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Hauler Bot (Tier 1) 3 threw exception in WorkGiver PS_BringToProcessor: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5C8B1E0D] Duplicate stacktrace, see ref for original
Any ideas?
I think It tries to do too much in one package and i'd like it better if it was split into three independent mods. i.e The medieval, the Vikings and the traders.
Give them a nice <excludedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">Bioferrite</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</excludedThingDefs>
to their raw resources stockpile generator please :)
But the heavy plate seems to be 85%, ending up at 78% vs sharp for steel.
I double-checked the wiki and it seems those are the numbers, and i checked the XML just to make sure my numbers weren't being somehow overwritten by something else.
It just seemed odd to me it was worse than the vanilla armor unless there's something i'm missing.
I had to cherry pick the Merchant's Guild entirely, it's just so incompatible with some mods and I got too tired. Already reported it in multiple places. This mod is so popular and yet I have seen 2 mentions of this issue here and 2 people noticing it with holograms mod. As if people just accepted that their game runs like glue and sometimes even their caravans just stop moving after bartering and that it's completely fine. I wonder how many people even reported the bugs they have encountered instead of waiting for a miracle to happen.
I've sent you a friend request. I'm curious now, because removing the entire list seems more efficient than items one by one, even if it's still annoying after evey barter.
I play with a pretty hefty mod list, and I went to visit them during my first year (save file = 49MB). It took almost 5 mins for the barter screen to load :p After visiting, my TPS tanked hard due to WorldObjectHolderTick and it took me a while to trace it back to that visit. (I first tried the World Pawn Cleaner mod here on the workshop, but it didn't fix the lag.)
Turns out my save file had ballooned to 74MB too. 30% of the file was just the contents of that barter screen from the one visit. After I deleted them, my save went back to 49MB and my TPS went back to normal.
Through testing with spawning raids even with a massive hole/gap in my wall around a colony raiders will still run to the cobble walls and when they reach them they get confused? and then try break in but asoon as i replaced the cobble walls with a different wall they pathed through the gap like normal
(Long short of it is I found their EXPANSIVE inventory a fairly easy one stop shop to get anything at all you'd need so I was kinda wishing I could make them harder to buy from for the sake of balance).
Thanks for your consideration.
Please people when you find bugs send them with the google forms, include your logs (hugslib has an option to copy everything), I just hope nobody is saying there is broken stuff and not even including the log!!!
NGL kinda wish merchant's guild was like a different mod without all the other medieval stuff because it's seriously giving some gamebreaking stuff like looping errors that make the game basically unplayable...