RimWorld

RimWorld

Large Faction Bases (Continued)
55 Comments
咕咕鸡 Sep 5 @ 11:08pm 
can it finally build a rimcitiy?
Cyberes Sep 3 @ 7:00pm 
BTCafe Sep 1 @ 7:33pm 
@SlappyBrine In case you still have this trouble for me it's because of RimDark 40k. Removing the faction fixed it for me.
Mlie  [author] Aug 24 @ 9:39pm 
@SlappyBrine Please see the Reporting Issues section described above
SlappyBrine Aug 24 @ 8:26pm 
there is a bug I don't know if its my mods but the people usually run away form the base.
Mlie  [author] Aug 24 @ 11:40am 
@Victor Fixed now
Victor Aug 24 @ 8:35am 
The patch for the cube sculptures should be like this, otherwise there's an error https://gist.github.com/HugsLibRecordKeeper/98b7326c991000b072c108c313d488d5
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">DirtCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">StoneCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">SandCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">ScrapCubeSculpture</li>
</disallowedThingDefs>
Mlie  [author] Aug 18 @ 12:42pm 
@Victor Should be added now
Victor Aug 17 @ 7:00pm 
Oh I finally found out why the game wasn't filtering the stone blocks... I was adding the mineable walls defnames, not the bricks......... but I did found out that in Odyssey they patch out vacstone blocks and gravlite panels so they are not obtainable on the planet, so I recommend you slap this:
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</disallowedThingDefs>
in MapGen_DefaultStockpile3 ResourcesRaw category.
Victor Aug 17 @ 6:12pm 
There's a bug with Savage Tribe settlements, their traps only generate correctly on half the base, on the other half they get placed in a row on the center of the map
Victor Aug 17 @ 5:53pm 
Hmm, I'm trying to patch out stone blocks from the loot table, but even adding every defname inside a disallowedThingDefs along ResourcesRaw in ThingSetMaker_MarketValue, but they keep showing up. Have you got any idea how I could do that? I don't think I need five stacks of x144 different stone blocks (I got a mod that adds a lot).
Mlie  [author] Aug 17 @ 10:39am 
@Victor Thanks, should be added now
Victor Aug 17 @ 8:56am 
It may need a mayrequire though
Victor Aug 17 @ 8:54am 
For now I wrote a patch that fixes it. here is the xpath:
Defs/ThingSetMakerDef/root/options/li/thingSetMaker/fixedParams/filter[categories/li[text()="BuildingsArt"]]
just add this node to it:
<disallowedThingDefs>
<li>DirtCubeSculpture</li>
<li>StoneCubeSculpture</li>
<li>SandCubeSculpture</li>
<li>ScrapCubeSculpture</li>
</disallowedThingDefs>
Victor Aug 17 @ 7:51am 
Can you make it so Anomaly's Cube Sculptures are excluded from loot generation?
Great Disnub Aug 15 @ 5:59pm 
Gotcha, thanks for responding!
Mlie  [author] Aug 15 @ 12:55pm 
@Great Disnub Had a look and I could not find that trap in the menu so it seems you have some other mod causing it
LifeIsAbxtch Aug 14 @ 10:48pm 
So Mlie the size really does increase over time? That's cool!
Great Disnub Aug 14 @ 1:23pm 
Firstly, I just want to thank you for all the work you do keeping mods updated and working, I'm sure it is a pretty thankless task.
In my architect tab I recently noticed there is an option (separate from the other IEDs) to build an antigrain warhead trap, costing 0 materials. According to "Whats that Mod" it belongs to this mod; does this mod add its own antigrain warhead trap? I am running almost 300 mods, with some rearranging the architect tab, so it is entirely possible the issue is just on my end.
Sarelth Jul 25 @ 12:05am 
Any ideas on how I might bend this to a Medieval Play through?
I imagine a set of Base layouts that get bigger proceduraly, but that sounds scary hard.
Mlie  [author] Jul 24 @ 10:39pm 
@Cleric_McManus There is no upper limit as far as I know
Cleric_McManus Jul 24 @ 3:42pm 
This mod sounds great, but can it result in a base with an outrageous number of turrets and mortars? I'm curious if there is an upward limit that would keep it from being *impossible* to raid.
Mlie  [author] Jul 19 @ 10:29pm 
@тетеря, блин Please see the Reporting Issues section described above
тетеря, блин Jul 19 @ 2:37pm 
on loading:

