RimWorld

RimWorld

Rimocracy
496 Comments
Bill 31 Aug @ 2:15pm 
For whatever reason my pawns elected a leader and now his title wasn't given to him and every time the text pops out saying he got the title an error appears
le_sir_raider 19 Aug @ 10:01am 
Wolphox im pretty sure its this mod causing it, because it was fine until i decided to move over to this mod
Wolphox 11 Aug @ 7:59pm 
Same, can't release prisoners anymore and getting a similar stack trace pointing to JobDriver_ReleasePrisoner. Pawns just end up standing around when assigned the job. it had been working for awhile, can't tell if there's a mod interaction from something i added recently or not.
le_sir_raider 27 Jul @ 5:40pm 
It doesnt let me release prisoners


Exception in SetupToils for pawn Kay driver=JobDriver_ReleasePrisoner (toilIndex=-1) driver.job=(ReleasePrisoner (Job_4529876) A = Thing_Human1974567 B = (90, 0, 79) Giver = ThinkNode_QueuedJob [workGiverDef: BasicReleasePrisoner])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4738A35]
at Rimocracy.Utility+<>c.<get_FoodConsumptionPerDay>b__21_0 (Verse.Pawn pawn) [0x00000] in <9ea417fba1e840869e7872a9e46f323e>:0
at System.Linq.Enumerable.Sum[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] selector) [0x00036] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Rimocracy.Utility.get_FoodConsumptionPerDay () [0x00005] in MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.TryTakeOrderedJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,System.Nullable1<Verse.AI.JobTag>,bool)
Garwel  [author] 25 Jul @ 12:54am 
@Zarathustra I haven't used Medieval Overhaul, I guess it shouldn't be difficult to add support for it.
The Sneakiest Mouse 21 Jul @ 7:16am 
Cool mod. Thanks for the hard work @Garwel
Zarathustra 20 Jul @ 6:15am 
Riiiight... Can't use a throne if you aren't a noble... But it turns out you can't actually research at a bench if you don't have the tech, so I dev-moded myself a bench anyway. It looks visually out of place but it doesn't brake the intended challenge of the modpack atleast. So, yeah, a non-tech ruling spot would be awesome. :)
Zarathustra 20 Jul @ 4:53am 
Bit of an edge-case request here...

I'm playing with a modpack that makes research bench a medieval technology, from the VE animal-tech wild men start. I have the research spot from medieval overhaul, but it doesn't allow governing, and primitive workbenches isn't updated to 1.6 yet...

So basically would it be possible to throw in compability for Medieval overhaul research spot, or just throw in a custom no-research needed ruling spot for neolithic runs? I'll just dev-mode in a basic throne for myself for now, but it would be nice to have an option for ultra-low tech starts.
Fizz 15 Jul @ 3:14am 
Add research "Auto Pen"
Th232r 26 Jun @ 5:05pm 
Watch out for the 3am ballot drop.
It is not a bug, it is a feature.
Garwel  [author] 24 Jun @ 7:11am 
@bigd I need logs, with the mod's debug mode on.
bigd 23 Jun @ 7:15pm 
It just stopped working. It says next election in -880 hrs. Certain selection in politics section are missing actions and list of pawns. My leader doesn't have any leader options. I killed my leader and it still says he's the leader.
DeluvianSenecca 14 Jun @ 5:51am 
Yay, thank you kind mod dev
bdnews7805 14 Jun @ 2:26am 
Thanks for the fix, good sir o7
Garwel  [author] 14 Jun @ 2:19am 
Sorry guys, I placed a wrong DLL file in the 1.5 folder, which broke stuff. Fixed it in the latest release.
DeluvianSenecca 14 Jun @ 12:06am 
Yes it's broken for me too. Same hud problem
Nim 13 Jun @ 10:59pm 
Can confirm that 1.5 is broken...
bdnews7805 13 Jun @ 3:12pm 
I Ran into a game breaking bug with today's update. Upon loading a save I lose all HUD and am unable to control anything while the game is running. It is only fixed by removing Rimocracy and is not caused by any incompatibilities. I am playing on 1.5, have not tested 1.6 yet. This mod is awesome and I would love to see this issue resolved.
Unicorn_Princess 10 Jun @ 11:27pm 
@DeluvianSenecca I just tried it out - it seems like it works just as normal for the first triumver, but the second and third still need to be manually selected - which in my opinion kind of works if you want to do a system where there's multiple sources of power coming together to make a council of 3 who must act together or something like that. I don't think it would account for the 2nd and 3rd triumver for the veto power though.
Pietrzak45 18 May @ 10:02am 
"I love Rimocracy"
Aurumzxc 18 May @ 7:37am 
nooooo my rocketman
nelim17 10 May @ 3:02pm 
Probably due to best ceafter precept...
nelim17 10 May @ 2:39pm 
Hi! I have an issue. I've made an ideology state (so the leader must be from the ideology), but my elected leader changed of ideology and no election can be made since (it says that it waits for 3 adult with my ideology, but they are 11 xD). Any clues?
DeluvianSenecca 30 Mar @ 2:47am 
Is this compatible with the republic meme from aplha memes that makes a colony have three leaders or it doesn't work? If it's not compatible could a patch be made? Thanks
DeluvianSenecca 28 Mar @ 5:21pm 
No issues with rocketman thus far
Beary 25 Feb @ 9:49pm 
What exactly is the incompatibility with Rocketman? I just put 90+ hours into a colony with both enabled and haven't run into any issues, besides the occasional bug with Ideology rituals/UI that's fixed with a simple reload of the save
Great Lich Lord 18 Feb @ 10:22pm 
I really want to use this mod, but I'm having a problem. I have 3 pawns, all over 20, a researcher bench and their all free pawns. But the politics tab just stays on the screen saying you need 3 pawns. I waited for 10 days and it hasn't changed. Any clue as to why.
DarthBrawn 1 Feb @ 12:26pm 
is this really incompatible with Rocketman?

