RimWorld

RimWorld

Lord of the Rims - The Third Age (Continued)
247 Comments
Mlie  [author] 4 Jan @ 11:24am 
@Oxxyy No, I do not update HAR-dependant mods anymore. But I think most of them are already updated to 1.5 by others at this point.
Oxxyy 4 Jan @ 11:02am 
do you have any plans to re-upload the lord of the rims species mods?
TealDragonGaming 6 Oct, 2024 @ 4:25pm 
@Skyl3lazer I was wondering why it was deleting my pawns. Weirdly it didn't delete the "Space Refugee", just the regular refugee pawnkinds. Also a villager. Still don't know why she got nuked while the other villagers stayed. I think she was just a wander or a rescue. Maybe a drop-pod rescue? I can't recall. I might swap to unrestricted and try running the separate tech restriction mods.
Nairagorn 22 Aug, 2024 @ 6:45am 
@Mlie man you're fast :D I only had that post up for a few minutes before I deleted it.

I think I'd goofed something up somehow when de-duping with Resource Dictionary. So i ended up just removing this mod and using a generic tech-remover that doesn't add mithril and iron and stuff (doubled up on the iron and stuff from medieval overhaul). Thanks for your awesome work as always!
Mlie  [author] 19 Aug, 2024 @ 10:04pm 
@Nairagorn This mod has not changed so you need to look over your modlist and find what other mod has updated since it last worked.
Skyl3lazer 28 May, 2024 @ 8:34am 
Update; Figured out my issue. The pawns came from a 'refugee' event and had that BaseKind. Editing the save to change their Kind to 'Colonist' made them load, and is nearly equivalent.
Skyl3lazer 28 May, 2024 @ 6:41am 
This does occasionally delete pawns - I suspect it culls things that have some relation to events or techs beyond medieval.
just nick 4 Mar, 2024 @ 3:40pm 
@Mlie thanks!
Mlie  [author] 4 Mar, 2024 @ 2:58pm 
@just nick Then combat extended has changed since that addition. I dont use CE and cant really keep up with their changes anymore. Ill strike that info and hopefully they can add in native support instead.
just nick 4 Mar, 2024 @ 2:55pm 
@Mlie I thought that this would have had support for combat extended given it says on this page that you "- Added support for Combat Extended." It works without combat extended.
Mlie  [author] 4 Mar, 2024 @ 2:49pm 
@just nick I dont think there is any compatiblity for this mod in CE. Before using CE, please verify that it has compatibility listed for your other mods.
just nick 4 Mar, 2024 @ 2:46pm 
@Mlie Here is the modlist: https://pasteboard.co/gtiIqNHo5hDL.png

Here is the weird text effect that only happens when I have this mod: https://pasteboard.co/odaPyI6tyGJC.png

Any advice? It really looks like this is the problem, even if the logging is strange.
Mlie  [author] 4 Mar, 2024 @ 2:35pm 
@just nick This mod does not modify textures or texture-paths. That error is due to some other mod.
just nick 4 Mar, 2024 @ 2:30pm 
Here is an example of the spammed console messages to go along with my previous post:

Collection cannot init: No textures found at path Things/Ammo/Rifle/Battlerifle/Sabot
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Collection:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_StackCount> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
Verse.GraphicData:Init ()
Verse.GraphicData:get_Graphic ()
Verse.ThingDef:<PostLoad>b__349_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
just nick 4 Mar, 2024 @ 1:25pm 
Having trouble loading a certain mod order that includes prepare carefully and this mod, as well as required mods. I'm getting this log when loading the pack, with third age seeming to be the problem. I can provide my modlist if necessary

