边缘世界 RimWorld

边缘世界 RimWorld

Large Faction Bases (Continued)
55 条留言
咕咕鸡 9 月 5 日 下午 11:08 
can it finally build a rimcitiy?
Cyberes 9 月 3 日 下午 7:00 
BTCafe 9 月 1 日 下午 7:33 
@SlappyBrine In case you still have this trouble for me it's because of RimDark 40k. Removing the faction fixed it for me.
Mlie  [作者] 8 月 24 日 下午 9:39 
@SlappyBrine Please see the Reporting Issues section described above
SlappyBrine 8 月 24 日 下午 8:26 
there is a bug I don't know if its my mods but the people usually run away form the base.
Mlie  [作者] 8 月 24 日 上午 11:40 
@Victor Fixed now
Victor 8 月 24 日 上午 8:35 
The patch for the cube sculptures should be like this, otherwise there's an error https://gist.github.com/HugsLibRecordKeeper/98b7326c991000b072c108c313d488d5
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Anomaly">DirtCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">StoneCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">SandCubeSculpture</li>
<li MayRequire="Ludeon.RimWorld.Anomaly">ScrapCubeSculpture</li>
</disallowedThingDefs>
Mlie  [作者] 8 月 18 日 下午 12:42 
@Victor Should be added now
Victor 8 月 17 日 下午 7:00 
Oh I finally found out why the game wasn't filtering the stone blocks... I was adding the mineable walls defnames, not the bricks......... but I did found out that in Odyssey they patch out vacstone blocks and gravlite panels so they are not obtainable on the planet, so I recommend you slap this:
<disallowedThingDefs>
<li MayRequire="Ludeon.RimWorld.Odyssey">GravlitePanel</li>
<li MayRequire="Ludeon.RimWorld.Odyssey">BlocksVacstone</li>
</disallowedThingDefs>
in MapGen_DefaultStockpile3 ResourcesRaw category.
Victor 8 月 17 日 下午 6:12 
There's a bug with Savage Tribe settlements, their traps only generate correctly on half the base, on the other half they get placed in a row on the center of the map
Victor 8 月 17 日 下午 5:53 
Hmm, I'm trying to patch out stone blocks from the loot table, but even adding every defname inside a disallowedThingDefs along ResourcesRaw in ThingSetMaker_MarketValue, but they keep showing up. Have you got any idea how I could do that? I don't think I need five stacks of x144 different stone blocks (I got a mod that adds a lot).
Mlie  [作者] 8 月 17 日 上午 10:39 
@Victor Thanks, should be added now
Victor 8 月 17 日 上午 8:56 
It may need a mayrequire though
Victor 8 月 17 日 上午 8:54 
For now I wrote a patch that fixes it. here is the xpath:
Defs/ThingSetMakerDef/root/options/li/thingSetMaker/fixedParams/filter[categories/li[text()="BuildingsArt"]]
just add this node to it:
<disallowedThingDefs>
<li>DirtCubeSculpture</li>
<li>StoneCubeSculpture</li>
<li>SandCubeSculpture</li>
<li>ScrapCubeSculpture</li>
</disallowedThingDefs>
Victor 8 月 17 日 上午 7:51 
Can you make it so Anomaly's Cube Sculptures are excluded from loot generation?
Great Disnub 8 月 15 日 下午 5:59 
Gotcha, thanks for responding!
Mlie  [作者] 8 月 15 日 下午 12:55 
@Great Disnub Had a look and I could not find that trap in the menu so it seems you have some other mod causing it
LifeIsAbxtch 8 月 14 日 下午 10:48 
So Mlie the size really does increase over time? That's cool!
Great Disnub 8 月 14 日 下午 1:23 
Firstly, I just want to thank you for all the work you do keeping mods updated and working, I'm sure it is a pretty thankless task.
In my architect tab I recently noticed there is an option (separate from the other IEDs) to build an antigrain warhead trap, costing 0 materials. According to "Whats that Mod" it belongs to this mod; does this mod add its own antigrain warhead trap? I am running almost 300 mods, with some rearranging the architect tab, so it is entirely possible the issue is just on my end.
Sarelth 7 月 25 日 上午 12:05 
Any ideas on how I might bend this to a Medieval Play through?
I imagine a set of Base layouts that get bigger proceduraly, but that sounds scary hard.
Mlie  [作者] 7 月 24 日 下午 10:39 
@Cleric_McManus There is no upper limit as far as I know
Cleric_McManus 7 月 24 日 下午 3:42 
This mod sounds great, but can it result in a base with an outrageous number of turrets and mortars? I'm curious if there is an upward limit that would keep it from being *impossible* to raid.
Mlie  [作者] 7 月 19 日 下午 10:29 
@тетеря, блин Please see the Reporting Issues section described above
тетеря, блин 7 月 19 日 下午 2:37 
on loading:

