RimWorld

RimWorld

Medieval World (No Guns/Low Tech)
 This topic has been pinned, so it's probably important
Tamias  [developer] May 4, 2018 @ 10:56pm
Known Issues/Glitches
Here is a list of all known issues and glitches in the current version (5.4.18) of Medieval World.

Core/Vanilla

1. The AI Persona Core still shows up as a possible reward for item stash quests. This item is hardcoded as a possible quest reward, so even deleting the item itself from the core files won't stop it from showing up. If you encounter this issue, just simply ignore the quest. Even if you manage to complete it, the AI persona core is rendered useless by Medieval World, and it will just disappear as soon as it is dropped.

2. Some users have reported the psychic/poison ship event still occurring. After many hours of bug testing, I have still never successfully replicated this issue. This leads me to believe that it's a conflict with an unknown mod. If I'm able to discover what mod causes this conflict, I'll do all I can to fix it, but in the meantime I can only vouch for the compatibility of the mods listed in my recommendation section.

3. There is currently an issue with the insectoid faction. Users have reported that not only do they still spawn, but they appear to be passive as well. This issue is currently being looked into.

Combat Extended

1. Starting a colony with default scenarios other than tribal will result in gun ammo spawning with the player characters. This is due to a patch in Combat Extended that adds these ammos to the scenarios, and I have no way of counteracting it. If you are using EdB Prepare Carefully, then just remove the ammo from your starting loadout. If not using EdB Prepare Carefully, then the ammo will simply disappear on its own when you try to move it.

Medieval Times

1. Smokepop belts still spawn on certain MT faction pawns.

Wildlife Tab

1. All animals appear on the wildlife tab as insectoids, regardless of what they actually are. It is unknown what causes this issue, but it seems to be relatively benign. Regardless, I'm still trying to sort out a fix for it.

Tribal Essentials

1. Users have reported that loading Tribal Essentials BEFORE Medieval World will trigger errors. Simply load Tribal Essentials after Medieval World to resolve the errors.
Last edited by Tamias; May 24, 2018 @ 10:41am
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Showing 1-15 of 15 comments
Jean-Yves Bourelly Apr 29, 2018 @ 11:52am 
Medieval times compatibility bug: muskets
In MT, hostile factions raid you and usually show up with smoothbore muskets, warbourne shield belts and other mod-related stuff. However, when they are down those items just vanish, they are also not craftable on the smithly. Dear creator of this mod, please, either remove those items completely or make them craftable (with a Medieval Times patch), thank you for your attention!
Panda May 1, 2018 @ 1:28pm 
Yea, remove it please. I don't care about warbourne shields, but muskets just insane.
Tamias  [developer] May 3, 2018 @ 9:56pm 
Hey, sorry about the muskets sneaking in. I just updated the mod a few hours ago, so if this continues to be an issue, please let me know.
Tamias  [developer] May 4, 2018 @ 11:25am 
Ok, I just finished a bunch of testing with the new update, and I'm still getting warbourne shields. I know my disabling patches for those items are in effect, because I'm not getting any errors. That must mean that this "leak" is being caused by something else in Medieval Times. I'll go through it with a fine-tooth comb and see if I can find the problem.

However, I didn't get any muskets this time. If muskets continue to appear in your game after the current version (5/3/18) is installed, please let me know what faction and pawn-type it appeared on. I have a hunch on what's possibly causing these issues, but I can't verify unless I know what pawns are spawning with them.
Texas Redhawk May 5, 2018 @ 10:56pm 
I'm getting an XML error whenever I load this mod, and it disappears when I disable Medieval World. I'm unsure what is causing it - if it's a conflict with another mod, I'd prefer to disable that mod over Medieval World. A Paste of the error log can be found here: https://pastebin.com/Sg4rG8WX
Tamias  [developer] May 5, 2018 @ 11:51pm 
@Texas Redhawk Yea, that looks like a mod conflict. It seems you've got a mod trying to add "Electricity" as a research prerequisite to the hopper, which is where the conflict is occuring. I can't tell what mod it is from the pastebin, but if you can figure out which one it is and disable it, then it should clear up the error.
Texas Redhawk May 6, 2018 @ 2:25am 
Oh boy. Time to do an in-depth search then... I'll keep you posted once I figure out which mod is causing the problem.

