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It would be cool to see the mechanoids fight to the last and cover the retreat, and not retreat along with the pawns.
i'm using this as a replacement for 'faction blender', that one made 2 completely random factions and one is enemy by default, besides random xenos it allowed all animals and mechs (included modded) and iirc it also allowed all the other factions to use animals and mechs
if not well, sad, but i got tired of faction blender since it forced me to use humanoid alien races and it is a tps hog
2 things that kinda come to mind:
- When I look at Yttakin Pirates files in Biotech folders, it seems that
<disallowedStrategies>
<li>Siege</li>
</disallowedStrategies>
is used to prevent certain raid compositions like all-melee from sieging. This might be usable to prevent mechs from appearing in siege raids, preventing the error.
- The Corporation is a mod that mixes mechs among its humans when raiding you, but I can't find any comments mentioning this error (just folks mentioning something with Hospitality). This likely means its creator figured out a way to prevent the error spam, so you could ask them what they did.
Same problem as Ratboy, siege raids throwing sh!t tons of errors because I assume it's trying to make the mechs build
Log: https://gist.github.com/HugsLibRecordKeeper/b3258edb36c3afde8e0a22458f7bb6fc
Yeah, this mod is causing this error. In a mod list with just the expansions (sans Anomaly) and this mod, I get this error spammed.
A siege seemed to spam my error log whilst there was a militor on the enemy's side.
Using dev commands to delete the militor fixed my issue.
I'm assuming that since sieges require the enemy to build the mortars and such, it bugs out since some mechanoids can't build.
I'll test this later on a modlist with just this mod to make sure this is the culprit.
thanks for your work btw :)
Something similar happens to mechs brought by normal raids, they seem to go non hostile and just sort of mill about after the human raiders start fleeing.
However educational it is for the kids to send them out to Molotov idling centipedes, it does not really seem like intended behavior ;)
Also notices sometimes the mechs dont flee with the rest of them if the raid is abandoned, but that might be something like CAI 5000 not playing nice
Exception while ticking lord with job RimWorld.LordJob_Siege:
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 65056DB] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.AI.Group.LordManager:LordManagerTick ()
Verse.Map:MapPostTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
@Stinkyjim What exact sort of "compatibility considerations" are you talking about? My mod works as is and does what's advertised without any problems.
Otherwise this mod is awesome, I absolutely love the variety it adds to everything and it has seemed 98% stable which is more than most mods of this scale!
@Karasik Erohin, Mounts are added by Giddy Up and not this mod, I have not added modded animals and mechs to the factions in the first place either.
Yes, it's safe to remove.