RimWorld

RimWorld

Napoleonic Age (Continued)
52 kommenttia
Death Korps Cpt 20.3. klo 17.07 
has anyone figured out how to load the cannon yet? i cant find what ammunition it uses... please help.
lockdeezykid 20.3. klo 15.23 
reminds me of guts and blackpowder.
cngz22nd 21.6.2024 klo 22.40 
Ayyyye we making it out of Berezina with this one.
Mlie  [tekijä] 23.5.2024 klo 22.01 
@Axolotl7saeven No, I dont think the original author ever got that far
Axolotl7saeven 23.5.2024 klo 16.06 
It says that 'further research down this tree will lead to cavalry and cannnons'. It doesn't.
pgames-food 2.2.2023 klo 22.41 
"the napoleonic age was quite good,
it started off as it should,
but we had a small raider
and then shouted invader,
just a small man wearing a hood" :lunar2019piginablanket:
S~H~A~K~E~S 2.2.2023 klo 11.21 
Thank you so much for this!
stinsonan 16.1.2023 klo 17.25 
Ok, thank you
Mlie  [tekijä] 16.1.2023 klo 11.23 
@stinsonan Should be fixed now
stinsonan 15.1.2023 klo 5.02 
The cannon is invisible, the base is there but the cannon itself is invisible. The shells tab is missing.
Mlie  [tekijä] 22.12.2021 klo 22.14 
@Night Wolf What is wrong about the cannons?
Arctic Gamer 22.12.2021 klo 20.07 
can you fix the cannons please mile i love your mods keep it up:steamthumbsup:
pgames-food 12.11.2021 klo 19.39 
yeah, just make sure that the edge of your sword is "sharpe" :)
Mlie  [tekijä] 9.7.2021 klo 13.32 
@HotCheezyBuns Try the rimworld discord, or the mod-market discord. Should be modders there that have the skill and time
HotCheezyBuns 9.7.2021 klo 12.33 
@Mile sadly I don't know how to expand on rim mods, I'd love to do so though, Do you know how?
Mlie  [tekijä] 8.7.2021 klo 22.02 
@HotCheezyBuns The source is available on the github repo if anyone wants to expand on it
HotCheezyBuns 8.7.2021 klo 17.14 
This really needs to be updated more, Like its lacking in so many thingggsss whyyyyyyy the potentialllllll.
Redbeard7 13.2.2021 klo 11.37 
Thanks for your amazing work!
Mlie  [tekijä] 13.2.2021 klo 11.10 
@rbblain Should be fixed now
Redbeard7 13.2.2021 klo 4.11 
@Mlie Is it possible to add faction leaders? Currently factions populate without a leader.
Thanks.
Blutdrachen 12.1.2021 klo 16.56 
This mod plus pawn morpher and now I have the animal thing from star trek
The Guy in Your Closet 3.1.2021 klo 4.03 
@Vaeringjar Yeah that's a vanilla expanded item, the research unlocks a musket and a flintlock pistol
Vaeringjar 12.9.2020 klo 12.58 
isn't there a musket in vanilla? or maybe it's the vanilla expanded one I'm thinking of?
Mlie  [tekijä] 12.9.2020 klo 11.36 
@Vaeringjar Sorry, vanilla musket?
Vaeringjar 12.9.2020 klo 8.17 
I'd say the muskets should be in line with the vanilla musket? Maybe slightly better since they're a few centuries more modern. The Rifle should be better / worth more than the muskets.
Mlie  [tekijä] 12.9.2020 klo 8.07 
@Vaeringjar Do you have any suggestions for what values they should have?
Vaeringjar 12.9.2020 klo 7.45 
weapons can't be smelted, but are ridiculously profitable to sell
Mlie  [tekijä] 20.8.2020 klo 10.01 
@MadTech Sorry about that, should be fixed now. Thanks for reporting!
MadTech 18.8.2020 klo 13.53 
Saw this error after installing Hospitality with this mod. There were also the same error entries for Britain and Prussia. Any chance you could fix this. Thanks

