RimWorld

RimWorld

Progression: Warrants
71 kommentarer
Zaljerem 29. aug. kl. 7:18 
Vehicle Framework has been updated with a specific ScenPart to spawn vehicles, should be able to update this mod to spawn the car again fairly easily.
Zaljerem 26. aug. kl. 20:25 
Ah, yes indeed - it does not quite work correctly. Apologies. The good news is, Smash Phil said he's adding a specific ScenPart to spawn vehicles in the next Vehicle Framework update! So we'll be able to spawn them properly soon.
Grimmas 23. aug. kl. 17:52 
The problem with the error is that the spawned car is then bugged, unlike regularly built (or spawned via dev console) cars it won't move around the map and it's not possible to make a caravan with it, both cases result in red errors. Hugslib logger is flaking out a lot today but the issues are simple to replicate.
Zaljerem 22. aug. kl. 19:52 
I am currently working with Smash Phil to resolve the vehicle scenario generation issue, as there is another mod (Snow Crawler) I'd like to continue that relies on it. As GonDragon has noted, moving it to the bottom will allow the scenario to fully populate, even though the error was thrown - but we're gonna get this fixed. Thanks!
rileyxcx 29. juli kl. 3:45 
thank you for the fix ferny <3
GonDragon 28. juli kl. 14:55 
@ferny: Yup, it was that... A quick fix is putting the vehicle at the bottom of the list of spawned items, so even if throws an error, everything else spawns fine... But vehicles still have other problems, so I guess i'll better start a run without those.
GonDragon 28. juli kl. 14:30 
@ferny: Done, same error. Now with some time to read the log, it seems that the game places the car, but for some reason the car throws an error, so it stop spawning the initial items... so it may be an error on the "vehicle framework" side of the things, I will do a few tests and report it to them if that's the case.
GonDragon 28. juli kl. 7:57 
@ferny: Sorry, I was leaving when I wrote the message. I'll do that as soon as I get back home.
ferny  [ophavsmand] 27. juli kl. 19:38 
@GonDragon Revalidate yo files before doing it real quick for me
GonDragon 27. juli kl. 19:10 
Small Issue with the starting scenario, using only this mod, warrants and the vanilla vehicles expanded mod. You start with the car, but with none of the other items (Fuel, gun, etc.).

here is the log: https://pastebin.com/TyLve9Cd
ferny  [ophavsmand] 26. juli kl. 4:33 
v11 - should be good now
ferny  [ophavsmand] 26. juli kl. 4:32 
@rileyxcx You right, hold on
rileyxcx 25. juli kl. 22:05 
For the bounty hunter scenario, the description just says "cannot read data" and trying to start it does nothing. If no one else is having this issue ill have to assume there's a mod conflict I need to sort out.
Kov 25. juli kl. 21:34 
Config error in Ferny_BountyHunter: no surfaceLayer
Config error in Ferny_BountyHunter: scenario has null part

At the very least, I got rid of the red error by adding this to Bounty Hunter Scenario.xml, under <scenario>:


<surfaceLayer>
<def>SurfaceLayerFixed</def>
<tag>Surface</tag>
<layer>Surface</layer>
<settingsDef>Surface</settingsDef>
<hide>true</hide>
<connections>
<Orbit MayRequire="Ludeon.RimWorld.Odyssey">
<zoomMode>ZoomOut</zoomMode>
</Orbit>
</connections>
</surfaceLayer>

