RimWorld

RimWorld

Yayo's EndGame (Continued)
26 kommentarer
тетеря, блин For 21 timer siden 
seems like exellent mod to play with Odyssey.
Mythophile 13. juli kl. 7:12 
Awaiting 1.6 update.
Narada 16. sep. 2024 kl. 13:56 
Just a heads up, it's asking me for metal hell, labyrinth and undercave energy shards, maybe it needs some anomaly tweaks lol (I already turned off extreme biomes too) and I can't finish the playthrough due to this bug as I can't mine those areas lol
Narada 13. sep. 2024 kl. 4:06 
Never mind I found it, so it's definitely working! I just have no idea which biomes I need to visit but I guess I will get a prompt for that.
Narada 13. sep. 2024 kl. 3:32 
Oh I see, thank you. So the error I am getting from my log is safe to ignore and I can just assume the mod is working? I can't find anywhere to build the extractor shown in the images either.
Mlie  [ophavsmand] 12. sep. 2024 kl. 22:03 
@Narada The description above tells you what to do, I dont think there are any quests in the mod. Yayos mods tend to be a concept that may not be fully implemented as they usually move on to other ideas
Narada 12. sep. 2024 kl. 17:34 
Hello, how do I activate this? I have it in my new save and I don't see anything in my game about it. I had it in my previous save too and nothing appeared related to it, but I added it mid game so I figured it wasn't working because of that.

Am I supposed to get a quest like for Archonexus or how do I start this story?
Espiovvv 15. juni 2024 kl. 4:56 
There's a bug with Tunneler mechanoids, they keep interacting with the biome energy extractor but not actually advancing progress to the next portion, and instead endlessly causing the flash effect from when a pawn begins interacting with the biome energy extractor, it works fine when a human pawn uses it though.

Here's my hugslog: https://gist.github.com/HugsLibRecordKeeper/9f5609c1c554559532fb1439c1a9f5f2

This mod completely did not work for me in 1.4, glad it finally works in 1.5 :D
Signal 9. mar. 2024 kl. 20:13 
What units does the "Biome shard extraction rate" setting represent? Shards/day?

Is it okay to add this mod to an ongoing game? When I tried that, I can build an energy extractor, but nothing tells me which biomes have to be worked.
The Bard of Hearts 5. jan. 2024 kl. 18:44 
I did some testing. I found the issue. Its a mod conflict of a very specific nature. For anyone using the mod "More Vanilla Biomes", there is a minor incompatibility. The biome "Sandbar" from that mod causes this one to have the previously stated errors show up. However, if you disable Sandbar in that mod's options before creating your game world... no problems. Hope this helps if anyone else comes across this little hiccup.
The Bard of Hearts 5. jan. 2024 kl. 18:12 
Confused about this mod somewhat. First, there are 4 Energy Core tasks?? number 2 and 3 of which don't list any requirements and the window looks funky for (like the close button his half off the window). Is something just wrong on my side or is this a known bug? Or is that how its suppose to be and I just don't understand what the mod wants of the player?? Please help.
jaylemeux 11. nov. 2023 kl. 6:30 
Same issue as Ecke here. No raids spawn.
doomswell 6. sep. 2023 kl. 11:48 
Does this have any interaction with pollution? Like is it slower/impossible to extract shards in a polluted biome? Cause I think it would be neat to try racing against Yayo's Pollution.
ZAX 2. sep. 2023 kl. 14:17 
@Ecke Maybe you have Rimwar installed? that mod is unusable for any mod that spawns raids, as far as i know.
Ecke 11. feb. 2023 kl. 6:55 
First of all: I love this mod & Thanks for your hard work!

Sadly it appears that my Countdown ist not properly working, because i don't get raided -.-"
I'm playing "Loosing is Fun" but still nothing.
It could be because of the other 50+ Mods but I wanted to report the issue in case that i'm not the only one.
Have a good one ;)
Mlie  [ophavsmand] 13. dec. 2022 kl. 12:40 
@jaylemeux Seems reasonable, added a mod-setting for the extreme-biome now
jaylemeux 11. dec. 2022 kl. 15:05 
Hi, I have an update: I deep-scanned the sea ice until a mineral was discovered. Then I was able to plop the extractor on the mineral deposit. Problem solved.

FWIW I actually strongly prefer that extreme biomes are included, or even prioritized, in the extraction sites. The reason I subscribed to this mod was that the base game has gotten too easy.
Mlie  [ophavsmand] 8. dec. 2022 kl. 11:08 
Extreme biomes should now not be chosen for extraction of crystals
Narkhen 7. dec. 2022 kl. 15:26 
To fix the problem, add <canBuildBase>false</canBuildBase> to those biomes inside:

steamapps\common\RimWorld\Data\Core\Defs\BiomeDefs\Biomes_Cold.xml

for instance:

<BiomeDef>
<defName>IceSheet</defName>
<label>ice sheet</label>
<description>Sheets of ice which can be kilometers thick. There is no soil for plants to grow in. The only animals here are migrating to somewhere else - or badly lost.</description>
<workerClass>BiomeWorker_IceSheet</workerClass>
<canBuildBase>false</canBuildBase>

And fixed, those biomes should no longer appear in the generation list of the planets cores.

For a definitive solution, a Biomes_Cold.xml could be added to this mod with those parameters included in both the IceSheet and Seaice biomes.

This would also apply to any other biome where you can't build, just add <canBuildBase>false</canBuildBase> and you're done.

Excuse me for my English is not my native language.
Narkhen 7. dec. 2022 kl. 15:26 
Hello, I have found a solution to the problem
Looking at the .DLL I have seen that this mod uses these two parameters to prevent that biome from appearing in the list: canBuildBase = True or impassable= True

The problem is if you look at base core BiomeDefs settings of rimworld:

<defName>IceSheet</defName>
<defName>SeaIce</defName>

None of those biomes have that tag, and that's why this mod can't compare if those values are true or false for those biomes, so the mod adds those biomes to the operation.

I follow on next message
Mlie  [ophavsmand] 2. dec. 2022 kl. 13:29 
@jaylemeux Can you post the issue here as well?
jaylemeux 2. dec. 2022 kl. 12:18 
Thanks for updating this. I just posted on the original mod about the sea ice compatibility issue--I got all the way to the endgame before I realized my dilemma. Any fix at all would be super appreciated!!
Onion Dent 22. nov. 2022 kl. 2:34 
Your tireless contribution to the Rimworld modding scene is greatly appreciated. Keep up the great work:steamthumbsup:
Broms 19. nov. 2022 kl. 6:23 
Woo
FranCSGO Gameplays y Tutoriales 17. nov. 2022 kl. 14:09 
thanks mlie you are the best :D