边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Quests Expanded - Deadlife
341 条留言
The Dutchman 10 月 16 日 下午 9:51 
Removed Layered Wall Destruction and Trait Slots Plus like earlier comments suggested fixed the issue
The Dutchman 10 月 16 日 下午 5:16 
View Quest Chains -> Fail the deadlife quest -> generate a new one while you're at your home map seems to have fixed it.
The Dutchman 10 月 16 日 下午 5:13 
@OmegaEntertainment Have similar issue but wasnt at an Odyssey map. Was at a bounty hunting mod map. Got the initial quests for Cryptoforge and Deadlife. Crypto location generated, Deadlife did not. Hoping theres a way to dev generate it
Meubinator 10 月 8 日 上午 12:55 
Aha, I assumed the Shambler Overlord was like a custom Xenotype, but now I see it's the term in Anomaly for a creepjoiner with that ability. Since he looked like an ordinary human instead of a shambler I thought it had bugged out (possibly due to a mod conflict). But the unwavering loyal does make sense, he just drew the short end of the stick with his skills and passion RNG and the extra ability didn't convince me that I needed to try and capture him.
Onikage-056, God of Animatronics 10 月 7 日 下午 10:22 
@Meubinator

The General is always randomized and, from my encounters, always unwaveringly loyal. Which makes sense, given they literally walked through the Death Gate willingly. Recommend using Mind Wipe (Vanilla Psycasts Expanded, Empath tree) or the Brain Wipe ritual (Anomaly,) to make them recruitable.
Meubinator 10 月 7 日 下午 1:24 
Just managed to get to the IBM Launch Site, and it turned out the general was a baseliner human, and unwavering loyal too. Not sure if these were intended. Decided to just not bother trying not to kill him since his skills weren't that good anyway.
Apart from that a pretty fun questline, my main challenge was managing the mood of my pawns while getting the loot out.
sethkwright 10 月 7 日 上午 10:15 
what if someone made a mod that allowed the pallets to be used as storage
Stim The One 10 月 4 日 上午 5:12 
@conornorburn I was just here to thank my MVP, the pristine strider, for letting me take all the loot at once. The thing can hold two tons. With the combination of other mods to make sure it hauls everything at once, first have them move everything in one place by setting up a stockpile, remove it, set another, draft the colonists so only the strider picks up everything, then once everything is in its inventory, have it leave the silo.
conornorburn 10 月 4 日 上午 3:31 
Has anyone worked out an efficient way of taking loot to the surface without just having your colonists manually pick it up with them
Onikage-056, God of Animatronics 10 月 2 日 上午 11:42 
Question... is it possible to use one of the Ancient Silo quest locations as a base, or are they on a timer?
Jellybot 10 月 2 日 上午 10:52 
Well never mind I found it was just an error. Anybody have same issue like me, try to disable 'Yayo animation' and 'Melee animations' mod. I don't know why, but they interfere with icbm map generation. I'll paste error log and chat GPT analysis below.
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Map.get_ParentHolder() → The game tries to access a map object that doesn’t exist (null).

AM.Patches.Patch_PawnRenderer_ParallelPreRenderPawnAt → Related to an Animation Mod (AM) patch.

com.yayo.yayoAni → This is Yayo’s Animation, also patching pawn rendering.

So the crash happens because both animation systems are trying to handle pawns, and one of them is referencing something already removed from the map.
Jellybot 10 月 2 日 上午 9:58 
I looted several bunkers and ICBM mission started. However, map marker doesn't genetate. Should I find more map table to find ICBM station?
OmegaEntertainment 9 月 30 日 上午 11:33 
Just curious, am I the only one having the Operation Deadlife quest locations fail to generate when at an Odyssey DLC orbital site?
eat shit and die 9 月 27 日 下午 11:53 
How to remove shambler hordes after the shambler apocalypse finished? I've got around 300 shambler hoards clearing the map of all faction bases(
AmoryBlaine 9 月 26 日 下午 12:13 
Damn, those bunkers are hard. The flares constantly stunning my colonists is a bit annoying, but once you get the first area secured you can bring in a lot of stuff from topside to build lights everywhere.
Pyl 9 月 24 日 下午 7:59 
Can I make the suggestion to replace all the wall in the facility with Odyssy's new wall (the one with 6000 hp), steel wall is just way too easy to cut through.
Raith 9 月 23 日 下午 11:36 
what problems should I expect if I remove this mod mid save?
kittyshusky 9 月 23 日 上午 5:11 
Wait, so there is no chance for player to play with the Death Door, repurpose the thing like in the ARC generator? I got kind of excited seeing the large structures in the ICBM main control, was expecting something like the Anomaly ending...
Shimmer 9 月 22 日 下午 12:31 
@NEXDEATH47

