RimWorld

RimWorld

Progression: Warrants
71 Comments
Zaljerem Aug 29 @ 7:18am 
Vehicle Framework has been updated with a specific ScenPart to spawn vehicles, should be able to update this mod to spawn the car again fairly easily.
Zaljerem Aug 26 @ 8:25pm 
Ah, yes indeed - it does not quite work correctly. Apologies. The good news is, Smash Phil said he's adding a specific ScenPart to spawn vehicles in the next Vehicle Framework update! So we'll be able to spawn them properly soon.
Grimmas Aug 23 @ 5:52pm 
The problem with the error is that the spawned car is then bugged, unlike regularly built (or spawned via dev console) cars it won't move around the map and it's not possible to make a caravan with it, both cases result in red errors. Hugslib logger is flaking out a lot today but the issues are simple to replicate.
Zaljerem Aug 22 @ 7:52pm 
I am currently working with Smash Phil to resolve the vehicle scenario generation issue, as there is another mod (Snow Crawler) I'd like to continue that relies on it. As GonDragon has noted, moving it to the bottom will allow the scenario to fully populate, even though the error was thrown - but we're gonna get this fixed. Thanks!
rileyxcx Jul 29 @ 3:45am 
thank you for the fix ferny <3
GonDragon Jul 28 @ 2:55pm 
@ferny: Yup, it was that... A quick fix is putting the vehicle at the bottom of the list of spawned items, so even if throws an error, everything else spawns fine... But vehicles still have other problems, so I guess i'll better start a run without those.
GonDragon Jul 28 @ 2:30pm 
@ferny: Done, same error. Now with some time to read the log, it seems that the game places the car, but for some reason the car throws an error, so it stop spawning the initial items... so it may be an error on the "vehicle framework" side of the things, I will do a few tests and report it to them if that's the case.
GonDragon Jul 28 @ 7:57am 
@ferny: Sorry, I was leaving when I wrote the message. I'll do that as soon as I get back home.
ferny  [author] Jul 27 @ 7:38pm 
@GonDragon Revalidate yo files before doing it real quick for me
GonDragon Jul 27 @ 7:10pm 
Small Issue with the starting scenario, using only this mod, warrants and the vanilla vehicles expanded mod. You start with the car, but with none of the other items (Fuel, gun, etc.).

here is the log: https://pastebin.com/TyLve9Cd
ferny  [author] Jul 26 @ 4:33am 
v11 - should be good now
ferny  [author] Jul 26 @ 4:32am 
@rileyxcx You right, hold on
rileyxcx Jul 25 @ 10:05pm 
For the bounty hunter scenario, the description just says "cannot read data" and trying to start it does nothing. If no one else is having this issue ill have to assume there's a mod conflict I need to sort out.
Kov Jul 25 @ 9:34pm 
Config error in Ferny_BountyHunter: no surfaceLayer
Config error in Ferny_BountyHunter: scenario has null part

At the very least, I got rid of the red error by adding this to Bounty Hunter Scenario.xml, under <scenario>:


<surfaceLayer>
<def>SurfaceLayerFixed</def>
<tag>Surface</tag>
<layer>Surface</layer>
<settingsDef>Surface</settingsDef>
<hide>true</hide>
<connections>
<Orbit MayRequire="Ludeon.RimWorld.Odyssey">
<zoomMode>ZoomOut</zoomMode>
</Orbit>
</connections>
</surfaceLayer>

