RimWorld

RimWorld

Vanilla Factions Expanded - Medieval 2
1.157 kommentarer
Sarg Bjornson  [ophavsmand] For 3 timer siden 
Vanilla Quests Expanded - Cryptoforge
bolemeus For 3 timer siden 
Are the cryo weapons from the viking heroes going to make a comeback, possibly in some other mod? I loved playing around with those weapons and armour
Mostima 18. okt. kl. 8:40 
Ok I started a new game with quickstart with all the same mods and the items worked fine. So I can only assume corrupted save.
Mostima 18. okt. kl. 8:33 
I tried to disable all my mods bar this one but that cause my save to melt down
Sarg Bjornson  [ophavsmand] 18. okt. kl. 8:25 
NullReferenceException is not a very useful error with 150 other mods. You'd have to discover which mod is conflicting
Mostima 18. okt. kl. 8:13 
Alright I submitted a bug report as well. Kind of hard to find since steam blocks every imgur embed.
Mostima 18. okt. kl. 8:06 
I tried deconstructing all the items that use processes; the dryer, the leather pot and mead barrel, but the errors are still popping up.
Mostima 18. okt. kl. 7:45 
Ok I looked in devmode and the only real thing I could see in the errors that might be helpful is

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?
Mostima 18. okt. kl. 7:31 
For some reason my pawns have stopped doing the processes of the items added by the mod. I can still right rick-click to make them load them, but they're not doing it by themselves. They were doing to begin with but seem to have just stopped. I can't see any mod that would of made them just stop but I wasn't sure if anyone else has had this problem or not.
gazza_m_bolton 15. okt. kl. 14:27 
Sorry to ask but is there any plans to expand the viking style to the more modern items such as marine armour flak etc? I'm just wondering on the flak helmet or armors and marine to have a "medieval" twist
Bolchak le russe 13. okt. kl. 8:51 
With the Revolution start, my colony started with eletricity, is this intended ?
sharkcrisp049 11. okt. kl. 23:13 
does any have same issues that the game is keep spawning faction bases when ve medieval 2 is actived?
DanZinagri 10. okt. kl. 4:21 
@random_noob I somewhat forgot about that. I'm using the "too many mods" compatability mod so it re-balances the numbers to but them more in line anyways so i don't need to do any manual editing for now.
random_noob 4. okt. kl. 12:31 
@DanZinagri It's because 1.6 changed plate armor effect to 90%, and also buffed flak jacket+pants and a few less optimal weapons, you can read the changes in the changelog. This is a problem for VE weapons and armors, considering they were balanced around pre-1.6 stats. Oh well, time to manually edit them to my liking!
Falkner 4. okt. kl. 12:19 
A visit to the traders guild balloons my savegame size to the point the music starts skipping when i try to reload it. This is a great mod, but not performance friendly.

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.
GrobmotoriGER 4. okt. kl. 10:14 
Someone should take away their vacstone and gravlite panels...
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 :)
Northward Bound 3. okt. kl. 13:57 
is it true this mod use to have a wooly cow? i saw a post on reddit about it regarding ve vikings
deron 3. okt. kl. 12:53 
Is it possible to copy-paste heraldrics or is it planned? Having to set it individually is a bit counter intuitive for such a nice feature.
BTAxis 3. okt. kl. 7:41 
The palissade does seem able to support a roof in my game.
Brighteyed_Dragon 2. okt. kl. 10:35 
@Darkstar I've had a similar issue. I went out to trade with a couple of merchant caravans, and the TPS dropped to around 80. Dub's Performance Analyzer specified WorldObjectHolderTick as one of the most likely issues. Clearing world pawns only improved TPS by about 4. Once the merchants moved, the TPS jumped back up to 200-250. I'm planning to have any future caravans arrive a few hours before the merchants leave, in order to minimize the time spent with lower TPS.
DadRadSkittle 30. sep. kl. 19:09 
Is there a way to disable the Merchant Guild caravans sites from spawning with Minified structures?
DanZinagri 30. sep. kl. 13:24 
Maybe i'm missing something but i noticed the heavy plate is supposed to provide the best protection of the era, but i noticed the vanilla plate armor has a 90% rating, putting it at 81% vs sharp for steel.
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.
Morton 30. sep. kl. 8:59 
@Darkstar Did you manage to make the errors completely disappear? I don't know much about editing saves to the point of removing the barter list entirely. (saves are so big all I can is ctrl+F items the log was crying about)

