RimWorld

RimWorld

Empire 1_6 (Continued)
185 Comments
zsazsazsu  [author] 28 Aug @ 2:25am 
@BOKI Fixing ASAP </3
BOKI 28 Aug @ 2:07am 
I get taxed once a day, I'm so rich
Bez. 27 Aug @ 9:56pm 
@zsazsazsu thank you for keeping this mod alive!

Small bug, had someone visit me from one of my settlements, but the visitor was a shambler lol
zsazsazsu  [author] 27 Aug @ 7:48pm 
@Benjamin the Rogue Thanks mate appreciate it, more to come!

Most importantly, bug fixes so keep them coming our way <3
Benjamin the Rogue 27 Aug @ 4:35pm 
Ah, I look forward to trying out the updated mod. Thanks, zsazsazsu, for the hard work you all did on this.
zsazsazsu  [author] 27 Aug @ 4:21pm 
@PP all good. Be advised that the planet hopping feature is not yet patched yet, so we are unable to move your empire to another planet just yet. It’s been a very long time since this work so I need some catch up with the SOS2 mod to gather what I need
zsazsazsu  [author] 27 Aug @ 4:19pm 
@MisterRed I’ll look into vanilla insects expanded support
zsazsazsu  [author] 27 Aug @ 4:18pm 
I will look at addressing the tax day 1 bug shortly as it’s been patched in preview builds. Stay tuned
zsazsazsu  [author] 27 Aug @ 4:17pm 
Regarding graphics. We removed conflicting textures. We will be replacing them with much better graphics, apologies for the inconvenience
Sheep 27 Aug @ 4:14pm 
are you guys redoing all the images, or is the graphic TBC my game bugging out
PP 27 Aug @ 1:14pm 
Just saw the update, tysm for the quick SOS2 patch :cozytf2mug:
MajestyKK 27 Aug @ 12:32pm 
@alphaxbasil059 me too
MisterRed 27 Aug @ 7:57am 
This mod doesnt play well with vanilla insectoids expanded 2. After sending a settlement's army to attack an insectoid base the settlement military is permanently stuck to available: False
alphaxbasil059 27 Aug @ 6:25am 
Anyone having some missing texture with the settlement building upgrade or is it just me?
Wolfguarde 27 Aug @ 4:17am 
Attempting to set my tax interval to anything other than 1 day results in the following error looping endlessly, and the tax interval being set back to 1 day:

System.NullReferenceException: Object reference not set to an instance of an object
[Ref A05F5A11] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.MapComponentUtility:MapComponentTick (Verse.Map)
Verse.Map:MapPostTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Fairly heavy mod loadout, running the game on Linux Mint with all expansions bar Odyssey. The game's playable with it, I'm just drowning in silver.
zsazsazsu  [author] 26 Aug @ 11:01pm 
To all using SOS2, Travelling to different planets does not yet save your colony and settlement information yet, this is being tested at the moment and expected to be working in the next patch!
zsazsazsu  [author] 26 Aug @ 11:01pm 
@Moogle Hey, I responded to you in Discord, but you can however it carries over some errors due to the mod being script heavy!
Moogle 26 Aug @ 10:05pm 
Am I able to remove this from an active save if I haven't started the faction yet?
Shalax  [author] 26 Aug @ 2:49am 
Please list complaints in our official discord! We're more likely to see them as a team there
zsazsazsu  [author] 26 Aug @ 1:08am 
@Sheep Thanks again! I'll see what I can do with these suggestions!
Sheep 25 Aug @ 10:33pm 
Also to include the ability in options to garner reputation increases maybe through the Empire? Diplomatic options? Or just the caravan garning a bit of reputation (although I thought it did ?) I look forward regardless to the future! Its amazing to see the new content, and I hope if it becomes to much you throw a patreon, truly a great mod that no one has come close to replicating.
Sheep 25 Aug @ 10:30pm 
Another thing that'd be great, that I think a lot of us would love if its possible is setting the actual citizenry, I know you can set the gene types, but theres always been the issue of getting random classes based on how the rimworld population system is, would like to see the faction system implemented that lets you use either your created squad soldiers or disallow specific classes, it gets annoying to have modded factions or just random non-thematic tributes. Very niche complaint, but it is what it is.
zsazsazsu  [author] 25 Aug @ 9:34pm 
@PP

Hi mate. This is on the list to fix :) hoping for this soon
PP 25 Aug @ 9:26pm 
Hello there! I was wondering if there will be an update of the SOS2 compatibility patch as it currently breaks world gen? (apparently, this issue has happened before and Empire adapted the patch the last time)
zsazsazsu  [author] 25 Aug @ 8:45pm 
@Benjamin the Rogue

Thanks mate. I’ll see what I can do :)
Benjamin the Rogue 25 Aug @ 8:33pm 
I assumed a lot of these issue will get corrected on the update. I'm pretty eager for when it gets here. However, I can wait as long as it takes for you to get it done right and at a speed that works for you. Thank you for the work you put into this.
zsazsazsu  [author] 25 Aug @ 8:30pm 
@Sheep

That’s really great information. Thank you very much.

Manual defence is on my feature list, but with this I can build context for myself to understand what people got from using it.

