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Rapporter et oversættelsesproblem






Otherwise pretty fun, and a good way of getting car transmissions before researching fabrication if you have a ton of pre-fabrication tech mods.
It got me thinking and I can understand keeping things the way there are but there wouldn't happen to be some sort of super secret blueprint on a table that I can possibly find that'll let me manufacture both the coats and possibly the ancient guns too, no? Always been a sucker for the Ancient/long dead Civ stories and aesthetics and both Deadlife and the Ancients mod always nailed it for me. Hoping for an answer but keep up the great work as always!
The inability is caused by an error in GenStpe causing the underground structure only partially generating and failing before it generates the corresponding lower stairs, making the upper stairs unusable. This can be seen by going to the inaccessible map and 'Clear all Fog' dev tool.
I've only ever seen, 'Collection was modified; enumeration operation may not execute' errors occur when code interacts with an enumerator list inside a foreach loop, so it's likely a safe assumption that the '.Add' line in the only 'foreach' loop in VanillaQuestsExpandedDeadlife.StructureSetGenerator is causing the issue. I can't see how the Pawn List affects pawnSpawnOption though so I'm not certain why that would cause the error...
So I basically couldn't enter because there were no walls separating the hundreds of shamblers from killing anyone who went in.
Anyway to force it?
I'm waiting till I have enough combat power to tackle the quest, and at this points I have 11 different silo quests taking up my log- I'm afraid they're going to choke out the map by the time I can do the quest!
I got the quest 7 ingame years ago, and I have several other operation deadlife silo quests that no longer have a location on the map.
The permanent death pall that's supposed to happen if you ignore the quest never happened.
I suppose either:
- There is a timer for these locations similar to distress signals etc, it's just hidden
- The map can have a maximum of X quest locations active at any time and erases the older ones
- The timer to complete the ICBM site (before the death pall occurs) ran out but failed to trigger a failed status for the quest
Is it possible to spawn a quest location using dev mode, or have I locked myself out of this questline now?
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.