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I suppose some people would even be happy if it existed
I'm doing a tech-progression run with a ton of mods and I need about 100-200 more techs to get to micro-electronics. I just locked my beserk pawn in a cryosleep casket, but it sounds like it'll be a long time before I can get them back!
I will only continue this conversation to answer a point you made in the last reply - i can confirm that i was playing with "Ambient Horror" mode on - there was no Monolith present on my map, activated or not. This does allow higher-level anomalies to appear in the game, tied i believe to wealth scaling. I do not know the scaling required, but i have at times had Revenants be the first Anomaly to appear in my colonies. This save also had two Obelisks spawn close together, which was rather irritating.
Also, i did not know that spoiler tagging comments was an option, so please feel free to delete my old posts as i am aware they are touching on spoiler territory.
And for Abstract - It's just a part of a research paper with a brief summary of it's contents. This just came from the original AE and while yes, it does miss some information from the rest of the research, it still highlights everything important and won't leave any details which might be crucial to your colony's survival
The whole idea for the subcore is that Once you clean it, you get a 30 day timer before your pawn goes berserk. In this time you are supposed to research microelectronics if you didn't already and also get enough anomaly knowledge for it's related research. Then you build a newly unlocked terminal using the subcore to get information and another research. If you succeed in doing all that in 30 days, you're told that something is wrong and that you can fix this by administering mechanites, that being either mech serum or luciferium. This won't cure your pawn completely but will allow you to keep them in good shape indefinitely
To be honest you are not the first person to have such a negative experience with the anomaly, there were a lot of people who had the same response
When i was designing it i tried to stick to the original idea for an anomaly like in the DLC, which is an object with unknown properties and a possible danger, and so i thought that a possibility of a pawn's death was a reasonable drawback, since even the original DLC has things like Nociosphere and Unnatural corpse
In this regard it's actually really similar to the latter, whose whole idea was killing the pawn if it wasn't researched in time
But i suppose i made it too excessive in a way that while it gives you pretty powerful perks at the end, it still forces you to lose a lot with no way to go back, and that i can understand to be disliked by some
Second piece of feedback; every single Anomaly report letter that appeared had some structuring on it - each one had the first paragraph of the "story", as it were, called something like "Abstract"? Which was strange, since it basically summarised the information that was then told to us again after that opening paragraph. Whys that there? Is it to function as a TL;DR/Summary? In which case, fair enough, but i would chuck it at the end of the "Story". I found myself skipping the "Abstract" entirely to get to the more detailed breakdown, then scrolling back up to the top of the window to ensure that the "Abstract" didnt include information the rest of the message did.
In the case of the pebble, perhaps make sure that there is at least one, if not more, other pawns available to care for the coma patient. In the case of the strange object, idve appreciated a clear and obvious chance to stop my Berserk pawn. Perhaps having them able to be tied down in a restraint spot, like a vanilla anomaly, before they go berserk? "Oh no, I feel the urge to kill rising. Better chain myself up."
But i apologise, i was mad, and was exaggerating when i said "Zero Warning". That was unfair.
I do maintain that this was a rubbish way to lose.
I also admit that this isnt a fault of this mod, but i have so many mods running at the moment that when i tried to figure out how to make the "Strange Object" interact with my comms console (I assume thats what it meant by "Computer"), and didnt find a way to make the two interact, i filed the "Talk to it" thing under "Ill get around to it, maybe."
That also felt rubbish, but i was at least able to Dev-Mode my pawns hunger away until he woke up after a few days.
Should i be touching strange object that fell out of the sky when my naked man has barely invented decency? No, probably not.
Again, i was mad, and i apologise. I had set myself up for failure and marched into it. My bad. I should have offered more useful feedback.
It's especially easy at the mech run, since you already have Microelectronics researched (That's the hardest part of it)
I removed the MarketValue line and now it's at zero, hopefully it will work as intended
but if you remove the <MarketValue> line, or change the value to something that exceeds the limit (seems to be 500~600?) it will stop them from spawning in cargo pods.
I just don't know how to fix it
It's pretty rare though, only happened once to me, so it's not that big of a deal
Ask on the page for the original, because i still have no idea how it works
Rimworld did not remove the method, i decompiled it and it was here, and AEAddon was working fine by itself
I suppose some mod (Probably VEF) replaces it or is bugged, which is why it's not working
System.MissingMethodException: Method not found: void Verse.Pawn_CallTracker.DoCall()
because RimWorld 1.6 removed the method Pawn_CallTracker.DoCall().
The mod is still compiled against the 1.5 API, so any call to the missing method triggers this exception.
They come out from the ground when you try to shoot it, but since they also block line of sight you should shoot them instead
Just target the tiles adjacent to Subroutine , destroy the shields and you will be able to shoot it properly
People have been arguing about it a lot, but i will not change it
Feel free to use dev mode though, just remove the hidden hediff and you will be fine
I got a small modpack with AE, AEA and no Hugslib, and it's working with no errors
Original Hugslib is not updated to 1.6, so which version are you using?
This is probably because either you forgot to load some library mod or you are having a conflict, which was bound to happen considering you have like 200+ mods
It's not only AEA having trouble, there are multiple mods unable to load something
Although due to how the watch hediff works, it can randomly unbind due to some desyncs, i didn't fix it because that worked for me as well
So short answer: Wait for it to unbind by itself (There is a chance every four or so days) or use devmode, due to how much problems people had with the subcore this won't even be that bad of a thing
Please rework how that thing works out and be a lot clearer in the description on how to deal with it ingame, maybe even ... make the affected pawn not invulnerable.
I know that it might be a slight 'grey area' with soft-dependencies and the question if it's required or not - but since AE needs that dependency listed now as well, it can't hurt to add it here on top of it I would argue.
It's fixed now though
As for the second, the original mod also doesn't have that rule but has Anomaly in loadAfter, so i decided to do it like that too
1. After the latest update, there's a 'typo' in the Abilities_AE_Puzzle.xml:
> </casterMustBeCapableOfViolence>'
Somehow there got a stray ' into the Def.
2. The mod itself is missing a dependency for Anomaly itself in its About.xml. Ironically enough, you have a loadAfter rule for the DLC (which is redundant, since you're already loading after AE which in itself has that rule)