RimWorld
RimCities
1.770 σχόλια
CUP OF CYANIDE 4 Δεκ, 20:11 
once entering a friendly city i cant reform caravan. i went there using a truck from vanilla vehicles and the green border is too small, the truck cant path there. im guessing you didnt intend on making this vehical friendly. also considering raiding it would be nice to have a little bit of country side so the city isn't so in your face as soon as you enter. there were also things like solar arrays in the streets which seems like a weird place to put them.
Grungler 12 Νοε, 8:02 
I get an error trying to start in any city via starting scenario.
"Could not generate starting map because there is no any player faction base."
Anyone else getting something like this, and is there a quick fix or reason for it? would rather ask first instead of debugging my 300+ modlist for a week just in case
The Dutchman 7 Νοε, 14:54 
@blackwolf3910 Mod settings, obviously
blackwolf3910 3 Νοε, 17:11 
Is there a way of making cities less... rich?
The entire city is covered in loot, like every tile from all the city traders that died.
over 100k silver, more than 1k advanced comp, 8k plasteel,...
Mask of Humble 2 Νοε, 3:04 
@Exavior75 Get the mod "Not My Fault" I've found that it works for damaging buildings as well.
Hugalafutro 25 Οκτ, 5:58 
Working fine with ~300 mods, though I started a new game with the Crashlanded (Ghost City) scenario and my wealth shot to 400K $ and I got offered the archonexus quest before the droppods with the initial colonists even landed.
DOCTOR CROW 18 Οκτ, 18:56 
crashing the game everytime
exavior75 4 Οκτ, 15:48 
this is a really great mod, but i do find it annoying that when i'm defending a city for another faction, goodwill drops from damaging buildings. I get that if you we're really reckless it'd look bad, but the city effectively is a warzone, and it's annoying to leave on powerline on fire that drops my 100 goodwill to -100, when i'm trying to explode the enemy waves. If certain things that dropped goodwill in a city ONLY when defending it were disabled, this mod would be perfect!
LifeIsAbxtch 29 Σεπ, 8:46 
My Rimcities mod is not generating cities right, some of the buildings are missing and aren't generated right, the roads just cut through everything, I use a lot of mods but I haven't seen this before...HELP!
RoNeG 24 Σεπ, 16:10 
Having an issue when loading the game, it seems Generic Ammo experience is creating an error when I also have RimCities mod enabled

Can't paste the whole error as it goes over 1000 characters, but it is saying something like:

Could not resolve cross-reference: No Verse.ThingDef named Turret_M240B found to give to Cities.GenStep_Emplacements+EmplacementOption

Does anyone know if I might be doing something wrong, or is this mod just not compatible with Generic Ammo Experience mod?
[安全总监] 德穆兰 20 Σεπ, 8:08 
I encountered a silver escort task that required me to transport 17157 pieces of silver from one city to another distant city. However, I did not have a button to collect the silver when I went to the target city. Even if I entered the city, I could not find where to collect the silver. Asking someone to pick up the silver directly would deduct the faction's favorability, and carrying the silver directly to the destination would also result in a large deduction of favorability from all factions. How should I proceed with this task? Please give me some guidance. I don't think it's caused by mod conflicts, as I haven't received any error messages.
(Using mechanical translation, please forgive any grammar issues)
Cat 13 Σεπ, 13:24 
this mod doesnt seem compatible with anytthing.
dieruki 12 Σεπ, 6:28 
any potential problems with deleting mod from modlist and loading save?
Is this MO Compatible?
DocHolliday 1 Σεπ, 17:42 
awesome mod either way though.
DocHolliday 1 Σεπ, 17:42 
I really wish there was a way to limit how many citadels each faction CAN have... It's so freaking annoying trying to get a map generated where I want the shattered empire specifically to have a citadel only to get three f*cking tribal faction citadels instead..........................
alleymist 29 Αυγ, 17:24 
I had a weird UI bug that after the "defend city" mission, not sure if the enemy drops books or the cities come with it, once you create a storage zone, in the trading UI with local pawns, hover your mouse onto the books will make the entire game UI despair. Holding the ALT key will make the UI back, but I can't play the game with alt pressed all the time. it's like that with multiple tests, not sure if that's a mod conflict or a bug.
jagdpenguin 25 Αυγ, 10:34 
is there a way i can make it so that instead of making new cities, It only changes old settlements into cities, I like the map how it is but I just want some of the settlements to be cities.
DocHolliday 24 Αυγ, 20:01 
@lord of the Hold I have never encountered a compatibility error using ANY vehicle mods with this, however, vehicles, especially larger ones, can get stuck if they end up wedged between buildings. It's an easy fix though as all you have to do it deconstruct the blocks that are trapping them. you can even use god mode and just destroy those blocks to simulate the vehicle just going through it providing you in a tank or something.
Lord of the Hold 24 Αυγ, 16:42 
Was discussing mods for Rimworld in a Discord and when I mentioned this mod I got a bunch of aggressive pushback telling me not to use it because it conflicts with Vehicles? Is that actually an issue or if it was an issue was it patched? Very interested in this mod, and using vehicles within the city just sounds awesome, so hoping they do work together.
Grub 23 Αυγ, 4:07 
Hey, great mod. Are the turrets supposed to be powered in cities?
danya0122003 21 Αυγ, 13:13 
so uh, does rimcities have a loot blacklist? because i just started in one (ghost) and found a "Cerebrex node"
CeilingYoda  [Δημιουργός] 17 Αυγ, 16:48 
Hello all, I released a patch which should fix the ghost city scenario. Cheers!
dreamur1 16 Αυγ, 2:35 
What's the intended difference between the "Abandonded City" start vs the "Ghost City" start? I selected the Ghost City start thinking that the map wouldn't have raiders in it, but found out the hard way that I was wrong & didn't have the starting equipment to deal w/ 60+ humanoids.

