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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.
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.
Tested with HugsLib, Harmony, Rimworld Core, Royalty DLC, Ideology DLC, Biotech DLC loaded ONLY. Here's a log.
https://gist.github.com/HugsLibRecordKeeper/d5552c2fc2968fbc702281f215f314ee
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.
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.
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.
I have not played this updated version, but last time I did, I had my turrets on a switch for just this reason.
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!
isn't it possible to only allow certain entities to spawn at event maps created through this mod though?
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
- Cant hack or even right click terminal
- Mechs are not hostile