I’ll check with Shalax and see if we can overhaul the page. Maybe with new graphics too
Sheep 25 Aug @ 7:09pm 
The bugs were specifically with the defense and calling in military, as I recall the defense got disabled because it would crash and corrupt, and there was at one point the viewing military that let you see the squad outside of squads, or maybe it was never added, stuff like that. very minor stuff, but I know the defense thing was weird always on the engine anyways, I just know it was a large bug. Either way don't stress out, I'm shocked to see how much stuff has been unbugged in general and improved, granted I don't code Rimworld, but I've coded plenty of other things, things especially taking up projects can be a diaster. But I suggest strongly as you go updating links / discord information if it isn't, I haven't checked, but even just having it on community support, someone will update the wiki.
zsazsazsu  [author] 25 Aug @ 6:47pm 
@BOKI

that’s new. Could you join the discord and relay your troubles? Keen to get this working for you? Thanks
zsazsazsu  [author] 25 Aug @ 6:46pm 
@unluckyyew87 unfortunately not. I’ll be supporting versions starting from 1.6. Mainly due to the performance benefits and a lot of the differences in definitions. Sorry!
zsazsazsu  [author] 25 Aug @ 6:44pm 
@Sheep

I appreciate the kind words. I’m also new to this mod so I might need some context on the legacy bugs with military. If you’re able to provide a good summary which may be going out of your way, I’d highly appreciate it. I’ll be wanting to resolve as many of the oldest bugs possible that are still kicking
zsazsazsu  [author] 25 Aug @ 6:43pm 
@Sheep

I’ve identified the issue and will release a fix tonight (AEST) apologies
BOKI 25 Aug @ 6:02pm 
The MOD is running very well. I don't know why the problem of not being able to create new strongholds has disappeared
Sheep 25 Aug @ 5:09pm 
Ever since the new update, I've had issues with my days on reloading a save resetting to 1, not sure whats going on, but I figured i'd put it out there incase anyone else is having the issue. Not a big deal, but its a bit annoying.
tmaxmac222 25 Aug @ 3:28pm 
yo uncle when i load into a file of a new rimworld it just dont show up. no option to make a faction, am i missing sum?
Sheep 25 Aug @ 3:18pm 
Well either way, amazing work in updating a massive invested mod, especially since it's pretty much used by every major youtuber and a lot of playstyles, so thank you! Love the new stuff I've unlocked too, it does feel refreshing, hopefully you'll be able to iron out the legacy old bugs with the military (cough cough defenses / deployment bugs) but thanks!
unluckyew87 25 Aug @ 2:39pm 
do you think you can also make this viable to 1.5
Qwerty 25 Aug @ 1:16pm 
Nevermind, looks like if you put normal in settings it just go normal after few times
Qwerty 25 Aug @ 1:12pm 
Also same problem with taxes, and turning it off in settings does not help
Heretical Caliphate 25 Aug @ 11:52am 
@Mirrond I personally put sterile tile on every possible part of the map.

I guess you could say my idea has... -bought- me some time!
Ten' Khada 25 Aug @ 11:35am 
Having the same issue @Mirrond, don't really know what to do with all the silver, lmao.
It definitely started happenning after the update
Maco 25 Aug @ 11:10am 
why they attack my senttlement and i can't send them some pawn for help
Mirrond 25 Aug @ 10:29am 
I don't know why, but for some reason the new tax deliveries are like every other day and the slider doesn't change anything. As a result, my colony is drowning under tens of thousands of silver that I just can't spend fast enough.

Probably a mod conflict, but funny enough that I decided to mention it.
Cat_pod_travoi 25 Aug @ 9:21am 
Hello, I've translated the mod into Russian from English. I can send you a Google Drive link
zsazsazsu  [author] 25 Aug @ 6:02am 
@Sheep

Thank you! Keen to hear your suggestions! I agree, some parts outdated but i'll be merry to add new context and changes with all the feedback and suggestions :)
Sheep 25 Aug @ 3:21am 
@zsazsazsu

Well Shuttles are already a very niche feature, over the years im sure theyve had their place for a lot of gameplays, but the Gravship now replacing mainstream SOS2, means you can...just build a transport, probably at the same time you unlock shuttles. Its hard to justify building the Shuttle port tbh with gravships, especially at that stage. Not saying removing it, but I think making the building functionally do a bit more besides shuttles, might help. Specifically maybe making it give a bonus to tithe a bit more, or even happiness. The modifier isn't terrible, but it's certainly smaller. In additoin to that, do you have any intention of making a up to date wiki? I know empire had a older wiki, but I see a ton of new stuff in here, which is amazing! Just curious is all. There's a lot of stuff that does feel functionally outdated from the old empire mod is all, that I feel with Odysses could get buffed or played with. More functionality is nice.
Sheep 25 Aug @ 3:16am 
i didnt even notice the HUD and stuff got updated, wow thats so nice.
zsazsazsu  [author] 25 Aug @ 2:46am 
@Sheep

I'm working on new buildings and the possibility of settlements in space/orbit :) This comes along with research (branch perhaps).

Plenty of space for new content !

In terms of the gravship replacing shuttles, can you provide an example into what functions it would replace?
Sheep 25 Aug @ 2:43am 
I know your not the original developer, and only a modder supporting it, but is there a chance we see new buildings with odyess related / updated functions? Specifically looking at the gravship replacing shuttles among other things officially, so curious.
zsazsazsu  [author] 24 Aug @ 10:43pm 
@BOKI

Hey. Are you experiencing any errors when trying to create the faction?