Though I don't know if it's the right stuff to add, just got the block from Ancient Urban Ruins and I reckon it worked.
ark Jul 25 @ 7:06pm 
thanks
ferny  [author] Jul 25 @ 6:11pm 
v10 - updated to 1.6
ferny  [author] Jul 24 @ 2:43am 
@ark When they update their mod i'll update ours
ark Jul 23 @ 8:03pm 
1.6 pretty please :33
ferny  [author] Jun 21 @ 2:40pm 
v7 - updated thumbnail
RomainG Apr 7 @ 4:53am 
Would it be possible to add some kind of compatibility with VFE Settlers please ?
ferny  [author] Mar 20 @ 8:58pm 
v6 - changed research to Neolithic
FrufLukas Jan 31 @ 4:37am 
the scenario is so good
girk Dec 12, 2024 @ 2:19am 
ferny you handsome son of a ♥♥♥♥♥♥
benjamin Aug 23, 2024 @ 9:09am 
@ferny ok
GVLT Aug 20, 2024 @ 3:45am 
@Gunt Fuchmann
Turns out there is an option that ties warrant generation to your colony wealth which can be disabled. Afterwards I have plenty of warrants.
I've played with this scenario for 10 hours and it's kinda fun, but snowballs quite fast. One of the warrant's I've received a warrant on high stellarch sanguophage leader of the empire with bionic schlong. Apparently he was living in a hut with tribal woman and was defending himself with a psyhic rod.
ferny  [author] Aug 19, 2024 @ 12:20pm 
@beannmeisterr None of this has to do with my mod, comment this on the dependency.
benjamin Aug 19, 2024 @ 11:11am 
this mod doesnt balance as well as i thought it'd be, nor is it really cool enough. the mod on its own doesnt have any functionality to properly capture someone without killing them, there is no mechanic that doesnt get them one shotted. you could attempt to use a psychic shock lance or melee with heavy blunt; the 1st option isnt always available and is rare, the 2nd option can also result in just killing the person. this is all to the backdrop of atleast ten other raiders to deal with at camps of the bounty. not to mention how easily exploitable the artifact bounties are with placing and then redeeming bounties on items you just recovered at a fraction of the price.
[SSe] TheOne Aug 19, 2024 @ 8:17am 
Is it safe to remove mid game?
Gunt Fuchmann Aug 18, 2024 @ 4:13pm 
@GVLT Simple Warrants relies on you having a colony to generate warrants, nothing to do with this mod specifically I don't think. You can just leave your home tile and never return, since there's nothing and no one there it shouldn't eat too much performance running in the background. Generate it at a smaller map size if performance is an issue.
GVLT Aug 18, 2024 @ 11:50am 
Hi, do I need a colony to recieve warrants in this scenario? It seems that if I instantly abandon It I receive no more of them.
Gunt Fuchmann Aug 18, 2024 @ 12:14am 
Worth noting for CE users, if you try and edit the scenario included in this mod it will soft lock your game. The vanilla flak gear it includes doesn't use CE's system and it causes the scenario editor to bug out. You can fix this by going into the mod files and manually removing the flak gear from Bounty Hunter Scenario.xml.
Arthur GC Aug 9, 2024 @ 11:21am 
Dubs Mint Minimap also has a similar feature: you can toggle it to only display the minimap if you have an active Comms console built.
Arthur GC Aug 9, 2024 @ 11:18am 
I meant something in the same nature as the 'No Quests Without Comms' mod: They have a similar behaviour to the one I'm describing, but for vanilla quests.

I see your point, though.

Thanks for the quick reply!
ferny  [author] Aug 9, 2024 @ 7:06am 
@Arthur GC There's no way of making it make sense, it would have to be locked behind a colonist actually walking over and using the console for me to consider it. At that point it's a whole other mod.
Arthur GC Aug 9, 2024 @ 5:14am 
Since you are doing an addon to the warrants system, may I ask you to include a toggleable option in the settings of this mod to only unlock the button if you also have an active Comms console built? (or maybe a new building similar to this, unlocked with the Warrants research).

This way the mod would be compatible with nomadic runs for those who want it and also make the warrant system make even more logical sense, instead of warrants appearing out of thin air.

Just a suggestion.

Thanks!
ferny  [author] Jul 22, 2024 @ 4:27am 
@OMG67 Give it a shot and let me know, the research locking C# was compiled for 1.5 but maybe
[Я_Я] OMG67 Jul 22, 2024 @ 1:44am 
Simple Warrants is compatible with 1.4, is this mod also compatible with that version or is it too different from 1.5?
Mr McNificent Jul 19, 2024 @ 10:57pm 
Scenario editing the revolver into a sawn off, adding a dog

IT'S MAD MAX TIME
Mocho Jul 10, 2024 @ 2:50pm 
i did not think that far
ferny  [author] Jul 8, 2024 @ 11:42pm 
@Mocho i'm working on that right now, anything specifically you want to see?
Mocho Jul 8, 2024 @ 11:34pm 
i believe in your power
Mocho Jul 8, 2024 @ 11:33pm 
clean up the pipe networks i know you can do it
Deon ☣ Jun 30, 2024 @ 12:51pm 
I came here hoping it's War Rats. But War Rants aren't that bad eiher.
✒Average Player Jun 29, 2024 @ 1:25am 
Im invested, At this rate Im just subbing to these mods for the lore, its a Itch i need:captainclown:
ShadowYeeter Jun 26, 2024 @ 2:00pm 
Lore in Workshop
pipboy834 Jun 25, 2024 @ 12:42pm 
this is the greatest meth ive ever smoked
nobleXenon Jun 24, 2024 @ 5:14pm 
Ferny, can you make a mod where my colony (not me o#-#o) can raise baby fernies. Thanks pookie
AugustTheTitan Jun 24, 2024 @ 8:37am 
No, I'm serious. There definitely should be a mod that takes age difference into account when calculating whether or not to do romance attempts.
ferny  [author] Jun 23, 2024 @ 12:24pm 
@AugustTheTitan yo😭😭
AugustTheTitan Jun 23, 2024 @ 11:35am 
Ferny, could you please make a mod to keep my 60 y/o colonist from dating a 16 y/o cook who he helped raise?