CE patches are available on the CE mod page. If it's not there, the answer is no.
NEXDEATH47 9 月 21 日 下午 6:58 
does this have a CE patch available?
NothingToSay 9 月 21 日 下午 4:10 
having a strange bug that the silo stairs are "blocked" and the underground not loading. not sure how to fix it. not sure whats causing it. debug logs just say pawn tick = null as red and thats it.
Gerewoatle 9 月 21 日 下午 3:56 
@CaptainSpam: Silo dark because General not lighting entire neighborhood. Turn off light when leave room, whippersnapper!

Flare use not chore, Spam seem to think RimWorld some kind of autobattler or three-click-a-day browser game.
CaptainSpam 9 月 21 日 上午 9:38 
ah, let me try that too. Why silo darker than dark? Flare use chore. Maybe alternatives?
Smoker 9 月 20 日 下午 9:37 
Portable generators definitely help with the light situation. Also the glowstick mod.

Sarg the wandering shambler hordes are tiny (10 shamblers) yet on huge maps wandering around. Anyway to make them gain strength as they multiply in number or even go hostile to the player asap. Thanks.
Sarg Bjornson  [作者] 9 月 20 日 上午 10:47 
Let me explain flares:

Silo dark. Flare make light.
CaptainSpam 9 月 20 日 上午 10:40 
I really wish the darkness was handled a little better. It feels like the flares are here not to help the pawns fight, but to un-hinder player's exploration. Maybe if generators were more commonplace or would light up more than a single room?

Also, is it possible to make ancient weapons repairable? Or just have an option for weapon stockpiles to drop regular equivalents in their place? Otherwise the micromanagement of juggling deteriorating weapons just makes them not worth it
AquaPlush 9 月 18 日 上午 10:47 
Ahh, makes sense, didn't realize they were infinite. That's a pretty nice tradeoff then, especially if you have a larger team
Sarg Bjornson  [作者] 9 月 18 日 上午 10:11 
They are main weapon slot, yeah. You need a colonist on flare duty. But they are infinitely usable.
AquaPlush 9 月 18 日 上午 8:12 
@Blessings O'Babylon

You could also use Eccentric Flares. Can wear them on your pawn's legs so they don't take up other slots and set them to be auto dropped in dark areas. It's pretty hard without them, the vaults are VERY dark- though yeah it does make sense why lol

Could also use the disruptor flares but they're main weapon slot I think
Stultus 9 月 18 日 上午 6:54 
LOL
Sarg Bjornson  [作者] 9 月 16 日 下午 10:57 
Or you can use the flares
Blessings O'Babylon 9 月 16 日 下午 8:07 
@Sinsei

No, im with you. Im sorry, this mod is interesting, but i legitimatly cannot see a god damn thing. For the sake of simple accessability, for those of us with different eyes than yours, please let us adjust the default level of darkness.

