Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I use this myself with every run, and the only issues I have ever encountered are:
- Some HAR races confusing the penalty that inflicts tiny amount of damage (as not a relevant body part type), but they work the rest of the time.
- When driving vehicles and asking for quests using Vehicle Framework - some work fine, some dupe quests, some don't allow any - I think because it sees Vehicles as strange pawns/technically two caravans and doesn't know how to process.
- Having no permanent settlement on the planet when asking for a quest. Whilst personally I would have loved this to be possible, to allow for true nomadic gameplay, it doesn't seem to be possible due to how base game generates quests.
So I looked through what you send, and the only things I can think of are:
- Did you use a vehicle when asking for a quest? Some vehicle mods can have issues with mod, it's a long term issue that I need to get sorted at some point when I have chance. I usually find this only duplicates quests though, rather than makes it impossible to generate
- The only real possible mod issues I can see are:
- Limit Quest Pawns, which may cause issues (doubt it)
- World Tech Level - which may be limiting what quests can generate, and for some reason
being overly strict. I am again not sure about this, but I know it does limit certain quests
firing. But I have used it with Settlement Quests a lot, and never encountered issues.
- Rimcalendar - have never seen or used that mod along side this mod, and seeing as it
seems to predict quests, it may be causing issues having a quest generate that it didn't
foresee.
https://gist.github.com/HugsLibRecordKeeper/f3168f422cfe2cc1b7e95c40c9a49d1c
Do you have any other mods that change the empire specifically? You shouldn't need to have a title or anything, so unless something has drastically changed the way the faction functions/how they generate quests, I don't have a clue. If you can send my the log after you try asking for a quest, I will look to see if I can see anything obvious.
It could reduce the amount of quests significantly, as it would do with normal quest generation. I imagine the only quests you will receive would involve manhunters, mechs or item requests. Most quests involve some form of hostile faction in some way.
1. Do you have a permanent settlement when you ask for quest? The mod will only generate quests if you have at least one permanent base. This is a limitation of the vanilla game, quests just don't fire without a base.
2. Does it generate any sort of message when you don't get a quest, or is it just blank? Usually if it doesn't generate a quest, it will give a message why. There is a ~20% chance of failing to find a quest by default. If the mod works as intended, it will display a message. On occasion TPS is so extreme the message has disappeared before game catches up.
3. Does your caravan have a vehicle? I have had issues with some of the vehicle mods - specifically with the vehicle framework. Occasionally it generates two quests, and sometimes the vehicles stop quests generating at all. This is a bug that I really want to fix, but just have not had the time to rectify due to personal life etc.
Hello First of all, I apologize for the long mod list.
I have already reported this to the Multifloor mod, but I'm reporting it here as well just in case.
After creating a caravan and arriving at an outlander colony, pressing the quest button does not generate a quest, and TPS drops.
https://gist.github.com/HugsLibRecordKeeper/314f0cc052556349b69286491527ec9b
Here you go I think I copied the right stuff from the dev console
if (rewardChoice.choices.Any(x => x.rewards.Any(x => x is Reward_Goodwill goodwill && goodwill.faction == parent.Faction)))
This means quests are only added if they include goodwill rewards from the settlement's faction. Disabling goodwill rewards skips this check, causing generation to fail.
To test, I started a fresh save with only Harmony, DLCs, and your mod. Disallowing goodwill rewards always failed, while allowing them generated quests instantly via the action button.
I see why the faction check exists—quests from unrelated factions wouldn’t make sense. Temporarily enabling goodwill rewards fixed everything. Your mod has made the game way more enjoyable! Thanks for the mod—love the concept.
There is a chance you can fail to find a quest, and a smaller chance in causing negative faction opinion of you, but aside from that goodwill has nothing to do with this mod.
Curiously, there is a mod that lets you fulfill pawn kill/capture contracts. If captured pawn is seated in a vehicle, then fulfilling that capture contract will be completed, but that pawn will show up as still being in vehicle (when it's actually not - entering a map would display that that pawn is not inside). However, dismounting that pawn from the vehicle and only then fulfilling the contract will complete the contract with no errors.
I now wonder if dismounting pawns from vehicles and then getting the quest would actually spawn a quest.
It is also quite easy to patch to change rewards, time and % of success - so it's quite nice for patching for a tailor made playthrough.
Basically discontinued means it's unlikely to be updated again, but it still works with the current build :)
I will likely remove it from the list when it is no longer compatible with up to date rimworld
Error in Settlement quests, assembly name: SettlementQuests, method: WorldObjectComp_SettlementQuest:CaravanFight, exception: System.MissingMethodException: void (etc etc)
I would suggest sharing the dev log of the error, or trying to take a quest when in dev mode, and seeing if an error actually occurs.
Have the 6 tries been with different caravans? Or the same one? If the same one, possibly try settling and then make the caravan again and then try again.
If you could also share your mod list, it could narrow things down
https://gist.github.com/HugsLibRecordKeeper/8fae4d39190eafb537acc3dc58af7d91
https://pastebin.com/n74xvjYD - Part 1
https://pastebin.com/rzgtFHTV - Part 2