Though I don't know if it's the right stuff to add, just got the block from Ancient Urban Ruins and I reckon it worked.
ark 25. juli kl. 19:06 
thanks
ferny  [ophavsmand] 25. juli kl. 18:11 
v10 - updated to 1.6
ferny  [ophavsmand] 24. juli kl. 2:43 
@ark When they update their mod i'll update ours
ark 23. juli kl. 20:03 
1.6 pretty please :33
ferny  [ophavsmand] 21. juni kl. 14:40 
v7 - updated thumbnail
RomainG 7. apr. kl. 4:53 
Would it be possible to add some kind of compatibility with VFE Settlers please ?
ferny  [ophavsmand] 20. mar. kl. 20:58 
v6 - changed research to Neolithic
FrufLukas 31. jan. kl. 4:37 
the scenario is so good
Realm Imp 12. dec. 2024 kl. 2:19 
ferny you handsome son of a biatch
benjamin 23. aug. 2024 kl. 9:09 
@ferny ok
GVLT 20. aug. 2024 kl. 3:45 
@Gunt Fuchmann
Turns out there is an option that ties warrant generation to your colony wealth which can be disabled. Afterwards I have plenty of warrants.
I've played with this scenario for 10 hours and it's kinda fun, but snowballs quite fast. One of the warrant's I've received a warrant on high stellarch sanguophage leader of the empire with bionic schlong. Apparently he was living in a hut with tribal woman and was defending himself with a psyhic rod.
ferny  [ophavsmand] 19. aug. 2024 kl. 12:20 
@beannmeisterr None of this has to do with my mod, comment this on the dependency.
benjamin 19. aug. 2024 kl. 11:11 
this mod doesnt balance as well as i thought it'd be, nor is it really cool enough. the mod on its own doesnt have any functionality to properly capture someone without killing them, there is no mechanic that doesnt get them one shotted. you could attempt to use a psychic shock lance or melee with heavy blunt; the 1st option isnt always available and is rare, the 2nd option can also result in just killing the person. this is all to the backdrop of atleast ten other raiders to deal with at camps of the bounty. not to mention how easily exploitable the artifact bounties are with placing and then redeeming bounties on items you just recovered at a fraction of the price.
[SSe] TheOne 19. aug. 2024 kl. 8:17 
Is it safe to remove mid game?
Gunt Fuchmann 18. aug. 2024 kl. 16:13 
@GVLT Simple Warrants relies on you having a colony to generate warrants, nothing to do with this mod specifically I don't think. You can just leave your home tile and never return, since there's nothing and no one there it shouldn't eat too much performance running in the background. Generate it at a smaller map size if performance is an issue.
GVLT 18. aug. 2024 kl. 11:50 
Hi, do I need a colony to recieve warrants in this scenario? It seems that if I instantly abandon It I receive no more of them.
Gunt Fuchmann 18. aug. 2024 kl. 0:14 
Worth noting for CE users, if you try and edit the scenario included in this mod it will soft lock your game. The vanilla flak gear it includes doesn't use CE's system and it causes the scenario editor to bug out. You can fix this by going into the mod files and manually removing the flak gear from Bounty Hunter Scenario.xml.
Arthur GC 9. aug. 2024 kl. 11:21 
Dubs Mint Minimap also has a similar feature: you can toggle it to only display the minimap if you have an active Comms console built.
Arthur GC 9. aug. 2024 kl. 11:18 
I meant something in the same nature as the 'No Quests Without Comms' mod: They have a similar behaviour to the one I'm describing, but for vanilla quests.

I see your point, though.

Thanks for the quick reply!
ferny  [ophavsmand] 9. aug. 2024 kl. 7:06 
@Arthur GC There's no way of making it make sense, it would have to be locked behind a colonist actually walking over and using the console for me to consider it. At that point it's a whole other mod.
Arthur GC 9. aug. 2024 kl. 5:14 
Since you are doing an addon to the warrants system, may I ask you to include a toggleable option in the settings of this mod to only unlock the button if you also have an active Comms console built? (or maybe a new building similar to this, unlocked with the Warrants research).

This way the mod would be compatible with nomadic runs for those who want it and also make the warrant system make even more logical sense, instead of warrants appearing out of thin air.

Just a suggestion.

Thanks!
ferny  [ophavsmand] 22. juli 2024 kl. 4:27 
@OMG67 Give it a shot and let me know, the research locking C# was compiled for 1.5 but maybe
[Я_Я] OMG67 22. juli 2024 kl. 1:44 
Simple Warrants is compatible with 1.4, is this mod also compatible with that version or is it too different from 1.5?
Mr McNificent 19. juli 2024 kl. 22:57 
Scenario editing the revolver into a sawn off, adding a dog

IT'S MAD MAX TIME
Mocho 10. juli 2024 kl. 14:50 
i did not think that far
ferny  [ophavsmand] 8. juli 2024 kl. 23:42 
@Mocho i'm working on that right now, anything specifically you want to see?
Mocho 8. juli 2024 kl. 23:34 
i believe in your power
Mocho 8. juli 2024 kl. 23:33 
clean up the pipe networks i know you can do it
Deon ☣ 30. juni 2024 kl. 12:51 
I came here hoping it's War Rats. But War Rants aren't that bad eiher.
✒Average Player 29. juni 2024 kl. 1:25 
Im invested, At this rate Im just subbing to these mods for the lore, its a Itch i need:captainclown:
ShadowYeeter 26. juni 2024 kl. 14:00 
Lore in Workshop
pipboy834 25. juni 2024 kl. 12:42 
this is the greatest meth ive ever smoked
nobleXenon 24. juni 2024 kl. 17:14 
Ferny, can you make a mod where my colony (not me o#-#o) can raise baby fernies. Thanks pookie
AugustTheTitan 24. juni 2024 kl. 8:37 
No, I'm serious. There definitely should be a mod that takes age difference into account when calculating whether or not to do romance attempts.
ferny  [ophavsmand] 23. juni 2024 kl. 12:24 
@AugustTheTitan yo😭😭
AugustTheTitan 23. juni 2024 kl. 11:35 
Ferny, could you please make a mod to keep my 60 y/o colonist from dating a 16 y/o cook who he helped raise?