RimWorld

RimWorld

The Corporation - Mort's Factions
229 Comments
最是能睡觉 22 hours ago 
There is a problem with The configuration of the MF_Corporation faction (FactionDef) in the "The Corporate-Mort's Factions" module, which causes the Hospitality module to be unable to generate visitors (caravans or guests) for this faction. The following is a detailed analysis and solution:
moo 29 Jun @ 3:29pm 
With Hospitality now out for 1.6, your mod needs a couple updates

FactionDef MF_Corporation must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in The Corporation - Mort's Factions.

FactionDef MF_CyberPunks must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in The Corporation - Mort's Factions.
Mc_Dyno 6 Jun @ 10:39am 
There should be a second integration with your mort ideologies mod, the CyberPunks should be anarchists.
o.s.c.y.p. 5 Jun @ 2:52pm 
The "Call wage worker gang" permit seems to be bugged. It is listed as an upgrade from the "Call *laborer* team permit", whereas the preceding permit is actually called "Call *wage worker* team" – this makes it impossible to be selected, even after reaching regional executive level and taking the wage worker team permit.
Eltsukka 4 Jun @ 5:36am 
"OK, I'll tell ya why I wanna destroy Arasaka, but I'll only tell ya once. Wanna hear it?"
McLets 25 May @ 1:28pm 
This mod is bugged with Hospitality. It's lacking a faction tag that causes guests or caravans to appear. Other faction mods do not have this problem. Cyperpunks as well.
肯尼迪 25 May @ 10:25am 
这个有没有汉化?:steamthumbsup:
Head 22 May @ 10:42am 
FactionDef MF_Corporation must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in The Corporation - Mort's Factions.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

FactionDef MF_CyberPunks must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in The Corporation - Mort's Factions.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
IHateTheIRS 19 May @ 1:49am 
Yeah this mod gets updated very rarely, so don't wait around for it.
Head 18 May @ 8:41pm 
I think it would be really cool to see their bases have large offices and a bunch of mechs patrolling around
Head 8 May @ 8:43pm 
Amazing mod. I wish the faction had custom base generation with VEF though!
Esoteric 1 May @ 11:32pm 
https://gist.github.com/HugsLibRecordKeeper/d013daf8c875fb67115b8b08a54a50d1

Hey, I have an error when loading the mod with Combat Extended, is there any way to fix this?
The Dutchman 7 Apr @ 11:43am 
Says in the description they are supposed to have only 1 faction base
TurtleShroom 17 Mar @ 6:08pm 
IIRC, They are supposed to be a Hidden Faction without Bases.
PEACEOFWAR 17 Mar @ 3:38pm 
Hi The Cyber Punks appear to be glitched for me, if I let them be a faction on a new map I only get 1 city of each faction, and their faction errors out when Dev test 5% - but If I check the X to remove them form a new map/new game
the game works properly again.
Nameless 15 Mar @ 2:28pm 
MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch4 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

Can you help please?
Nameless 15 Mar @ 2:28pm 
MonoMod.Utils.DynamicMethodDefinition:RimWorld.QuestScriptDef.CanRun_Patch1 (RimWorld.QuestScriptDef,RimWorld.QuestGen.Slate)
RimWorld.QuestScriptDef:CanRun (single)
RimWorld.IncidentWorker_GiveQuest:CanFireNowSub (RimWorld.IncidentParms)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.IncidentWorker.CanFireNow_Patch5 (RimWorld.IncidentWorker,RimWorld.IncidentParms)
RimWorld.StorytellerComp_RefiringUniqueQuest/<MakeIntervalIncidents>d__5:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__40:MoveNext ()
RimWorld.Storyteller/<MakeIncidentsForInterval>d__39:MoveNext ()
RimWorld.Storyteller:StorytellerTick ()
(wrapper dynamic-method)
Nameless 15 Mar @ 2:28pm 
This is the strikebreaker squad that was hunting [../asker_nameFull].

raid/enemyFaction=MF_Corporation
raid/map=Map-0-PlayerHome
raid/points=51.72799
raid/walkInSpot=(0, 0, 128)
raidDelayTicks=1750
raidPoints=51.72799
sitePartCount=2
sitePartDefs=Outpost, ItemStash
siteTile=96639
walkInSpot=(0, 0, 128)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode_Sequence:TestRunInt (RimWorld.QuestGen.Slate)
RimWorld.QuestGen.QuestNode:TestRun (RimWorld.QuestGen.Slate)
(wrapper dynamic-method)
Nameless 15 Mar @ 2:28pm 
Hi @Mort Strudel! Thank you for your mod :) There is a question with regards to it. When I have it active but do not use one of the introduced factions in my run I get spammed with the following errors:
Exception test running QuestNode_GetDefaultSitePartsParams: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 8607718E] Duplicate stacktrace, see ref for original