Would the "Abandonded City" have been a more casual start, or are any of the added scenarios meant for a slower start?
WeeNick 13 Αυγ, 8:08 
is there a way to restrict faction cities to their tech level? or at least make it so only industrial factions have cities?
alfred2020 12 Αυγ, 11:10 
Not sure if this is a bug or if I am doing it wrong. I did a ghost city start and it was still full of enemies. Is there any way to start in an empty abandoned city and not have to fight to survive?

I tried abandoned as well and there were still enemies.
Sushin 9 Αυγ, 17:12 
If you try to fly a shuttle to an enemy city, it just disappears along with the colonists. I guess you can say they have anti-air defenses but it seems like more of a bug.
Lambda65 4 Αυγ, 10:00 
For some reason cites do not sell any anomaly/biotech items... No genes or serums
Hazzikaze 1 Αυγ, 13:44 
I am so glad the mod author is active with this mod. This is genuinely one of the best and greatly made mods on the entire website and has brought hundreds of hours to my saves. We appreciate what you're doing! some of my best memories come from this mod.
Bad Connection * 29 Ιουλ, 11:09 
hey, this might be a very niche question, but im trying to make a cyberpunk/urbworld modlist. would it be possible to add cities as a landmark on ALL tiles? imagine an "urban slider" upon world creation, which dictates how rare they should be?
тетеря, блин 29 Ιουλ, 11:01 
would be great to have compatibility with this one:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2998095518
Godsuya 19 Ιουλ, 10:20 
hello, in [RH2] Faction: Militaires Sans Frontieres's workshop page, it is mentioned that if you enable this ([RH2] Faction: Militaires Sans Frontieres) mod mid-save apparently RimCities cause issues. Is it possible for you to fix it? that mod was still 1.5 when i started my save and only updated later on, so i wasnt able to add it to my modlist.

I understand if you cant/dont want to.
Love your mod, thank you!
Straw 17 Ιουλ, 6:26 
Is there a way to use dev mode to spawn more cities on map tiles? If no that we be a great feature to add
Behemoth64 14 Ιουλ, 18:32 
Just a notice : when books spawn in cities, they cause the game to bug like hell when interacted with.
Zyrean 13 Ιουλ, 17:50 
Is this mod buggy or have bad performance?
Zyrean 13 Ιουλ, 17:41 
Please add a shambler city.
CeilingYoda  [Δημιουργός] 11 Ιουλ, 12:33 
Hello everyone, I published a new version of the mod with a bugfix for the citadel scenario. If you are reporting an issue, please let me know whether it's on RimWorld 1.5 or 1.6. Thanks!
cwedodier 11 Ιουλ, 7:16 
Is the mod still broken?
Democat42 10 Ιουλ, 5:26 
The enemy seems to mostly just stand around in the task force scenario
Michael1073 8 Ιουλ, 5:21 
Doing a bunch of testing, could not find what you were talking about in change notes did test an earlier version but generally stayed bug, did however find that turning off rimcities then loading in and saving before loading that new save with rimcities fixed stuff at a great cost of fps on the world map though so surely a lot of errors. I am however using the mid save saver mod so that might be why i could do that.
Wet Carrot 7 Ιουλ, 18:57 
@cabbage Hey, thanks for the updates and the mod itself, I love it. However is there any way to add in cities in the dev mode? I can add them in however they are always ghost cities, belonging to no faction.

Cheers
CeilingYoda  [Δημιουργός] 7 Ιουλ, 10:24 
Hi @Michael1073, it's possible to download previous versions of the mod in the "Change Notes" section of the Steam Workshop item. Let me know if this solves the problem, and if so I'll roll back to this version.
Michael1073 6 Ιουλ, 15:33 
Sucks I can’t find the Feb 5th version anywhere online to use for now. If anyone ever finds it mind pinging me.
Pheidole 6 Ιουλ, 1:48 
it just stopped working
Pheidole 6 Ιουλ, 1:48 
Save got ruined by mod, like, i was in the city when everything goes gray (fog of war or smth). Then, in any saves, world and new world, there were no cities :(
Oni 5 Ιουλ, 2:34 
@Cabbage, not sure what happened to 1 of my saves but when I go back to an earlier save the problem fixed itself. I didn't play around with the mods or anything, my caravans simply stopped moving from 1 day to the other (in real life days, not game days).
Tameablebread 4 Ιουλ, 14:54 
+1, exact same configuration and experience as Micheal
Michael1073 4 Ιουλ, 13:14 
1.5, existing save post you updating. Even with clean reinstall. Base gen expanded also caused issues with it causing crashing using caravans but after a clean reinstall of that mod it was fine. Only issues currently are with rimcities any caravan/vehicle etc just freezes the moment it leaves. Works fine the moment rimcities is off.

Dont really know how to do detailed logs and etc on rimworld sorry.
CeilingYoda  [Δημιουργός] 4 Ιουλ, 12:50 
Thanks everyone for the bug reports. If anyone can share more details of when this issue occurs (new vs. existing save, only happens after using the previous bugged version, etc.), this information will help with narrowing down and fixing the issue.
Tameablebread 4 Ιουλ, 12:30 
@Cabbage This is occurring on 1.5, I'm hitting it too

Would you like a bug report on github for this? Can certainly do so if it would help