Im not saying i dont understand why its dark, but it is genuinley activley working against the quality of this mod for at least me.
Zalera 9 月 16 日 上午 10:40 
My general spawned as a non-faction pawn and the shamblers were hostile to it. They downed It almost immediately They also spawned with unwaveringly loyal :( not sure if this is intended behavior or not. Otherwise awesome mod! enjoyed it quite a bit! Thanks!
✚ Mariel ✚ 9 月 15 日 下午 1:47 
I think the silo might be bugged. After I arrive there I get a timer for a few days saying raids will come, but after the timer expires no raids appear. You can go into the silo, go back out, wait for the enemies to die naturally, then loot it peacefully. You can also stay in the location safely forever with no raids, which is obv OP
ggfirst 9 月 15 日 上午 7:09 
1. After final mission ICBM launch site, > is the Silo quest spawn endlessly?
2. The Silo launch quest spawns too often. I have over 15+ silo sites around my map. had to use dev mod to manually remove.
3. I can't see the info of insignia. And it seems it doesn't have any effects, Popping error logs in debug mod. it might be other mod's issue (I don't know, but it matter not)

just please make a audjustable ocnfiguration of 1,2
It should dissapear faster than spawning.
Yahoo- 9 月 14 日 下午 8:04 
Not sure if this'd REALLY belong here or bug reports, but I keep getting a "can't enter bunker: Stair case blocked" message about 50% of the time trying to get into these bunkers, I've already removed some mods that were causing this 100% of the time but is this a common issue or something solely a mod would cause?
Smoker 9 月 14 日 下午 4:35 
Man this was awesome, even with my modded crew I killed him one second too late. I hate those doors lol. I do wish there was a goal even if it was 200 tiles away to undo the apocalypse.
Sarg Bjornson  [作者] 9 月 13 日 上午 7:26 
Use the flares
Sinsei 9 月 13 日 上午 6:43 
Is there a way to make the whole map brighter? I'm playing in a bright room and honestly cannot see anything at all. I know that i can activate the generators to use the lamps but even they are not bright enough. Every other pocket map (anomaly or from other mods) arent that dark like the silos in this mod.
Foe-Hammer 9 月 12 日 上午 10:44 
Would it be possible to have repairable features? Stuff like making the vehicle elevators work so once you clear a path to them you can bring vehicles in or using materials to make the burnout generators work without stopping?
AquaPlush 9 月 10 日 上午 11:39 
Yeah, incompatibility is the right word. Fine on its own, but for some reason it doesn't play nice with a couple other things.
Sig 9 月 10 日 上午 11:33 
Same issue, haven't had time to test yet what mod is causing it.
Sarg Bjornson  [作者] 9 月 10 日 上午 11:28 
If it's very common ones we can put them in the FAQ
Brightconn 9 月 10 日 上午 10:57 
I get the exact same thing running my normal modlist every time. Fine on its own though. Not a bug, just incompatibility.
AquaPlush 9 月 10 日 上午 10:08 
I'll try again later, and send my log if the issue persists. My bad
Sarg Bjornson  [作者] 9 月 10 日 上午 10:06 
It isn't buggy unless you can report those bugs properly. It has never caused any problems for me
AquaPlush 9 月 10 日 上午 9:13 
For as cool as this mod is, it's really buggy... I've only been able to get the quest with the General to generate properly once- In a dev quicktest, so I just returned to menu and started a new game (Skipping forward a bit to actually do the quest with devmode)

Start the quest and the first bunker generates fine, everything's good.Raid it, loot it, (I highly recommend eccentric extras: flares for lighting btw) then trigger the next silo quest with the intel desk-

...Aaand the site doesn't generate. Autocomplete it with devmode, spawn the next, same bug. Then start the ICBM site quest and it doesn't spawn. I read that it's incompatible with Layered Wall Destruction and Ancient Urban Ruins before, so they were already gone from my modlist. Man I just wanna beat the General and settle in an underground bunker to scratch that VFE- Ancients itch :(
Пельмений 9 月 10 日 上午 3:51 
@carriertank No, i don't have it currently (but is there a problem with anomaly asteroids mod?). More likely i have some other mod that does the same map generation bug (looked through dev.unfog). Binary searching is too time consuming for me right now sadly... Thank you for attention!
carriertank 9 月 10 日 上午 3:09 
@Пельмений do you have terraform asteroid ? I found out that mods seem to have a minor incompatibility with VQE deadlife, it glitch the map generation, preventing some (not all) silo to load propely leading to the issue you and carferieto mention.
tyrranor 9 月 7 日 上午 5:41 
@Dr.Rybkin they don't "need" but if you want them yes. it's easier using gravship