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VRE - Insectoids? this doesnt seem to work with that event
Anyways, is there no support for mime wanderers or just a buggy coincidence?
For example, I play as Argonian and both wanderer events had humans with atleast 1 argonian backstory.
mincho conflict with Wander Joiner Plus.
mincho and mincho animal can't spawn and this error cause something leave map(Insectoids,mechnoids,caravan etc)
mincho creator show some error in comment.
but i don't understand code
can you check it?
Loyalty probiem
Could you tweak this to have the wanderer's xeno be that of your ideo's' preference?
I.e. when I start a custom xeno colony and set their ideo to be prefer the custom xeno, everytime a wanderer joins from one a ideo event reward they are just baseliners (and thus i either have to banish or enslave them).
haha certainly an odd choice when you consider some of the stuff you can do in the game, personally i tend to let anyone in, they never live too long either way :D
I mean, honestly, it don't make sens that people can join your colony without asking.
@Malorkith
sorry for the delayed response, but have you checked out the sister mod to this? RescueeJoinsPlus?, it May do what you want
havent tested it yet, lotta mods to update!
think from Vanilla Expanded. In essence, I mean situations where you take in a wounded person to nurse him back to health and he joins your colony without asking. I have no idea if this is purely through mods. Play too long with mods.
Crashed their ship? which event/incident is that?
Yup, most likely cause its an animal, rats.......hmm.....i suppose the best thing would be for my patch to just skip any non humanlike it runs into - it wouldnt support animals, but it wouldnt error at least
Here is the debug log when trying to generate the event using the developer mode: https://gist.github.com/HugsLibRecordKeeper/4c80a5e511bef5e8be7233f045c7b344
Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Dialog_InfoCard.GetTitle () [0x000c3] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Dialog_InfoCard.DoWindowContents (UnityEngine.Rect inRect) [0x00039] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Using Ideology but not Royalty. Could be a mod conflict.
Here's the hugs log [gist.github.com].
I can't wait to benefit from this feature, ( when you have time of course ;) )
also something i should look into supporting - when i have a moment i will try to look into it.
@Goose
while it Could be a mod issue, unless other people are noticing the same thing, id go with coincidence initally - especially as it currently doesnt affect vanilla's wanderers at all as they no longer use incidents, which is what this mod patches - its still possible, but i thnk its unlikely.
@созерцатель
i hadnt noticed the debuff for declining them, so perhaps there is still something for this mod to do there then - im afraid i havent had time to get around to sorting it out yet. - Hah no worries, your english is easy enough to understand, - glad your enjoying the mods!
Coincidence or mod issue?
Yes, I created another new game, and without triggering MIB event this mod works fine.
hmmm they changed the name of the MIB event in a recent build apparently, which stop it being ignored by this, thanks for letting me know!
im guessing this only happens if youve triggered the MIB event? since im still getting quests/incidents in my current testing colony with this loaded
@若月スバル
Yup, they changed how its implemented, its now a Quest rather than an incident - not something ive tried messing with much yet
Anyway somehow all 3 of my pawns survived and I've played for around 130 in-game days. After this time I noticed that there were never any raids, no traveling caravans, no quests, no events.
After googling for a while I found out a tip, that probably some mod blocked my event queue, and nothing can trigger. I spend 2 hours disabling and enabling mods to find out which one was blocking the queue... and it turns out that it was TravelerJoinsPlus at fault.
After disabling TravelerJoinsPlus i got instantly few events, [Man in black], quest [Royal Ascent], trade caravan, raid.. etc.
It seems like mod author need to add support for [Man in black] event. (Or maybe something changed in 1.3, or maybe with Ideology. Anyway this part is bugged.)
since wander join event has become a charity event?
not sure, havent had a chance to actually play with ideo yet, test it and find out!
Most likely scenario is that It's me who's remembering it wrong.
you might be misunderstanding, by "i dont believe it was" what i meant was that as far as I am aware, its never been vanilla functionality, but i have only been playing since B17, so if it was something that was removed previous to that, i would have no knowledge of it as i had never heard of nor played rim before then, the specific request for this mod was that it provide an option to reject wanderers, the additional information was just something i decided to add
You 100% sure? Becasue the way I remember it I used to use another mod and that was merely for the info about the wanderer. Which gives me the impresson that it USED to be possible to refuse them. (though not nowadays it seems from the comments in the other mod)
Haha, im glad youve been enjoying the mod!
Wanderer joins is no longer an incident, its now handled by the quest system, so the vanilla method i was patching no longer exists, but my patch also searched for anything else called WandererJoins and applied the patch to that too, ive let the VE guys know about the change, since as their events are supposed to blend in they need to change theirs to match the new format.
i will have to try to figure out how to patch the quest system without breaking anything.
i dont believe it was, that was why i made this mod originally, someone wanted the option to disallow them joining