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Might be helpful getting some xenotypes I can't find on the map.
Also does the rimdeed spawn the pawn on the map where the comms was used or any colony controlled by the player?
Is this an expected behavior?
Might be an idea for a possible feature "Recruit pawns from universe" or "Recruit pawns from planet".
Trade-in have no pawn nor sliver, but this only happens occasionally
I know you're busy so take your time
I am big fan of your mod.
when i click trade-in employees i get red errors in end for log.
But you misunderstood me a little. I perfectly understood the functionality of the Mod and I really like it. Thank you!
My questions concerned the script settings. There, in the scenario settings, in the “disable incidents” tab, there are your 3 settings from the Mod.
There is no description of what these settings do. That's why I ask.
I even tested it in god mode.
The point is that I create my own scenarios where I disable any random population replenishment. I am only interested in those replenishments that are associated with recruitment, captivity, childbirth... But not when a capsule with some fool falls on your head or when a pawn simply arrives from the edge of the map in random mode.
We are talking about script settings of the Starting Scenario.
RimWorld gives room for different worlds, and my factions come from their own (in some cases, their allies & enemies share worlds). There are services that just exist and capitalize on conflict like Rimmu-Nation and Rimdeed which operate in their own ways and have their own origins elsewhere. The center of the story is obviously the player where all of these meet and you can choose sides, interact with whoever and play out scenarios.
The VOID mod has a secret feature where you can cause all factions in the map to turn peaceful (non-permanently hostile ones) and allow you, the player, to deal with bigger threats alongside these factions who have now ceased fighting each other, while in another scenario, you try and stop VOID from activating a planet killer weapon.
Ultimately I think the best story is the one that unfolds for you guys so you can enjoy the game
"This mod allows you to hire pawns."
Rimdeed appears in the comms console as an option, you need an orbital trade beacon near a silver stockpile in order to use their service.
Applicants - These are pawns applying to you. They have what is called an "application" which is just them trying to sell themselves to you, it has a basic user interface showing some of their best skills, traits and their comments towards you.
Arrival - The applicant you accepted arriving to your colony
Complaint response - The complaint system is just a joke. It doesn't do anything, it is a parody of poor customer service that is unhelpful and passive aggressive to customers. If you do have issues to report with the mod, you may comment here, but the feature in-game is just a joke.
Remdeed: Applicants
Remdeed: Arrival
Remdeed: Complaint response
I can't understand what this means in the script settings.
Thank you
@Sir George - Hello, yes as crashfly stated this could be because your orbital trade beacons aren't placed by the silver stockpile.
@Mr. Two - Unfortunately its hard to get a hold of my coders for bug fixes, let alone new features. I have decided to keep the mod simple as-is with its most important stuff working because not only do I have to pay for their time, but I have to wait for them to sort me out because they're usually freelancing for other modders too.
(not complaining I just need help)
Deleted my last comment because I just had to wait just another day for the Apps to show up. Guess I'm just impatient. Lol.
@sel - Mod gets a review by the automated system when I type in the change log, the AI has to go through the mod's description and etc. so it gets hidden from public view till it's back on.
I wasnt aware there was any game breaking issues. I have seen a literal skeleton show up in an application, but an easy fix is to not accept them. Also I dont see creepjoiners being in the apps being an issue. Why would they not try to infiltrate rimdeed to further the dark archotech's goals? more of a feature than a bug kinda thing.
I'm yet to replicate the "Applicant doesn't turn up" bug, but the trade-in bug may be sorted today because it seems to be linked to the creepjoiner issue. See you guys then
I get its a slight inconvenience with the larger (than usual) file size, but I end up spending less time making different versions of mods where I have to keep deleting the source as well. I do maintain a ton of mods and its a bit of a hassle if I had to make a second version for all of them (or any alternate version)
I have been made aware of the bug where the pawn never arrives. Unfortunately there is no error log for this, and there's no way to currently, consistently re-produce the bug (So it's not even easy to determine if and when its a mod conflict). I'll try to get it fixed ASAP, but please be advised I do have to maintain other mods which is why these things take time. As soon as I can consistently re-produce it, I'll hand it over to one of my coders and they'll fix it.
After that is sorted out, I'll see if I can also re-produce the trading bug consistently to see if its a mod conflict or not.
Thanks guys, see you in a bit