RimWorld

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RimCities Medieval Patch
   
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Mod, 1.5
File Size
Posted
Updated
50.542 KB
29 Jan @ 7:56pm
30 Jan @ 5:41am
3 Change Notes ( view )

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RimCities Medieval Patch

In 2 collections by Zaljerem
Zal's Original Mods
104 items
Mod Fixes
37 items
Description
* PLEASE NOTE: RIMCITIES HAS UPDATED, THIS PATCH SHOULD NO LONGER BE NECESSARY *


Requires "RimCities"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1775170117

This patch mod will prevent RimCities cities from spawning if there are no factions that are Industrial tech or higher.

Useful with (and tested against):
"World Tech Level"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3414187030
(and possibly other mods that restrict tech level)

Notes:
- If there are no industrial tech factions in game, no cities will spawn
- Fixes or mitigates various errors that would occur with RimCities when set below Spacer world tech level
- Pirates are patched to Industrial tech to prevent errors when running at Industrial world tech level (xml patch, I hope to fix this in code soon to restore them to Spacer tech)


12 Comments
Zaljerem  [author] 9 Feb @ 6:59am 
Corrupted cities were throwing an error if pirate factions were not present (at Industrial tech level, as Pirates are Spacer), but if you implemented a fallback for cities in general that's probably addressed already.

I set this mod to unlisted and will eventually remove it, thanks!
Cabbage 7 Feb @ 2:47pm 
I fixed the case where no industrial faction is available for generating cities. Are there any other patches from this mod which would make sense to include directly in RimCities?
Zaljerem  [author] 5 Feb @ 6:56pm 
Hey there, looks like you updated, so this is no longer necessary?
Cabbage 1 Feb @ 9:19am 
Hey there, RimCities author here. Feel free to open a PR on the GitHub repository, and I'd be happy to merge some of these changes into the original mod.

https://github.com/rvanasa/rimworld-cities
Rex705 30 Jan @ 12:43pm 
Dang was excited for Medieval Rimcities oh well. So for standard play this mod is pointless but I guess if you are running a Generations mod pack then this would help for cities to pop up after Medieval.
Zaljerem  [author] 30 Jan @ 8:43am 
I won't rule that out as a possibility as I learn more about RimCities, but honestly it's way more difficult as I don't directly control the code. Doing anything to it like this is convoluted.
DreamState 30 Jan @ 8:43am 
this bout to go crazy with medieval 2 when it comes out
Vororo 30 Jan @ 8:42am 
dang i hoped it would turn cities medieval
Good Old Jim 30 Jan @ 6:10am 
Gotcha, not hating on the mod btw sorry if it came across like that. Im just confused by it lol.
Zaljerem  [author] 29 Jan @ 10:26pm 
I was asked if I could patch RimCities in this manner by a mod pack creator, so I did so.