Slate vars:
faction=Monlonler Nation
map=Map-0-PlayerHome
points=41.41621
raid/customLetterLabel={BASELABEL}: Strikebreaker squad
raid/customLetterText={BASETEXT}
IHateTheIRS 3 Mar @ 6:02pm 
I think being a royal is bad as well, along with certain starts, as it seems they turn to be permanently hostile, its just how it is sometimes.
RandomEdits 28 Feb @ 10:00pm 
I wanted to fight against the Corporation, but why is the Cyberpunks permanently hostile to me? I didn't even do anything yet!
IHateTheIRS 27 Feb @ 12:59pm 
You just need to gain more and more 'promotion credit', basically the honor system, except there is no ceremony. Which is kinda nice
ShadowEater25 18 Feb @ 6:41pm 
how does one get permits? I know about the starting quest to gain the first title but how to do gain more or increase it? please help I want to rise in rank
IHateTheIRS 26 Jan @ 7:12pm 
Man, I'm really happy your back, this mod is definitely one of my favorites, but one thing I do believe needs to be revised, is the permits, as they seem to have far too much reliance on humanlikes over mechanoids, and the humanlikes, like the security squad is quite.. Bad. They will almost always do nothing in any meaningful way, and it seems like there just needs to be more permits, an example being

'light escort: 2 pikemen and 4 militors', I think it could work, at a 'reworked' permit scheme, to allow more unique permits over all the others that are in the modded section, and especially over the imperium, as if you have VFE - Empire, you just have so many vs so few of these..

But anyways, I'm mostly just grateful to see your still working on this above all else, but I do hope you take this into consideration for if you ever rework permits.
Mort Strudel  [author] 23 Jan @ 12:42am 
[Auto-generated text]: Update on 1/23/2025 12:30:59 AM.

Version 1.0.18

- Revamped the corporate traders:

Previously, all corporate caravans were of double size, with any pawn being able to trade with them. To incentivize rising the corporate ladder, these high-value caravans (now specifically called Merchants) are now restricted to pawns of rank Supervisor or higher, while the regular corporate orbital trader is restricted to pawns of rank Manager or higher. To keep the silver flowing, the Corporation now also sends out Bulk Goods, Weapons, and Exotic Goods traders that function just like the outlander counterparts (though they also purchase paperwork).

- Also tweaked the corporate caravans to include buying and selling of certain items from the Anomaly DLC to bring them in line with vanilla caravans
IHateTheIRS 31 Dec, 2024 @ 5:06pm 
Erm, you alive big man?
Froggysnack 19 Nov, 2024 @ 11:41pm 
@TehFishey Yeah I've got that issue as well in another playthrough.
In my case I think it's because the Empire is hostile.
Also the problem persists with other modded permit factions (dead man's switch for example). So it's not specific.
TehFishey 19 Nov, 2024 @ 11:58am 
@Froggysnack I seem to be having this issue as well. One thing to note is that I disabled the Empire in this playthrough (so I have no permits tab at all when I open qualifying pawns.) Could this have contributed to the issue?
Content *******ed 2 Nov, 2024 @ 2:19pm 
it would be cool if the mod also had mod integration with VFE desertes and VFE empire
Froggysnack 1 Nov, 2024 @ 9:49am 
Great mod! A nice alernative to the empire.

However, one of my colonist became a full-time employee but I can't access permits.

In my other playthrough there was some sort of recycling arrows symbol that switches between the different faction permits.
But here I only have access to the royal ones and there's no symbol.

Is there a way to fix this? Or at least another way to access that menu? (developement mode, mod, ...).
Mort Strudel  [author] 30 Jul, 2024 @ 11:51pm 
[Auto-generated text]: Update on 7/30/2024 11:30:40 PM.

Version 1.0.17

- Replaced the faction site icon with a new one made by Reel. Thanks Reel!
- Removed the letter A from the faction name generator for The Corporation (in names like 'B and A Shipping Corporation') to keep the game from automatically changing it to 'An' instead of 'A' when the next word starts with a vowel
- Added some more strings to the Corporation faction name generator to add some more variety
Mort Strudel  [author] 30 Jul, 2024 @ 10:55pm 
[Auto-generated text]: Update on 7/30/2024 10:47:51 PM.