Edit: The responsible mod is Tribal Essentials. Loading it before Medieval World causes the XML error - loading it after doesn't, though I imagine that's because it's canceling out Medieval World.
Last edited by Texas Redhawk; May 6, 2018 @ 3:39am
Tamias  [developer] May 7, 2018 @ 5:09am 
@Texas Redhawk Oh sweet, thanks for the info Tex. Tribal Essentials used to be on my recommended list way back, but the creator stopped support at some point and never updated to B18, so I dropped it from the list.
Texas Redhawk May 8, 2018 @ 1:47am 
@Tamias Development was picked up by someone new, it seems. I'm unsure what's with the Hopper error though.
Panda May 8, 2018 @ 4:04am 
I dunno if this caused by this mod, but naturally milked chemfuel in my games disappears then unloaded to stockpile.

Looks like muskets are gone and this is great. Thank you.

Tamias  [developer] May 8, 2018 @ 5:31am 
@Texas Redhawk Ok, I'll have to give the mod a second look then. The deal with the hopper error stems from the fact that one of my methods of "disabling" advanced tech is to add an unreachable research prerequisite to it. In vanilla, the hopper has no prerequisite, but it seems that Tribal Essentials adds one to it. Since that mod and my mod are trying to change the same node at the same time, they conflict. I'm assuming it doesn't use a patch to do it, though, which would explain why loading it after Medieval World is fixing the error for you.
Tamias  [developer] May 8, 2018 @ 5:41am 
@Panda Yea, it's being caused by this mod. When I first created Medieval World, there was no "natural" way to obtain chemfuel. However, Ludeon has since added the ability to milk it from boomalopes, which I was just made aware of very recently. So, I'm kinda torn on what to do about it. On one hand, chemfuel is suppose to be the Rimworld version of gasoline (or petrol), and that was an invention of the 19th century. On the other hand, it is a naturally obtainable resource now, and I can fully understand the frustration of going through the trouble of taming boomalopes just to have your yields destroyed. It's something I'll have to think about.

Also, I'm glad the musket issue seems to be fixed, and I'm glad you're enjoying the mod.
Panda May 13, 2018 @ 3:42am 
One more issue I'm not sure about. I use Hospitality mod, it works fine, but sometime visitors come without own food, so they get hungry and, at best, leave very unhappy about it. Hospitality author claims what default factions always have enough food on them and my problems caused by modded factions. Also, I can sell them some food through shopping zone functionality, but trader itself not buying anything even if he have silver in inventory.
primalredemption May 28, 2018 @ 12:18am 
Originally posted by Tamias:
Ok, I just finished a bunch of testing with the new update, and I'm still getting warbourne shields. I know my disabling patches for those items are in effect, because I'm not getting any errors. That must mean that this "leak" is being caused by something else in Medieval Times. I'll go through it with a fine-tooth comb and see if I can find the problem.

However, I didn't get any muskets this time. If muskets continue to appear in your game after the current version (5/3/18) is installed, please let me know what faction and pawn-type it appeared on. I have a hunch on what's possibly causing these issues, but I can't verify unless I know what pawns are spawning with them.

Tamias, can you please look into why raids are only spawning tribal guys with basic clothing and weapons. I have medieval times, combat extended, medieval times + CE compatability, then your mod medieval world installed. The raiders should be coming in with medieval gear at least
Tamias  [developer] May 29, 2018 @ 7:21am 
@primalredemption Sure thing, I'll look into it. It's most likely a tag issue with Medieval Times, as this mod doesn't touch any non-medieval armor or apparel. If that's the case, then I can contact Vindar about it, or try to put in a fix on my end. Thanks for letting me know.
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