边缘世界 RimWorld

边缘世界 RimWorld

Rimocracy
501 条留言
le_sir_raider 10 月 22 日 下午 8:23 
Thank you garwel!
Garwel  [作者] 10 月 22 日 上午 6:29 
@truecore Thanks for reporting. I'll need to investigate it. Apparently VF does something to vehicles passengers that make Rimocracy consider them unsuitable to be a leader.

@le_sir_raider and others, I implemented a check that will hopefully fix the issues with releasing prisoners. It will be included in the next release.
truecore 9 月 30 日 上午 12:43 
Is there a known incompatibility with Vehicles Framework? Every time my leader exits the map while aboard a vehicle, a new leader is chosen, governance drops to 25%, and all decisions are negated, even if the succession rule is something that guarantees the same person will be made leader every time (nobility for example)
le_sir_raider 9 月 12 日 上午 7:02 
i was able to release my prisoners now but im unsure why maybe they were guilty and the one edict enabled
Bill 8 月 31 日 下午 2:15 
For whatever reason my pawns elected a leader and now his title wasn't given to him and every time the text pops out saying he got the title an error appears
le_sir_raider 8 月 19 日 上午 10:01 
Wolphox im pretty sure its this mod causing it, because it was fine until i decided to move over to this mod
Wolphox 8 月 11 日 下午 7:59 
Same, can't release prisoners anymore and getting a similar stack trace pointing to JobDriver_ReleasePrisoner. Pawns just end up standing around when assigned the job. it had been working for awhile, can't tell if there's a mod interaction from something i added recently or not.
le_sir_raider 7 月 27 日 下午 5:40 
It doesnt let me release prisoners


Exception in SetupToils for pawn Kay driver=JobDriver_ReleasePrisoner (toilIndex=-1) driver.job=(ReleasePrisoner (Job_4529876) A = Thing_Human1974567 B = (90, 0, 79) Giver = ThinkNode_QueuedJob [workGiverDef: BasicReleasePrisoner])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 4738A35]
at Rimocracy.Utility+<>c.<get_FoodConsumptionPerDay>b__21_0 (Verse.Pawn pawn) [0x00000] in <9ea417fba1e840869e7872a9e46f323e>:0
at System.Linq.Enumerable.Sum[TSource] (System.Collections.Generic.IEnumerable1[T] source, System.Func2[T,TResult] selector) [0x00036] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at Rimocracy.Utility.get_FoodConsumptionPerDay () [0x00005] in MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.TryTakeOrderedJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,System.Nullable1<Verse.AI.JobTag>,bool)
Garwel  [作者] 7 月 25 日 上午 12:54 
@Zarathustra I haven't used Medieval Overhaul, I guess it shouldn't be difficult to add support for it.
The Sneakiest Mouse 7 月 21 日 上午 7:16 
Cool mod. Thanks for the hard work @Garwel
Zarathustra 7 月 20 日 上午 6:15 
Riiiight... Can't use a throne if you aren't a noble... But it turns out you can't actually research at a bench if you don't have the tech, so I dev-moded myself a bench anyway. It looks visually out of place but it doesn't brake the intended challenge of the modpack atleast. So, yeah, a non-tech ruling spot would be awesome. :)
Zarathustra 7 月 20 日 上午 4:53 
Bit of an edge-case request here...

I'm playing with a modpack that makes research bench a medieval technology, from the VE animal-tech wild men start. I have the research spot from medieval overhaul, but it doesn't allow governing, and primitive workbenches isn't updated to 1.6 yet...