Version 1.0.16

- Fixed a bug with how Corpo Camp and Punk Camp quests are generated. Previously, the Corporation and Empire factions were allowed to grant either of these quests, leading to bizarre situations where the Corporation would give you a quest to raid their own camps, making them hostile if you accept their quest.
- Updated the text for the Corpo Camp and Punk Camp quests.
- Fixed a typo in the Cyber Punk faction description
Jw42291 4 Jul, 2024 @ 2:18pm 
Same as Kongkim <3
kongkim 30 Jun, 2024 @ 7:29am 
Hi there, everytime i get the two quests to choose side i get some errors.
https://gist.github.com/HugsLibRecordKeeper/4e70aaa144f0e48c6549f8a38fb9448d
Twilight 24 May, 2024 @ 1:12pm 
Minor quirk, seems the militor and scyther hive permits are disabled if your map is experiencing extreme temperatures. Makes a bit more sense for the security\marine permits but robots should ignore temp.
Takkik 22 May, 2024 @ 5:13am 
Playing with save our ship 2.7, cyberpunk rebel quest start in space. Weird thing, revel arrive at map border (and die from vacum) but the corpo land inside my ship. Could be great if the rebel drop inside the ship too.
Latex Santa 16 May, 2024 @ 12:55pm 
@o.s.c.y.p.
That is a fairly benign bug in my experience. That just says that no Hospitality guests from the Corporation or Cyberpunk Rebels factions will arrive to stay with you. Those "pawnGroupMaker" categories were simply not filled in, at least not in any meaningful way that would allow the Hospitality mod to generate guest groups from them. It can be safely ignored, I think.
JeanySushiBox 3 May, 2024 @ 11:01am 
will therebe a special event to get the promotion via a evnet insgtaed of automticaally? which makes it very hard sometimes cus u csaving points to summon stuff and dont have enough materals to get a higer rank room requiremnts
o.s.c.y.p. 28 Apr, 2024 @ 9:48am 
First of all, I'm loving the idea and execution. I'm still pretty new to this mod, but a senior executive just struck a deal with me to direct a reality show of five tribals fighting against five rats, agreeing to pay dearly in hyperweave. Lol

Minor bug report: Loading this mod together with Hospitality shows the following warning at startup. Would you mind updating the mod to acommodate for it?

FactionDef MF_Corporation must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in The Corporation - Mort's Factions.
[stack trace snipped]


There's a similar error for the Cyber Punks.

Full logs: https://gist.github.com/HugsLibRecordKeeper/08732ac59f04a60e949cd2b58b2e3024
Yuka 23 Apr, 2024 @ 12:14am 
I'd love the quest chain to drive the corp off the rimworld. I've always wanted an ending where we actually colonize the rimworld!
Cantiel 20 Apr, 2024 @ 7:35am 
not sure if the bestower events in the description are just on high ranks, but for me, my pawns got automatically promoted, which was actually a pain int he butt, as i tried to save points to reset my permit points and pick better ones i unlocked
Them8 16 Apr, 2024 @ 4:03pm 
i'm sorry how do you get started getting corp things... i am not getting any quest or so from them.
TurtleShroom 14 Apr, 2024 @ 3:00pm 
"Imgur is temporarily over capacity."
Turambar 14 Apr, 2024 @ 8:16am 
I got a bugged quest, probably related to this mod: https://i.imgur.com/YJqoLl7.png
The corporate quest I got at the same time was fine.
Turambar 14 Apr, 2024 @ 2:00am 
Would it be possible to lock the corproation furniture behind a tech? Maybe one of the Vanilla Expanded fruniture tech when it is installed?
It's strange playing a colony that can only build basic furniture and having these corporate chairs available.
Farbott 13 Apr, 2024 @ 10:27pm 
I swear there was a similar mod like this that just added high-end factions with mechanoids using bots in raids and caravans and such but i cant remember its name
TurtleShroom 13 Apr, 2024 @ 10:19pm 
I can report similar issues, although mine concerns mostly just getting Corporate Quests and little else. I have also seen them break world generation in my game.
Roque the Rogue 13 Apr, 2024 @ 5:19pm 
The mod is breaking world generation, from what I could see in the log is some poor interaction with VFE.CORE and a list of other vanilla expanded framework mods, check your compatibility patches
Obiben27 3 Apr, 2024 @ 3:13am 
they break the map for me
Planetfall 29 Mar, 2024 @ 5:34pm 
@HydroFrog64 I was having the same problem. I realized you have to use a little gizmo in the top left corner of the permit pop up. It kinda looks like a recycling symbol, two arrows making a circle. Click that and it brings up a drop down menu of all the factions, click the company's faction to get the company permits.