Here is the log, as I could not CTRL+F12 due to modlist self-destruct: https://pastebin.com/sekccZ01
Mlie  [author] 24 Feb, 2024 @ 6:50am 
@sans Of Borg Please see the Reporting Issues section described above
sans Of Borg 24 Feb, 2024 @ 6:47am 
For some reason my pawns wont put stuff on shelves, is that a glitch?
nump4d 20 Dec, 2023 @ 2:53pm 
nvm do NOT listen to my previous comment, instead you can use cherry picker mod options to remove GenStepDefs under CommonMapGenerator.xml
nump4d 20 Dec, 2023 @ 2:16pm 
@diamond63 search for the "Remove Industrial Stuff" mod
Diamond63 8 Nov, 2023 @ 8:26am 
I have an issue where I see cars, mechanoid parts, advanced tech on the map when I generate a session. Any way to fix this? Kinda breaks Middle-Earth immersion I am looking for. I tried rearranging the mods, by putting biotech and other DLCs to the bottom, but it didn't help.
ジャッキー・ザ・トキ 14 Oct, 2023 @ 3:15pm 
its not but individual race mods worked
Mlie  [author] 14 Oct, 2023 @ 10:52am 
@Betute No idea, never used that mod
Betute 14 Oct, 2023 @ 10:03am 
Hello, is this mod compatible with Rimedieval?
ジャッキー・ザ・トキ 9 Sep, 2023 @ 2:13pm 
Anyone experiencing strange offset for all swords?
bowmansam 25 Apr, 2023 @ 10:57pm 
Is the pawn disappearance bug still present in 1.4?
lilairen 16 Apr, 2023 @ 8:58pm 
@Nairagorn It may be that my purpose in life is to be aware of Rimworld mods on the workshop for others. ;)
Nairagorn 16 Apr, 2023 @ 9:07am 
Oh nice @lilairen I had no idea that existed, thanks for the suggestion that should do the trick!
lilairen 15 Apr, 2023 @ 1:06pm 
Try Resource Dictionary.
Nairagorn 15 Apr, 2023 @ 12:06pm 
Compatible in that the two different iron types work. I'm going to give Cherry Picker a shot and see if I can just disable the iron added by Medieval Overhaul
Mlie  [author] 15 Apr, 2023 @ 10:57am 
@Nairagorn Not sure, never used that mod. Compatible how?
Nairagorn 15 Apr, 2023 @ 9:03am 
Any way to make this compatible with Medieval Overhaul? Both add iron and they don't play well together
Viruana 7 Mar, 2023 @ 3:58pm 
Oh my God I love you.
Mlie  [author] 17 Dec, 2022 @ 9:59am 
@Najls See ”Reporting Issues” above
Najls 17 Dec, 2022 @ 9:46am 
the game freezes when im starting the game
bowmansam 28 Sep, 2022 @ 1:20pm 
Which event do I need to disable to not get the pawn deletion bug? Is it "wanderers" or "wanderers join"? Many thanks! Also kudos to the OP for this mod.
SputTop 7 Sep, 2022 @ 2:30pm 
I can't seem to find a pantry or salt barrels. I'm playing with the tech limit off because it kinda broke the game, I think
Mlie  [author] 1 Sep, 2022 @ 11:55pm 
@The Worst Can you share a log of the issue?
Who 1 Sep, 2022 @ 11:35pm 
@Mlie Incompatibility report: Tested this mod with medieval overhaul and it does not let you select your starting scenario. The button refuses to continue onto the next page. Uninstalling either this OR medieval overhaul fixed the issue. Thank you for this awesome mod!
Mlie  [author] 31 Aug, 2022 @ 12:52pm 
@The Worst Not sure, probably
Who 31 Aug, 2022 @ 12:33pm 
Hello, thank you for updating all these great mods. Is this compatible with the Rimedieval overhaul mod?
Jmf2412 6 May, 2022 @ 11:15pm 
Thank you Mile for taking the time to update all these great mods :)
Mlie  [author] 25 Mar, 2022 @ 2:38pm 
@olivier.evrard Not seeing any errors connected to this mod. Can you verify by following the steps described under Reporting Issues above?
olivier.evrard 25 Mar, 2022 @ 2:26pm 
... which was a complete failure :-)
once more : https://gist.github.com/2d420c984aadeb1985cb2d3baac4091e
olivier.evrard 25 Mar, 2022 @ 2:24pm 
@Mlie. I had several times the UI (bottom screen) disappear. I see error messages at launch.
I'm a complete noob, though I managed to extract a log :
https://steamhost.cn
Mlie  [author] 25 Mar, 2022 @ 12:27pm 
@EvilCanadian Should be fixed now, thanks for the report!
EvilCanadian 24 Mar, 2022 @ 2:37pm 
Why does the screen shake every time I mine Iron? Would it be possible for you to get rid of that?
Mlie  [author] 18 Mar, 2022 @ 11:08pm 
@Ron Everson Can you share the error-log of that happening?
Ron Everson 18 Mar, 2022 @ 4:47pm 
@Mlie ... Incompatible with EDB Prepare Carefully - took me an hour+ if trial and error to identify that this one is the one that blocks me from using EDB. EDB pops up with an error window when you try to activate it.
Debugging does not help.
I am still trying to find a workaround in Mod sequence but so far no luck
Nooby 4 Mar, 2022 @ 5:55am 
how do i add a orc faction? i cant find a mod for it
SimplyStin 2 Mar, 2022 @ 8:07pm 
To correct the pawn vanishing issue be sure to disable the "Wanderer" event in your scenario editor. This one seems to be the problem event that causes the resulting pawn to vanish upon a reload. I didn't test all other events that allow new pawns to join your colony, but I did test several, and this seems to be the only one that resulted in this issue.

It's a real shame as well as this event seems heavily weighted to occur if you are playing a scenario start in which you only have one colonist. Very helpful event that doesn't work :( Hopefully some sort of fix roles around some day.