RimWorld

RimWorld

The Dead Man's Switch
2.112 kommentarer
Justice For 9 timer siden 
There seems to be a CE compatibility issue where verling birds don't explode on contact if CE is enabled, or I might just be missing something
Sebineitor For 9 timer siden 
@ZeroNoPocky I don´t think so, because it feels weird that i cannot get rid of a weapon after a mechanoid takes it, like, why i can´t qet rid of a mosket that my bellicor accidentally picked up?
Caмoxoдный Caнитaр For 14 timer siden 
Hi, has anyone found a way to fix the bug of the endless cycle of launching a pressure chamber or other automatic production from the mod? The pawns just don't go after the resources, but get closer to the building, starting a cycle of mistakes and my tears. For some reason, it is temporarily fixed by moving the equipment outside, but after a couple of tasks everything breaks down again.
ZeroNoPocky For 19 timer siden 
@Sebineitor
I think it's a feature, if you look at the info, the weapon have a suitable pawn size where it tells you which one can use it or if they need any enhancement to use it
ZeroNoPocky For 19 timer siden 
I fixed my problem somehow after moving the pressure chamber
Sebineitor For 22 timer siden 
Hi, someone knows if the non-unequippable weapon are an intended feature or a bug of this mod?, some of my mechanoid have picked up some weapons in a caraban and i can´t get rid of them
ZeroNoPocky 7. okt. kl. 17:46 
Hi, every time I operated Pressure Chamber it gives an error and nothing comes out
Any help would be greatly appreciated

Pawn Deittersh threw exception while executing toil WaitWith's finish action (3), jobDriver=Fortified.JobDriver_DoAutonomousBill, job=FFF_DoAutonomousBill (Job_3896950) A = Thing_DMS_ReactionChamber1203613 Giver = JobGiver_Work [workGiverDef: FSFDMS_ReactionChamber], toilIndex=10: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4C56C7D4]
at Fortified.Building_WorkTableAutonomous.StartBill (RimWorld.Bill_Production bill, Verse.Thing thing, Verse.Pawn handler) [0x00007] in <1819e9d46241466096a0f7622db362ad>:0
at Fortified.JobDriver_DoAutonomousBill+<>c__DisplayClass1_0.<MakeNewToils>b__3 () [0x00026] in <1819e9d46241466096a0f7622db362ad>:0
at Verse.AI.Toil.Cleanup (System.Int32 myIndex, Verse.AI.JobDriver jobDriver) [0x0001f] in <24d25868955f4df08b02c73b55f389fe>:0
JR 5. okt. kl. 19:05 
Just I thing came up with, I was thinking it would be cool if there was like, a Dead Mans Switch mod focused on the Space part of Rimworld (Vac Suits, new Gravship stuff) just a interesting theory. cool mod
HMMMMMM 5. okt. kl. 18:07 
i really love this mod, however it is really, really, annoying and tedious to manually equip the modifications to the mechs, i would love if you added a way to do this quicker
@ALM 请问WVC的排序适配问题是如何解决的,我也遇到这个问题了
NishaLab 5. okt. kl. 6:24 
Really love your mod, but can I add it mid save without bricking the save?
Thanks!
HINAgant 5. okt. kl. 1:59 
烧结炉烧炼东西时无法正常启动一直在弹红字。但是高压反应釜却能够正常使用:stress:
Flashpoint 4. okt. kl. 7:46 
There is a small bug when selecting the MK44 Bushmaster-II turret, it shows the turret blueprint when selected even though it's already built. 有个小bug,按MK44 Bushmaster 的时候可以看见建设计划。 谢谢
Huggernaut 3. okt. kl. 6:33 
is there a way to change what supported weapons mechs have?
Imperialism 2. okt. kl. 12:21 
Is there a bot that can do plant work which is available earlier on? I seem to recall the only one's capable of doing it in the past were the trashbins before they got changed.
tontonmax510 2. okt. kl. 9:18 
Bonjour je voudrais savoir comment avoir les titre sur le mod ?
ALM 2. okt. kl. 2:35 
我进行了一系列的mod排序调整,发现可以解决机械体长期等待的问题wvc似乎可以适配
qiang_shen 1. okt. kl. 23:01 
和WVC - Work Modes一起加载会导致敌对机兵站在原地发呆
笨蛋奶妈 1. okt. kl. 22:47 
运输框架有个bug:无法正确识别可视化储存这个mod中的所有物品架,CE的子弹或某些货物不会搬入物品架内,会一直带在身上
Puppet 1. okt. kl. 21:02 
ce下技能的那个反电荷烟雾会飞很长时间才落地
Sanakara 1. okt. kl. 20:55 
there is a typo, that could be corrected: "Verlingbrid drone belt" guess should be "Verlingbird"
tommanley102 1. okt. kl. 17:01 
yeah mine isnt even attacking anything now,
ALM 1. okt. kl. 9:53 
似乎出现了一种奇怪的bug,寄居蟹等部分机械体会进入持续等待状态,但大姐头依旧可以正常工作,不太清楚是mod之间的相互冲突还是其他的原因:(
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.TryFindAndStartJob_Patch1 (Verse.AI.Pawn_JobTracker)
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
作者你好,狱卒塔盾手机兵今天突然全体卡等待中,错误代码如下:DMS_Mech_HermitCrab3314249 threw exception while determining job (main)
System.NullReferenceException: Object reference not set to an instance of an object
[Ref EBF1D26E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Blackwolf 30. sep. kl. 18:53 
Sorry but i dont know what this Rebound is, is it a mod conflicting with another mod?
tommanley102 30. sep. kl. 7:06 
@Blackwolf @AOBA im also having the same issue. mechs not wanting to melee an enemy even when it says it is undertaking that task.

