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报告翻译问题
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.
Apart from that a pretty fun questline, my main challenge was managing the mood of my pawns while getting the loot out.
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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.
CE patches are available on the CE mod page. If it's not there, the answer is no.
Flare use not chore, Spam seem to think RimWorld some kind of autobattler or three-click-a-day browser game.
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.
Silo dark. Flare make light.
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
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
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.
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.
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 :(