to it trying to spawn a reward that do not exist for some reason. I have yet to recreate the issue with only this mod loaded so it may be related to a mod-conflict
AerosAtar Mar 25, 2024 @ 12:17am 
I am having the same issue as LHBrownie with the Peace Talks - no matter what I do, my colonist is essentially stuck at the site permanently if I don't want the relations to tank. The incident never resolves after speaking to the negotiator.
stalinui Mar 24, 2024 @ 10:56pm 
Не доделанный мод, куча заброшенных заводов\баз на карте, в которых ничего нет, просто коробка разделенная на комнаты, ни заполнения, ни антуража
EnderNyktos Mar 24, 2024 @ 12:47pm 
How the lost lab even works? Im there and there's only plasteel stuff.
bigd Aug 28, 2023 @ 6:56pm 
can you add a storage into the stargate and the ability to load resources into storage to transport it to another stargate storage? It makes more sense to be able to carry loads of resources through the gate.
LHBrownie Jun 9, 2023 @ 2:02am 
I like the mod, but I had to disable peace talks completely, since no matter what I do, no matter what were the results of the negotiations, whenever I reform the caravan and leave, my relations instantly tank, sometimes by over 100 points.
kanid99 May 15, 2023 @ 7:27am 
@shunthewitch I can only imagine because the first four letters spell out a racial slur of sorts but I dunno
ShunTheWitch May 8, 2023 @ 2:00am 
wait does steam censor the word chinchilla now?
kanid99 May 7, 2023 @ 3:47pm 
@Mlie, thanks!
Mlie  [author] May 7, 2023 @ 2:04pm 
@kanid99 As long as the incidentDefs have the same defName it wont matter if they add the same type of event. You will just have twice the chance of each happining I assume.
kanid99 May 7, 2023 @ 1:49pm 
Question - I notice that a lot of content is shared with Sparkling Worlds quests (Trade Fair, peace talks, crashed ships) is it safe to run both ?
IceMaverick  [author] May 3, 2023 @ 6:21pm 
@Seanbeag I believe that the radiation event spawns a map location that you have to visit to sow plants on to clean up the area and remove the irradiated soil.
Seanbeag May 2, 2023 @ 2:34am 
For the radiation event, do the plants have to planted in your home map or in another map?
Mlie  [author] Apr 28, 2023 @ 9:31pm 
@PureRejection If you find out what mod is triggering it I can look into it
PureRejection Apr 28, 2023 @ 4:17pm 
This mod causes a huge freeze and then drops tps and fps to around 10. Not entirely sure why as i have a somewhat sizeable mod list. But has done it for ages
Malibloo Mar 16, 2023 @ 3:05am 
Tiny update on my previous post. Reloaded the save, and I had full control over the gatling gun again. Able to pick it up, deconstruct, etc.
Malibloo Mar 15, 2023 @ 2:32pm 
Hey, managed to do some landed ship quest, where I saved everyone and got goodies (also a new allied settlement, that was weird).
One of these goodies was a ship's gattling laser (wrongly spelled btw, it should be gatling with 1 T), and it just planted itself in front of my base, without being able to do anything with it. Had to attack-break it with my pawns.
Not expecting a fast update or anything, just figured I'd pass it along. Thanks for all the hard work to keep old mods alive!
[JdG] Pejman Mar 9, 2023 @ 7:05pm 
Kill the robots :o
Sebastian Cigar Jan 15, 2023 @ 7:07pm 
I understand. thank you for all your work by the way
Mlie  [author] Jan 14, 2023 @ 3:29am 
@Don Sebastian Its possible sure but I dont really have the time to maintain a list of ”broken” items.
Sebastian Cigar Jan 14, 2023 @ 2:30am 
makes sense, I will report that to the appropriate mod pages
isn't it possible to only allow certain entities to spawn at event maps created through this mod though?
Mlie  [author] Jan 12, 2023 @ 9:56pm 
@Don Sebastian You may need to report this issue to Robots/Robots+. I dont think its up to this mod to fix their despawn-code for their robots?
Sebastian Cigar Jan 12, 2023 @ 9:18pm 
> Crashed ships: What will you find inside? A wealth of treasures? A crew in need of help?

how about a ruined savegame
apparently, the mod spawns random enemies at the above mentioned site. if it spawns bots from Robots/Robots+, you're done. because you're gonna have to leave the site eventually, and if you leave a map that has active robots without recalling said robots, you'll have game-breaking bugs. you can't recall robots if they don't have a base to be recalled to, to begin with
Mlie  [author] Dec 17, 2022 @ 10:14pm 
@Teknikal Arkitekt It might work, but maybe not without errors
Richard Dec 17, 2022 @ 4:34pm 
is this mod safe to remove mid save? I really don't want to but it has some pretty serious bugs like the trade fair. As soon as I arrived I witnessed a massacre between factions and the survivors didn't seem to see my caravan inventory. Then there was the peace talks. I tried to negotiate and ended up with a -5 modifier for failure, but when I left the map it immediately made them -100 hostile toward me
TSense Nov 16, 2022 @ 2:45am 
Abandond Lab:
- Cant hack or even right click terminal
- Mechs are not hostile
Termy Nov 3, 2022 @ 10:43pm 
This appears to be a mod clash, but it seems that "war idol" doesn't work in combination with Vanilla Psycasts Expanded; it doesn't detect colonists as "psychic".
[JdG] Pejman Sep 14, 2022 @ 4:30pm 
I remeber this mod taking a huge chunk of TPS, since it has been "maintained" have those issues been addressed ??