FactionDef France must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in Napoleonic Age (Continued).
Verse.Log:Verse.Log.Warning_Patch1(String, Boolean)
Hospitality.DefsUtility:LogMisconfiguration(Def, String)
Hospitality.DefsUtility:CheckFactionDefs()
Hospitality.DefsUtility:CheckForInvalidDefs()
Hospitality.HospitalityModBase:Hospitality.HospitalityModBase.DefsLoaded_Patch2(HospitalityModBase)
HugsLib.HugsLibController:OnDefsLoaded()
HugsLib.HugsLibController:HugsLib.HugsLibController.LoadReloadInitialize_Patch1(HugsLibController)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
Michiko 11.8.2020 klo 1.29 
Great, thanks! I'll check it out in a bit. I was worried for a sec that it was a conflict somehow with something else or some other error on my part and I just wasn't figuring it out.
Mlie  [tekijä] 11.8.2020 klo 1.12 
@未知狐 ~ Unknown Fox I looked closer at this and it seemed that the cannon was not implemented correctly. It should be fixed now, thanks for reporting!
Michiko 10.8.2020 klo 11.44 
@Mlie
Hmm... D: I'm fairly sure it's somehow not implemented. I have both Smithing and British Early Technology researched (I can already craft the muskets). I've checked every single Architect submenu, especially Security. I'm right in a new game so it isn't even cluttered. Even searching using mods like RIMMSqol or In-Game Definition Editor, or even just searching for the item doesn't reveal anything.

You can probably see that the little cannon icon isn't here in my research tree either:
[img] https://i.imgur.com/N6b8er6.png [/img]
Mlie  [tekijä] 10.8.2020 klo 10.42 
@未知狐 ~ Unknown Fox Should be buildable after researching Smithing and British Early Technology
Michiko 10.8.2020 klo 4.58 
I must be blind as I can't seem to find the cannon anywhere. I'm fairly sure I've researched all the relevant fields and can craft all the muskets and uniforms already, but I can't find the cannon even in the search bar. D:
Mlie  [tekijä] 28.7.2020 klo 11.06 
@Changeling_Wil Good catch, Ive added market-value for the headgear now. Thank you for reporting!
Hazel Horse 28.7.2020 klo 9.17 
Looking into the files, it seemed it was just that...well, the hats (shakos + prussian cap) had 0 cost + very good insulation.

So when the AI was generating pawns for raids/visits/trades etc using its budget it went with the cheapest option.

Went and manually lowered the insulation + added market costs to them and folks are stopping spawning with 'em. Still saw them on some french guys that visited but that's normal, they're from this mod.

Mlie  [tekijä] 26.7.2020 klo 23.06 
@Changeling_Wil I could take a look at that. Should be possible to add a faction specific tag
Hazel Horse 26.7.2020 klo 19.25 
Only real issue I have is shakos appearing on *everyone*, even those who aren't this faction
Mlie  [tekijä] 28.6.2020 klo 23.58 
@SuperNiceGuy I think so, never used that mod but I cant see why it wouldnt work
SuperNiceGuy 28.6.2020 klo 19.34 
Does this mod work fine with "Steam World(19th Century)" ? :lunar2019piginablanket:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1394392968&searchtext=19+Century
DF 6.5.2020 klo 1.20 
i playing with this and is good
Resh 5.5.2020 klo 17.07 
@mfilip625 Thanks I'll check that out. Hopefully it does work well with the current version
DF 5.5.2020 klo 15.16 
"19 Century"is mod whats you looking. is on 1.0 but with the 1.1 can play
Resh 5.5.2020 klo 12.30 
does this lock the games tech to this level and if not, does anyone know of mods that era lock the game?? I'm looking for a play through thats like 1800s - early 1900s range of tech. But colonial age is also cool
Le_Petit_Adidi 24.4.2020 klo 10.41 
I noticed that the NPCs generated by this mod are biting into the colony's food stocks, is that normal?
DF 14.4.2020 klo 10.09 
will anyone help me?:steambored:
DF 11.4.2020 klo 6.16 
i dont have cannon.
Thewonderslug 9.4.2020 klo 10.40 
Thanks man, I've been waiting for some one to either update this one or make something simulare for a long time now!
Ayam Kepal Prenagen 8.4.2020 klo 19.39 
Awesome job. We need more mods that span around early industrial age
Chicken Plucker 7.4.2020 klo 15.05 
great work as always!