and unsure what you mean when you say 'rebound'?
是Soifie啊 30. sep. kl. 6:24 
今天更新调整了重型机兵的武器位置了吗,突然发现位置调整后看不见枪口火焰而且炮弹是从机兵身体里飞出来的
AOBA  [ophavsmand] 29. sep. kl. 21:01 
@Blackwolf rebound
Blackwolf 28. sep. kl. 16:16 
Exception ticking DMS_Drone_Trashpan135176 (at (191, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object (Repeated 85 times - So this only happens when any mechs from this mod go into melee against a "Threat" of any kind, any fixes for this? been having this for a few months.
我永远喜欢维内托 28. sep. kl. 10:56 
机械冲压机更新后,就算指定了操作的人,其他人也会去操作,导致最终成品品质不佳
AbsurdGerbil 28. sep. kl. 4:30 
To better explain what I mean, here's some images of what I'm talking about

https://postimg.cc/tZwZCSNP
https://postimg.cc/zb6bXtFT
This one shows the info card when inspecting the item build card and then the item info itself (I.e. from the Machine Printer)

https://postimg.cc/PpPvHsY2
This one shows the module once created, and then inspected (What I can't see in the previous two, before I make it, is the "Module slot" info I've highlighted
AbsurdGerbil 28. sep. kl. 4:24 
Really like the concept and it runs really well, integration is great and the enemy pawns utilisation is thematically great too, I've just encountered one issue (more info related)

Is there any way I can view what slot the weapon/utility goes on to, before creating it?

Once I've made it, I can view the module and it will tell me what "Module slot" it goes into (right shoulder, left shoulder, utility slot etc) but I can't seem to find any information about this from the construction info card (I.e. the one selected from the machine printer) to see what Module slot it goes into *before* I make it.

Can that detail be seen anywhere? Thanks :)
Winter 27. sep. kl. 19:28 
@Reaverslayer In the permit window, there's a pair of arrows in the upper-left. Click that to select the faction you want to pick permits for.
Reaverslayer 27. sep. kl. 7:55 
Does anyone have the problem with the Permit system? It opens the Permit system from Vanilla Factions Extended - Empire not the one from this Mod. I think they are incompatible.
arctic_seal 24. sep. kl. 20:49 
@BottledDew Thank you so much. I knew I was missing a master but couldn't find which one and just happened to read your comment
Colezeveryepik 23. sep. kl. 14:40 
So the Shaft worker is red erroring whenever it attempts to mine compacted steel. Is this a known issue or is it something on my end?
marcsmin 23. sep. kl. 9:55 
the trashcan didnt get nerfed. its smaller and thus harder to hit lol
SpaceBadjur 22. sep. kl. 18:40 
why did trashbins get nerfed? :(
pakeru 19. sep. kl. 1:51 
Mechs cannot use a lot of the mod weapons. How do we customize that?
Dr.Doge 18. sep. kl. 22:36 
为什么我在申请许可里点扩编新机兵和新士兵没有新人加入?
匀滴.24 18. sep. kl. 20:50 
还是希望能够获取通古斯卡和猎手,这对于我的后勤很重要 XD
Godot 18. sep. kl. 1:26 
报告一个穿梭机相关的bug,在殖民地呼叫失能机关的许可穿梭机前往其他据点之后,远行队货物里会生成一个失能机关外貌的穿梭机,然后在此状态下再次呼叫失能机关的许可穿梭机返回殖民地时,穿梭机依然是原版帝国穿梭机的外观,然后在卸货卸到一半的时候,会有一个失能机关外貌的穿梭机凭空生成在卸货区然后起飞离开,这个过程中卸货区的物品会直接被吞消失
ꙮktober 17. sep. kl. 17:39 
Can't find it mentioned anywhere in the changelogs but it looks like the Tunguska is removed? Looks like it should be easy enough to uncomment to add back in, just find it curious.
TZ-7753 16. sep. kl. 13:23 
1.6,遇到了载具的bug。包含运兵车“军马”的载具远行队无法在全球视图下选择路径点并出发,错误名是: System.IndexOutOfRangeException: Index was outside the bounds of the array.

“鳄龟”和载人版的“骡马”在组件远行队时都没有遇到这个bug。怀疑是注册载具时出了问题。
Empyrean Mako-Miir 15. sep. kl. 14:30 
@jonesmd Biotech is literally required.
jonesmd 15. sep. kl. 7:23 
is this biotech compatible?
Blackwolf 13. sep. kl. 11:41 
does anyone no why the game drop's in frames when any mech from this mod goes into melee even after they leave melee the mech continues to bug out slowing the game until you kill them, friend and foe.
青雨天 13. sep. kl. 1:14 
我在ce环境下游玩的时候发现,机兵能够装备武器,但不能卸下武器。如果想要给机兵更换武器,就会导致机兵的背包里面存有原先的武器而不是把原先的武器扔到地上。我觉得这似乎是一个设计缺陷
Winter 12. sep. kl. 21:17 
@suarezwalther Between their stats, abilties, and weapon selection, most of mechs have enough of a niche that I wouldn't say any one of them is overall best. The answer varies by how much you value speed, durability, firepower, and extra abilities.
For me, I always like to build a sergeant as soon as possible, to allow the mechs to operate without needing a mechanitor right there, but one sergeant is usually sufficient. Grenadiers are handy for their ability to stun opponents (though they'll stun friendlies by the target, too), so one or two of them can make fights easier for the rest of your troops. Apes are available fairly early, have decent armor, and can use some strong weapons, but they're pretty slow. Soldats are somewhat weak, but they're cheap to build and rebuild, and easy to arm.
For the most part, mechs aren't too expensive, so maybe try building one of each and see how they work for you.