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Which mod exactly? VFE empire?
When accepting Ratkin faction quest the soldiers that come to help you can become animals for some reason. I've had alpacas come out of the pods instead of soldiers
Mincho mod's mincho wanderer joins incident can spawn races other than mincho
I tested with just this and the other mod i mentioned below later.
https://gist.github.com/HugsLibRecordKeeper/5792f87c4c3e6e8dd64a087e4cfd055d
https://steamcommunity.com/sharedfiles/filedetails/?id=3219379049
Just an FYI, base game does not take into consideration modded content (with some exceptions), so any race added by Humanoid Alien Races will not be effected by any changes in vanilla... now, races that are modifications of the "gene" changes from an expansion are another thing entirely.
What, on the other hand, IS possible is that HAR created a patch for this themselves.
This mod is incompatible with Rim War. Luckily, I did not notice the behavior this mod seeks to fix. It may have been patched in the base game at some point.
I'm having the ticking error pop up as well, when I use this mod, along with something like Rim War. Specifically, the caravans that mod creates, when they're from a custom faction, will cause the exception with *every* tick. That immensely slows down the game and is in fact gamebreaking once I've got around 20 colonists, and unbearably slow once I have around 14.
Interestingly, after disabling this mod, those custom factions still did not spawn as baseliners.
You may want to do some checking yourself to see whether this mod even needs to exist anymore. It certainly doesn't seem to be the case.
No, not Vanilla Factions, there is literally a mod called "Empire." Then, since that wasn't updated to 1.4, "Empire (Continued)" which I think hasn't been updated to 1.5 so...
Uh, what's the Empire mod? :P
Do you mean Vanilla Factions Extended - Empire? Or some other Empire mod? Biotech?
same bug with caravan adventure
I'm not 100% sure if this mod is the culprit, but it seems like this mod causes error whenever a trader from custom(modded) faction arrives at colony. And when that error starts to pop up dismiss trader doesn't work. I tested with nothing but DLCs and this mod + 1 random mod that add faction(caravan adventure). I hope this is fixable on your end cause I love this mod's feature...
game still genarating HAR faction human, even if mod active.
[Ref 872B4926]
at RimWorld.CreepJoinerUtility.GenerateAndSpawn (Verse.CreepJoinerFormKindDef form, Verse.CreepJoinerBenefitDef benefit, Verse.CreepJoinerDownsideDef downside, Verse.CreepJoinerAggressiveDef aggressive, Verse.CreepJoinerRejectionDef rejection, Verse.Map map) [0x000ff] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.CreepJoinerUtility.GenerateAndSpawn (Verse.Map map, System.Single combatPoints) [0x000b7] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.QuestGen.QuestNode_Root_Creepjoiner_Arrival.SpawnPawn (System.Single combatPoints) [0x00083] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.QuestGen.QuestNode_Root_Creepjoiner_Arrival.RunInt () [0x00011] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.QuestGen.QuestNode.Run () [0x00015] in <957a20e0be784a65bc32cf449445b937>:0
If you don't have time to add a settings window that's fine, but I thought I would ask.
Faction The Unending March of def ATR_MechanicalMarauders has no usable PawnGroupMakers for parms groupKind=Settlement, tile=71704, inhabitants=True, points=3.402823E+38, faction=The Unending March, ideo=, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneDowned=False, seed=875023421, raidAgeRestriction=
in conjunction with Mechanical Humanlikes - I reported over there already - but I was wondering if it would be possible to add a settings window to disable this mod for other specific mods, in case they refuse to fix it on their end.
I always wanted to try Empire, but I've always used this mod. So now I'm trying to figure out how much of an impact this actually has