RimWorld

RimWorld

Yayo's EndGame (Continued)
26 Comments
тетеря, блин Jul 16 @ 9:26am 
seems like exellent mod to play with Odyssey.
Mythophile Jul 13 @ 7:12am 
Awaiting 1.6 update.
unknown user Sep 16, 2024 @ 1:56pm 
Just a heads up, it's asking me for metal hell, labyrinth and undercave energy shards, maybe it needs some anomaly tweaks lol (I already turned off extreme biomes too) and I can't finish the playthrough due to this bug as I can't mine those areas lol
unknown user Sep 13, 2024 @ 4:06am 
Never mind I found it, so it's definitely working! I just have no idea which biomes I need to visit but I guess I will get a prompt for that.
unknown user Sep 13, 2024 @ 3:32am 
Oh I see, thank you. So the error I am getting from my log is safe to ignore and I can just assume the mod is working? I can't find anywhere to build the extractor shown in the images either.
Mlie  [author] Sep 12, 2024 @ 10:03pm 
@Narada The description above tells you what to do, I dont think there are any quests in the mod. Yayos mods tend to be a concept that may not be fully implemented as they usually move on to other ideas
unknown user Sep 12, 2024 @ 5:34pm 
Hello, how do I activate this? I have it in my new save and I don't see anything in my game about it. I had it in my previous save too and nothing appeared related to it, but I added it mid game so I figured it wasn't working because of that.

Am I supposed to get a quest like for Archonexus or how do I start this story?
Espiovvv Jun 15, 2024 @ 4:56am 
There's a bug with Tunneler mechanoids, they keep interacting with the biome energy extractor but not actually advancing progress to the next portion, and instead endlessly causing the flash effect from when a pawn begins interacting with the biome energy extractor, it works fine when a human pawn uses it though.

Here's my hugslog: https://gist.github.com/HugsLibRecordKeeper/9f5609c1c554559532fb1439c1a9f5f2

This mod completely did not work for me in 1.4, glad it finally works in 1.5 :D
Signal Mar 9, 2024 @ 8:13pm 
What units does the "Biome shard extraction rate" setting represent? Shards/day?

Is it okay to add this mod to an ongoing game? When I tried that, I can build an energy extractor, but nothing tells me which biomes have to be worked.
The Bard of Hearts Jan 5, 2024 @ 6:44pm 
I did some testing. I found the issue. Its a mod conflict of a very specific nature. For anyone using the mod "More Vanilla Biomes", there is a minor incompatibility. The biome "Sandbar" from that mod causes this one to have the previously stated errors show up. However, if you disable Sandbar in that mod's options before creating your game world... no problems. Hope this helps if anyone else comes across this little hiccup.
The Bard of Hearts Jan 5, 2024 @ 6:12pm 
Confused about this mod somewhat. First, there are 4 Energy Core tasks?? number 2 and 3 of which don't list any requirements and the window looks funky for (like the close button his half off the window). Is something just wrong on my side or is this a known bug? Or is that how its suppose to be and I just don't understand what the mod wants of the player?? Please help.
jaylemeux Nov 11, 2023 @ 6:30am 
Same issue as Ecke here. No raids spawn.
doomswell Sep 6, 2023 @ 11:48am 
Does this have any interaction with pollution? Like is it slower/impossible to extract shards in a polluted biome? Cause I think it would be neat to try racing against Yayo's Pollution.
ZAX Sep 2, 2023 @ 2:17pm 
@Ecke Maybe you have Rimwar installed? that mod is unusable for any mod that spawns raids, as far as i know.
Ecke Feb 11, 2023 @ 6:55am 
First of all: I love this mod & Thanks for your hard work!

Sadly it appears that my Countdown ist not properly working, because i don't get raided -.-"
I'm playing "Loosing is Fun" but still nothing.
It could be because of the other 50+ Mods but I wanted to report the issue in case that i'm not the only one.
Have a good one ;)
Mlie  [author] Dec 13, 2022 @ 12:40pm 
@jaylemeux Seems reasonable, added a mod-setting for the extreme-biome now
jaylemeux Dec 11, 2022 @ 3:05pm 
Hi, I have an update: I deep-scanned the sea ice until a mineral was discovered. Then I was able to plop the extractor on the mineral deposit. Problem solved.

FWIW I actually strongly prefer that extreme biomes are included, or even prioritized, in the extraction sites. The reason I subscribed to this mod was that the base game has gotten too easy.
Mlie  [author] Dec 8, 2022 @ 11:08am 
Extreme biomes should now not be chosen for extraction of crystals
Narkhen Dec 7, 2022 @ 3:26pm 
To fix the problem, add <canBuildBase>false</canBuildBase> to those biomes inside:

steamapps\common\RimWorld\Data\Core\Defs\BiomeDefs\Biomes_Cold.xml

for instance:

<BiomeDef>
<defName>IceSheet</defName>
<label>ice sheet</label>
<description>Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.</description>
<workerClass>BiomeWorker_IceSheet</workerClass>
<canBuildBase>false</canBuildBase>

And fixed, those biomes should no longer appear in the generation list of the planets cores.

For a definitive solution, a Biomes_Cold.xml could be added to this mod with those parameters included in both the IceSheet and Seaice biomes.

This would also apply to any other biome where you can't build, just add <canBuildBase>false</canBuildBase> and you're done.

Excuse me for my English is not my native language.
Narkhen Dec 7, 2022 @ 3:26pm 
Hello, I have found a solution to the problem
Looking at the .DLL I have seen that this mod uses these two parameters to prevent that biome from appearing in the list: canBuildBase = True or impassable= True

The problem is if you look at base core BiomeDefs settings of rimworld:

<defName>IceSheet</defName>
<defName>SeaIce</defName>

None of those biomes have that tag, and that's why this mod can't compare if those values are true or false for those biomes, so the mod adds those biomes to the operation.

I follow on next message
Mlie  [author] Dec 2, 2022 @ 1:29pm 
@jaylemeux Can you post the issue here as well?
jaylemeux Dec 2, 2022 @ 12:18pm 
Thanks for updating this. I just posted on the original mod about the sea ice compatibility issue--I got all the way to the endgame before I realized my dilemma. Any fix at all would be super appreciated!!
Onion Dent Nov 22, 2022 @ 2:34am 
Your tireless contribution to the Rimworld modding scene is greatly appreciated. Keep up the great work:steamthumbsup:
Broms Nov 19, 2022 @ 6:23am 
Woo
FranCSGO Gameplays y Tutoriales Nov 17, 2022 @ 2:09pm 
thanks mlie you are the best :D