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.
Phenax 30. sep. kl. 7:31 
I noticed that the surgery tools don’t stack with the operating table, was wondering if could be fixed?
Sarg Bjornson  [ophavsmand] 30. sep. kl. 6:46 
Carcoona 30. sep. kl. 5:04 
Dude, we can't see any of the images above in the mod description. I'm in the UK and it says this "Content not viewable in your region". When you click on an image it takes it to your patreon. I get that using patreon to support your excellent work, but it should not overlap with the descriptions for your mod that is available to all.
Oskar Potocki  [ophavsmand] 29. sep. kl. 14:12 
Original is not 1.6 compatible so obviously you cannot run the original with this one.
king potato 29. sep. kl. 9:33 
do you need to run the original with this or are they incompatible
Darkstar 28. sep. kl. 3:29 
Has anyone else experienced any TPS issues after visiting the merchant's guild? Maybe this will help someone else:

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.
ggfirst 24. sep. kl. 3:49 
Any chance Apiary can be built and work under roof? I see no point why. Love the mod thanks Oskar (but I don't really love Merchant guild, but what can I do..)
STEALTHY¥ 21. sep. kl. 15:31 
I noticed an issue with the "cobblestone walls" for some reason raiders dont treat them like walls or something?

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
Nezeltha 19. sep. kl. 20:05 
Which plants count as flowers for the apiary? Does it not count hyroponics?
Good Old Jim 19. sep. kl. 4:07 
Quick question, is the Merchant Guild's barter value influenced by the trade price disadvantage setting? And if not could we maybe get a mod menu slider to affect its general pricing advantages/disadvantages?

(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.
Werewolfie 18. sep. kl. 4:34 
Would be cool if some of the draughts also satisfied the genetic dependencies certain xenotypes like Hussars have. One just crash landed into my colony and I'm not looking forward to them just wasting away because I'm medieval.
wikicon83 17. sep. kl. 12:49 
@POP I have that exact same problem. I don't know which mod is messing with the tile generation but I can't ever start the New Kingdom scenario because of it.
Sarg Bjornson  [ophavsmand] 16. sep. kl. 22:56 
No problems like that here
P O P 16. sep. kl. 15:42 
Yo there is a bug on the little 8 pawn castle raid start where it automatically opens up the ancient danger. Lost a run just because of that and now I have to go back into the character creator for another 30 mins ;-;
AbsoluteGato 16. sep. kl. 4:23 
sorry if it has been asked before, but is this safe to remove mid save?
Red 15. sep. kl. 17:23 
I have a question does the overlap mean that there are duplicates or that it just modifies the existing weapons? Or is there something I need to disable? I just want to know before I enable the mod.
ggfirst 15. sep. kl. 16:54 
Love the mod. but please do something about barter. YOu can't 'CherryPick Barter from the mod. Or at least balance it. Not reasonable. Its almost hardselling. Separte mod Barter please..
Fion 15. sep. kl. 16:47 
The tabard whenever pawns look behind (Their backs to us the camera) The tabbards go over hair and head.
McLets 14. sep. kl. 11:09 
ahaha heavy leather helmet (but then I took an arrow in the knee)
vincent_renevot 9. sep. kl. 15:48 
Hello, i find that the shields give -500% chance to dodge a melee atack, maybe you would give it -5% but it gives -500% so pawns with shields never dodge ennemy's attaks.
Xanthiras 8. sep. kl. 22:27 
Is it possible to have the text of the caravan raid quest include which faction's caravan are you raiding? At the moment the text only includes the name of the questgiver's faction (which is friendly)
dominicawb 6. sep. kl. 11:37 
So there's a few things missing from VFEM2 that I REALLY wish it would add, that Medieval Times had: Food Preservation/Temperature Systems like the gathering of Ice for Ice Boxes, as well as the Artillery pieces that could use Stone Chunks for ammo like the Catapault. IS there anywhere I can find besides MT itself that adds equivalents of these?
SanDimas 2. sep. kl. 16:42 
just to ask XML error: <li>108~190</li> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef ParentName="VFEM2_ClanBase"><race>Human</race><defaultFactionType>VFEM2_CivilClan</defaultFactionType><maxGenerationAge>60</maxGenerationAge> whats this about?
Revan145 2. sep. kl. 4:22 
Ok so after going through my mods list there seems to be an issue with VFE medieval and GTG orbital traders. I prefer this mod so I'll be keeping this one on instead. Just wanted to let others know in case they had issues. Sorry if this was long winded.
tehalmightytaco 31. aug. kl. 23:58 
Hey so back when the Vikings were their own mod there was the structure that you could encounter with a viking dude in cryosleep, i often liked to start with a map that had that structure on it, is it still in one of the mods, if so where is it on the add structure thingy when doing a custom start?
kd5crs 31. aug. kl. 12:10 
Hello! Padded armor says it is something worn under heavier armor, but both padded armor and plate/legionnaire/centurion/leather armor also take the middle slot. Is there supposed to be an outer-only metal armor? Like chainmail exists as a skin only metal armor. Or is padded armor just a way to get some kind of armor under a parka? Thanks, love the mod.
Sarg Bjornson  [ophavsmand] 29. aug. kl. 23:29 
@lloki: 7-30 ms is not a tps impact, it is a looping error being constantly vomited on the log