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RimCities Medieval Patch
   
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Mod, 1.5
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50.542 KB
29 ENE a las 7:56 p. m.
30 ENE a las 5:41 a. m.
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RimCities Medieval Patch

En 2 colecciones creadas por Zaljerem
Zal's Original Mods
106 artículos
Mod Fixes
38 artículos
Descripción
* PLEASE NOTE: RIMCITIES HAS UPDATED, THIS PATCH SHOULD NO LONGER BE NECESSARY *


Requires "RimCities"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1775170117

This patch mod will prevent RimCities cities from spawning if there are no factions that are Industrial tech or higher.

Useful with (and tested against):
"World Tech Level"
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3414187030
(and possibly other mods that restrict tech level)

Notes:
- If there are no industrial tech factions in game, no cities will spawn
- Fixes or mitigates various errors that would occur with RimCities when set below Spacer world tech level
- Pirates are patched to Industrial tech to prevent errors when running at Industrial world tech level (xml patch, I hope to fix this in code soon to restore them to Spacer tech)


12 comentarios
Zaljerem  [autor] 9 FEB a las 6:59 a. m. 
Corrupted cities were throwing an error if pirate factions were not present (at Industrial tech level, as Pirates are Spacer), but if you implemented a fallback for cities in general that's probably addressed already.

I set this mod to unlisted and will eventually remove it, thanks!
CeilingYoda 7 FEB a las 2:47 p. m. 
I fixed the case where no industrial faction is available for generating cities. Are there any other patches from this mod which would make sense to include directly in RimCities?
Zaljerem  [autor] 5 FEB a las 6:56 p. m. 
Hey there, looks like you updated, so this is no longer necessary?
CeilingYoda 1 FEB a las 9:19 a. m. 
Hey there, RimCities author here. Feel free to open a PR on the GitHub repository, and I'd be happy to merge some of these changes into the original mod.

https://github.com/rvanasa/rimworld-cities
Rex705 30 ENE a las 12:43 p. m. 
Dang was excited for Medieval Rimcities oh well. So for standard play this mod is pointless but I guess if you are running a Generations mod pack then this would help for cities to pop up after Medieval.
Zaljerem  [autor] 30 ENE a las 8:43 a. m. 
I won't rule that out as a possibility as I learn more about RimCities, but honestly it's way more difficult as I don't directly control the code. Doing anything to it like this is convoluted.
DreamState 30 ENE a las 8:43 a. m. 
this bout to go crazy with medieval 2 when it comes out
Vororo 30 ENE a las 8:42 a. m. 
dang i hoped it would turn cities medieval
Good Old Jim 30 ENE a las 6:10 a. m. 
Gotcha, not hating on the mod btw sorry if it came across like that. Im just confused by it lol.
Zaljerem  [autor] 29 ENE a las 10:26 p. m. 
I was asked if I could patch RimCities in this manner by a mod pack creator, so I did so.