Error in Large Faction Bases (Continued), assembly name: LargeFactionBase, method: SymbolResolver_EdgeDefense2:Resolve, exception: System.MissingMethodException: Method not found: void RimWorld.LordJob_DefendBase..ctor(RimWorld.Faction,Verse.IntVec3,bool)
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
Leozingameplays Jul 16 @ 5:11am 
Well, I tested it and got my ass handed by mortars and a lot of turrets... guess it works like a charm lol
Mlie  [author] Jul 15 @ 11:43pm 
@Fantasy System Please see the Reporting Issues section described above
Fantasy System Jul 15 @ 11:28pm 
Error checker throws an error

https://pastebin.com/14mkGrKT
Leozingameplays Jul 9 @ 11:40am 
That is nice. I'm using vehicles and I figured that the bases with lots of guys don't really work well on making it difficult, since there is no actually dangerous turrets on the bases, just the small turrets and ocasional mortars that are very avoidable even in vanilla. Wanted a lil more chalenge.
Mlie  [author] Jul 9 @ 10:45am 
@Leozingameplays I have no reports of such incompatibilities at least
Leozingameplays Jul 9 @ 9:22am 
Works with RimWar and modded weapons;turrets?
Mlie  [author] Jun 24 @ 2:06pm 
@茶雨 Please see the Reporting Issues section described above
茶雨 Jun 24 @ 2:02pm 
This mod seems changes the generation of the relic quests so that there are no hackable machines in the village.
Rassmond Mar 2 @ 2:12am 
this op loot really makes no sense, just found archocentipede cell lol
Mlie  [author] Jan 16 @ 1:15am 
@普通花的二律背反 Please see the Reporting Issues section described above
普通花的二律背反 Jan 16 @ 1:11am 
The terminal at worshipful village didn't spawn.When I removed this mod, it returned to normal.:lunar2019shockedpig:
Mlie  [author] Oct 6, 2024 @ 3:56am 
@Dark_Crow Please see the Reporting Issues section described above
Dark_Crow Oct 6, 2024 @ 2:20am 
This module is suspected to conflict with other modules and prevent maps from being generated.
Windows XP Sep 21, 2024 @ 7:52pm 
darn, I kind of likes the "op" loot though. Actually being able to find bionic arms and USEFUL stuff make raids a worthwhile method of resource acquisition.
Solzucht Sep 20, 2024 @ 8:44am 
@titititi VBGE seems to have a higher variety of base-shapes while not being as large as the ones in this mod. By experience the Bases in this mod are about mapsized.
pklemming Aug 8, 2024 @ 7:46am 
If this is a straight conversion, there was a big issue with the original, in that the items given in the base were vastly overpower, with villages having things like legendary cataphract armour hanging around in their base.

The base building, itself, was great, but with no easy way of changing the rewards to a more suitable level, it was kind of useless.
titititi Jun 10, 2024 @ 9:39am 
ok
Mlie  [author] Jun 10, 2024 @ 9:38am 
@titititi No idea, never used that mod
titititi Jun 10, 2024 @ 9:05am 
What's the difference between Vanilla Base Generation Expanded and Large Faction Bases (Continued)?
kjjkjo5 Jun 10, 2024 @ 6:44am 
o7
Mlie  [author] Jun 9, 2024 @ 12:45am 
@John Helldiver I dont know, Ive never used RimPy or the mod you are referring to.
Fatal Jun 9, 2024 @ 12:38am 
I've got this installed, but "Choose your enemy base" is still complaining in Rimpy that it's missing the original Large Faction Base dependency. Is this going to be an issue?
khaolyss Jun 6, 2024 @ 5:15pm 
Holy crap I used to love this mod back in the day but had given up hope! Thank you so much! <3
furseiseki Jun 5, 2024 @ 8:51pm 
i always thought it strange that factions that sends hordes and hordes of enemies at you have bases that are insignificant compared to what you'd build in a typical run
Mlie  [author] Jun 4, 2024 @ 10:54am 
@JSJosh It overrides the default base-builder so it should affect all vanilla bases.
JSJosh Jun 4, 2024 @ 10:03am 
Does this make all bases larger? How does it decide which bases are larger? Is it random? Or is it based off of the sprite on the map?