Error in Large Faction Bases (Continued), assembly name: LargeFactionBase, method: SymbolResolver_EdgeDefense2:Resolve, exception: System.MissingMethodException: Method not found: void RimWorld.LordJob_DefendBase..ctor(RimWorld.Faction,Verse.IntVec3,bool)
...
https://gist.github.com/HugsLibRecordKeeper/cc654f8ba64a262273ed2321e1c7586c
Leozingameplays 7 月 16 日 上午 5:11 
Well, I tested it and got my ass handed by mortars and a lot of turrets... guess it works like a charm lol
Mlie  [作者] 7 月 15 日 下午 11:43 
@Fantasy System Please see the Reporting Issues section described above
Fantasy System 7 月 15 日 下午 11:28 
Error checker throws an error

https://pastebin.com/14mkGrKT
Leozingameplays 7 月 9 日 上午 11:40 
That is nice. I'm using vehicles and I figured that the bases with lots of guys don't really work well on making it difficult, since there is no actually dangerous turrets on the bases, just the small turrets and ocasional mortars that are very avoidable even in vanilla. Wanted a lil more chalenge.
Mlie  [作者] 7 月 9 日 上午 10:45 
@Leozingameplays I have no reports of such incompatibilities at least
Leozingameplays 7 月 9 日 上午 9:22 
Works with RimWar and modded weapons;turrets?
Mlie  [作者] 6 月 24 日 下午 2:06 
@茶雨 Please see the Reporting Issues section described above
茶雨 6 月 24 日 下午 2:02 
This mod seems changes the generation of the relic quests so that there are no hackable machines in the village.
Rassmond 3 月 2 日 上午 2:12 
this op loot really makes no sense, just found archocentipede cell lol
Mlie  [作者] 1 月 16 日 上午 1:15 
@普通花的二律背反 Please see the Reporting Issues section described above
普通花的二律背反 1 月 16 日 上午 1:11 
The terminal at worshipful village didn't spawn.When I removed this mod, it returned to normal.:lunar2019shockedpig:
Mlie  [作者] 2024 年 10 月 6 日 上午 3:56 
@Dark_Crow Please see the Reporting Issues section described above
Dark_Crow 2024 年 10 月 6 日 上午 2:20 
This module is suspected to conflict with other modules and prevent maps from being generated.
Windows XP 2024 年 9 月 21 日 下午 7:52 
darn, I kind of likes the "op" loot though. Actually being able to find bionic arms and USEFUL stuff make raids a worthwhile method of resource acquisition.
Solzucht 2024 年 9 月 20 日 上午 8:44 
@titititi VBGE seems to have a higher variety of base-shapes while not being as large as the ones in this mod. By experience the Bases in this mod are about mapsized.
pklemming 2024 年 8 月 8 日 上午 7:46 
If this is a straight conversion, there was a big issue with the original, in that the items given in the base were vastly overpower, with villages having things like legendary cataphract armour hanging around in their base.

The base building, itself, was great, but with no easy way of changing the rewards to a more suitable level, it was kind of useless.
titititi 2024 年 6 月 10 日 上午 9:39 
ok
Mlie  [作者] 2024 年 6 月 10 日 上午 9:38 
@titititi No idea, never used that mod
titititi 2024 年 6 月 10 日 上午 9:05 
What's the difference between Vanilla Base Generation Expanded and Large Faction Bases (Continued)?
kjjkjo5 2024 年 6 月 10 日 上午 6:44 
o7
Mlie  [作者] 2024 年 6 月 9 日 上午 12:45 
@John Helldiver I dont know, Ive never used RimPy or the mod you are referring to.
Fatal 2024 年 6 月 9 日 上午 12:38 
I've got this installed, but "Choose your enemy base" is still complaining in Rimpy that it's missing the original Large Faction Base dependency. Is this going to be an issue?
khaolyss 2024 年 6 月 6 日 下午 5:15 
Holy crap I used to love this mod back in the day but had given up hope! Thank you so much! <3
furseiseki 2024 年 6 月 5 日 下午 8:51 
i always thought it strange that factions that sends hordes and hordes of enemies at you have bases that are insignificant compared to what you'd build in a typical run
Mlie  [作者] 2024 年 6 月 4 日 上午 10:54 
@JSJosh It overrides the default base-builder so it should affect all vanilla bases.
JSJosh 2024 年 6 月 4 日 上午 10:03 
Does this make all bases larger? How does it decide which bases are larger? Is it random? Or is it based off of the sprite on the map?