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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.
(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)
Hey, I have an error when loading the mod with Combat Extended, is there any way to fix this?
the game works properly again.
(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?
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)
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)
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}
'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.
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
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.
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, ...).
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
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
https://gist.github.com/HugsLibRecordKeeper/4e70aaa144f0e48c6549f8a38fb9448d
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.
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
The corporate quest I got at the same time was fine.
It's strange playing a colony that can only build basic furniture and having these corporate chairs available.