So basically would it be possible to throw in compability for Medieval overhaul research spot, or just throw in a custom no-research needed ruling spot for neolithic runs? I'll just dev-mode in a basic throne for myself for now, but it would be nice to have an option for ultra-low tech starts.
Fizz 7 月 15 日 上午 3:14 
Add research "Auto Pen"
Th232r 6 月 26 日 下午 5:05 
Watch out for the 3am ballot drop.
It is not a bug, it is a feature.
Garwel  [作者] 6 月 24 日 上午 7:11 
@bigd I need logs, with the mod's debug mode on.
bigd 6 月 23 日 下午 7:15 
It just stopped working. It says next election in -880 hrs. Certain selection in politics section are missing actions and list of pawns. My leader doesn't have any leader options. I killed my leader and it still says he's the leader.
DeluvianSenecca 6 月 14 日 上午 5:51 
Yay, thank you kind mod dev
bdnews7805 6 月 14 日 上午 2:26 
Thanks for the fix, good sir o7
Garwel  [作者] 6 月 14 日 上午 2:19 
Sorry guys, I placed a wrong DLL file in the 1.5 folder, which broke stuff. Fixed it in the latest release.
DeluvianSenecca 6 月 14 日 上午 12:06 
Yes it's broken for me too. Same hud problem
Nim 6 月 13 日 下午 10:59 
Can confirm that 1.5 is broken...
bdnews7805 6 月 13 日 下午 3:12 
I Ran into a game breaking bug with today's update. Upon loading a save I lose all HUD and am unable to control anything while the game is running. It is only fixed by removing Rimocracy and is not caused by any incompatibilities. I am playing on 1.5, have not tested 1.6 yet. This mod is awesome and I would love to see this issue resolved.
Unicorn_Princess 6 月 10 日 下午 11:27 
@DeluvianSenecca I just tried it out - it seems like it works just as normal for the first triumver, but the second and third still need to be manually selected - which in my opinion kind of works if you want to do a system where there's multiple sources of power coming together to make a council of 3 who must act together or something like that. I don't think it would account for the 2nd and 3rd triumver for the veto power though.
Pietrzak45 5 月 18 日 上午 10:02 
"I love Rimocracy"
AurumCx 5 月 18 日 上午 7:37 
nooooo my rocketman
nelim17 5 月 10 日 下午 3:02 
Probably due to best ceafter precept...
nelim17 5 月 10 日 下午 2:39 
Hi! I have an issue. I've made an ideology state (so the leader must be from the ideology), but my elected leader changed of ideology and no election can be made since (it says that it waits for 3 adult with my ideology, but they are 11 xD). Any clues?
DeluvianSenecca 3 月 30 日 上午 2:47 
Is this compatible with the republic meme from aplha memes that makes a colony have three leaders or it doesn't work? If it's not compatible could a patch be made? Thanks
DeluvianSenecca 3 月 28 日 下午 5:21 
No issues with rocketman thus far
Beary 2 月 25 日 下午 9:49 
What exactly is the incompatibility with Rocketman? I just put 90+ hours into a colony with both enabled and haven't run into any issues, besides the occasional bug with Ideology rituals/UI that's fixed with a simple reload of the save
Great Lich Lord 2 月 18 日 下午 10:22 
I really want to use this mod, but I'm having a problem. I have 3 pawns, all over 20, a researcher bench and their all free pawns. But the politics tab just stays on the screen saying you need 3 pawns. I waited for 10 days and it hasn't changed. Any clue as to why.
DarthBrawn 2 月 1 日 下午 12:26 
is this really incompatible with Rocketman?

This looks much better than Vote and Leader mod, and Psychology is famously performance un-friendly. So I definitely want this mod, but Rocketman is the #1 performance mod. If it's a solvable problem, I could commission a patch
Anarch 2024 年 12 月 11 日 上午 10:17 
lol nah.
Thanks though.
tha peng 2024 年 11 月 6 日 下午 1:21 
if there was hereditary succession it would be rimonarchy and that already happens in royalty
Danwar 2024 年 10 月 19 日 下午 6:19 
Any chance you can incorporate Biotech DLC and add hereditary succession types (i.e the title of leader is inherited by their children)?
SirDan 2024 年 6 月 29 日 上午 7:06 
I've arrested an enemy pawn and almost all of my colonists were against it. Is it possible to know before the fact how my colony will react to different actions?
Sverd 2024 年 6 月 15 日 下午 1:18 
Is there a way to not make this mod hard rename the title of the leader to 'Mayor'? My pirate gangboss is not a mayor...
Plataretepus 2024 年 6 月 10 日 下午 6:29 
is this safe to remove from a save?
無孔BLUE 2024 年 5 月 18 日 下午 7:44 
Deankiller Turnupseed , no one care Russia will win or not, just stop the war and stop slaughtering each other!
Deankiller Turnupseed 2024 年 5 月 13 日 上午 11:27 
russia will win
The Don 2024 年 5 月 2 日 上午 3:59 
Im unsure how I stop being egalitarian so that I can have nobility succession
MooseXD 2024 年 4 月 16 日 上午 12:53 
Surprised this mod isn't more popular. Very well thought out and a lot of cool small details that improve this mod hugely. Wish more mod creators put this much effort into their mods. 10/10
Kakt0r 2024 年 4 月 2 日 上午 11:39 
thank you! didnt know that
Garwel  [作者] 2024 年 4 月 2 日 上午 6:18 
@Kakt0r This option appears, if your term is 1 year. You have to increase the terms gradually.
Kakt0r 2024 年 4 月 2 日 上午 3:54 
Lifelong Term would be nice. Since I want my colonist to vote for a leader, but not every year.
vandiris 2024 年 3 月 22 日 上午 10:48 
AN UPDATE! BY THE STARS ITS AN UPDATE!
Nim 2024 年 2 月 16 日 上午 12:13 
This is interesting. Shouldn't lot-based succession be considered the most democratic and elections somewhere in between?
Alex Nares 2024 年 2 月 4 日 上午 5:05 
This is pretty cool! If you keep governance high enough, the pawns work faster and it offsets the cost of having a leader govern instead of performing other tasks.
Garwel  [作者] 2024 年 1 月 21 日 上午 12:46 
@tiller2222 This happens only during campaigning. You may either disable campaigning at all by raising minimum population for it (then it will be a simple vote where everyone can vote for anyone) or reduce its duration.