RimWorld

RimWorld

Rimocracy
501 kommentarer
le_sir_raider For 12 timer siden 
Thank you garwel!
Garwel  [ophavsmand] 22. okt. kl. 6:29 
@truecore Thanks for reporting. I'll need to investigate it. Apparently VF does something to vehicles passengers that make Rimocracy consider them unsuitable to be a leader.

@le_sir_raider and others, I implemented a check that will hopefully fix the issues with releasing prisoners. It will be included in the next release.
truecore 30. sep. kl. 0:43 
Is there a known incompatibility with Vehicles Framework? Every time my leader exits the map while aboard a vehicle, a new leader is chosen, governance drops to 25%, and all decisions are negated, even if the succession rule is something that guarantees the same person will be made leader every time (nobility for example)
Vra4 14. sep. kl. 15:46 
le_sir_raider 12. sep. kl. 7:02 
i was able to release my prisoners now but im unsure why maybe they were guilty and the one edict enabled
Bill 31. aug. kl. 14:15 
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. kl. 10:01 
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. kl. 19:59 
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. juli kl. 17:40 
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  [ophavsmand] 25. juli kl. 0:54 
@Zarathustra I haven't used Medieval Overhaul, I guess it shouldn't be difficult to add support for it.
The Sneakiest Mouse 21. juli kl. 7:16 
Cool mod. Thanks for the hard work @Garwel
Zarathustra 20. juli kl. 6:15 
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. juli kl. 4:53 
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. juli kl. 3:14 
Add research "Auto Pen"
Th232r 26. juni kl. 17:05 
Watch out for the 3am ballot drop.
It is not a bug, it is a feature.
Garwel  [ophavsmand] 24. juni kl. 7:11 
@bigd I need logs, with the mod's debug mode on.
bigd 23. juni kl. 19:15 
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. juni kl. 5:51 
Yay, thank you kind mod dev
bdnews7805 14. juni kl. 2:26 
Thanks for the fix, good sir o7
Garwel  [ophavsmand] 14. juni kl. 2:19 
Sorry guys, I placed a wrong DLL file in the 1.5 folder, which broke stuff. Fixed it in the latest release.
DeluvianSenecca 14. juni kl. 0:06 
Yes it's broken for me too. Same hud problem
Nim 13. juni kl. 22:59 
Can confirm that 1.5 is broken...
bdnews7805 13. juni kl. 15:12 
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. juni kl. 23:27 
@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. maj kl. 10:02 
"I love Rimocracy"
AurumCx 18. maj kl. 7:37 
nooooo my rocketman
nelim17 10. maj kl. 15:02 
Probably due to best ceafter precept...
nelim17 10. maj kl. 14:39 
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. kl. 2:47 
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. kl. 17:21 
No issues with rocketman thus far
Beary 25. feb. kl. 21:49 
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. kl. 22:22 
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. kl. 12:26 
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 kl. 10:17 
lol nah.
Thanks though.
tha peng 6. nov. 2024 kl. 13:21 
if there was hereditary succession it would be rimonarchy and that already happens in royalty
Danwar 19. okt. 2024 kl. 18:19 
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. juni 2024 kl. 7:06 
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. juni 2024 kl. 13:18 
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. juni 2024 kl. 18:29 
is this safe to remove from a save?
無孔BLUE 18. maj 2024 kl. 19:44 
Deankiller Turnupseed , no one care Russia will win or not, just stop the war and stop slaughtering each other!
Deankiller Turnupseed 13. maj 2024 kl. 11:27 
russia will win
The Don 2. maj 2024 kl. 3:59 
Im unsure how I stop being egalitarian so that I can have nobility succession
MooseXD 16. apr. 2024 kl. 0:53 
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 kl. 11:39 
thank you! didnt know that
Garwel  [ophavsmand] 2. apr. 2024 kl. 6:18 
@Kakt0r This option appears, if your term is 1 year. You have to increase the terms gradually.
Kakt0r 2. apr. 2024 kl. 3:54 
Lifelong Term would be nice. Since I want my colonist to vote for a leader, but not every year.
vandiris 22. mar. 2024 kl. 10:48 
AN UPDATE! BY THE STARS ITS AN UPDATE!
Nim 16. feb. 2024 kl. 0:13 
This is interesting. Shouldn't lot-based succession be considered the most democratic and elections somewhere in between?
Alex Nares 4. feb. 2024 kl. 5:05 
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  [ophavsmand] 21. jan. 2024 kl. 0:46 
@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.