This looks much better than Vote and Leader mod, and Psychology is famously performance un-friendly. So I definitely want this mod, but Rocketman is the #1 performance mod. If it's a solvable problem, I could commission a patch
Anarch 11 Dec, 2024 @ 10:17am 
lol nah.
Thanks though.
tha peng 6 Nov, 2024 @ 1:21pm 
if there was hereditary succession it would be rimonarchy and that already happens in royalty
Danwar 19 Oct, 2024 @ 6:19pm 
Any chance you can incorporate Biotech DLC and add hereditary succession types (i.e the title of leader is inherited by their children)?
SirDan 29 Jun, 2024 @ 7:06am 
I've arrested an enemy pawn and almost all of my colonists were against it. Is it possible to know before the fact how my colony will react to different actions?
Sverd 15 Jun, 2024 @ 1:18pm 
Is there a way to not make this mod hard rename the title of the leader to 'Mayor'? My pirate gangboss is not a mayor...
Plataretepus 10 Jun, 2024 @ 6:29pm 
is this safe to remove from a save?
無孔BLUE 18 May, 2024 @ 7:44pm 
Deankiller Turnupseed , no one care Russia will win or not, just stop the war and stop slaughtering each other!
Deankiller Turnupseed 13 May, 2024 @ 11:27am 
russia will win
The Don 2 May, 2024 @ 3:59am 
Im unsure how I stop being egalitarian so that I can have nobility succession
MooseXD 16 Apr, 2024 @ 12:53am 
Surprised this mod isn't more popular. Very well thought out and a lot of cool small details that improve this mod hugely. Wish more mod creators put this much effort into their mods. 10/10
Kakt0r 2 Apr, 2024 @ 11:39am 
thank you! didnt know that
Garwel  [author] 2 Apr, 2024 @ 6:18am 
@Kakt0r This option appears, if your term is 1 year. You have to increase the terms gradually.
Kakt0r 2 Apr, 2024 @ 3:54am 
Lifelong Term would be nice. Since I want my colonist to vote for a leader, but not every year.
vandiris 22 Mar, 2024 @ 10:48am 
AN UPDATE! BY THE STARS ITS AN UPDATE!
Nim 16 Feb, 2024 @ 12:13am 
This is interesting. Shouldn't lot-based succession be considered the most democratic and elections somewhere in between?
Alex Nares 4 Feb, 2024 @ 5:05am 
This is pretty cool! If you keep governance high enough, the pawns work faster and it offsets the cost of having a leader govern instead of performing other tasks.
Garwel  [author] 21 Jan, 2024 @ 12:46am 
@tiller2222 This happens only during campaigning. You may either disable campaigning at all by raising minimum population for it (then it will be a simple vote where everyone can vote for anyone) or reduce its duration.
Garwel  [author] 21 Jan, 2024 @ 12:43am 
@Asphodel It's not a game setting, it's a decision you need to take from Politics tab. It has its own requirements, including that the majority of citizens support it.
Asphodel 20 Jan, 2024 @ 12:44pm 
I cannot seem to find the setting to change from "drawing straws" to elections. Can anyone direct me to where I need to go?
tiller2222 16 Jan, 2024 @ 1:57pm 
I see in the description that during elections (or beyond) that those running and their supporters tend to like each other and dislike their opponents. Is there a way to disable this feature? Really just looking for the popular pawn to be elected and nothing more.
Fonzawa 27 Dec, 2023 @ 12:09pm 
I tested this mod with rocketman in more than 3 runs, never have an issue :praisesun:
blodi 19 Dec, 2023 @ 5:11am 
In case anyone is wondering, this mod is incompatible with "Political Compass - Mort's Ideologies".