RimWorld

RimWorld

Medieval Adventures: Hunts
80 Comments
dr650cp 23 Jul @ 7:00am 
1.6 pls
Abra⁧⁧cadabra 19 Jul @ 7:12pm 
Hope you end up feeling better Seti, wish you the best of luck.
Accord Ayre 15 Jul @ 6:58pm 
I didn't test every hunt, but it seems to be working great in 1.6
Seti  [author] 15 Jul @ 1:46pm 
Im way too psycholohically unwell right now to engage with modding and testing, if somebody wants to check it doesnt break with 1.6 just tell me
Slamurmum 15 Jul @ 12:14am 
1.6? Also thank you again for the mod <3
I'm not gay, but $20 is $20 10 Jul @ 12:17am 
Is there a use for the Bloody Letters besides selling them?
KΞNTΛR 22 Jun @ 6:42am 
@Guineatown20806 Probably not since I also use Vehicles Expanded. Never happened to me.
Guineatown20806 8 Jun @ 3:23am 
Generated a Hunt quest. Decided to go there. Maybe the Vehicle from Vehicles expanded is a problem but it crashes once I go there. https://pastebin.com/PKx3rTZv
Seti  [author] 17 May @ 1:13pm 
@ThunderGodFnry honestly no idea, i kinda gave up on trying to figure it out as it never happened on my end, so i have no idea and no way of testing it
ThunderGodFnry 17 May @ 8:59am 
do you have to resume the game without the mod, save it, then reinstall, because when I didn't do that it still seems frozen
Happycam 15 May @ 1:13pm 
Thank you, I knew VEF had some form of system, but I didn't realize custom quest framework also has it's own system, and how much more indepth it is. Thanks also for the followup as well, Love your mods and look forward to your future endeavors!
Seti  [author] 15 May @ 7:01am 
@Happycam there are two systems, custom quest framework, which i used, and then there is the system vanilla expended uses, in short, vanilla expended is more simple, just less complex but requires more setup, custom quest framework requires you to customize everything but thats the beauty of it that you can specify EVERYTHING
Happycam 12 May @ 5:00pm 
What did you use to make the custom maps? I am planning on making a mod with custom hand made structures and maps but not sure. I remember someone had a tutorial on it but I can't find it anymore so I'm very curious.
killer123 30 Apr @ 7:01am 
how long do it take of a hunt go of cooldown
KungWoo 9 Apr @ 3:40pm 
@Seti, I have unsubscribed and re-subscribed to the mod several times and the cooldown on the buttons are still an issue. I do not believe the patch you implemented worked?
Most Definitely a Mimic 17 Mar @ 7:45am 
Of I just find this mod right as MO2 launches. <3 love the work.
Good Old Jim 14 Mar @ 6:16pm 
Does this work with 1.4
Apraxas 13 Mar @ 9:52pm 
Ah lol came here to ask how long the cooldown is only to learn it's eternity. How unfortunate... :'( watned to give my army full lindwurm helmet and armor...
Seti  [author] 13 Mar @ 8:19am 
@Ulas yes it is
Ulas 12 Mar @ 10:19pm 
hi! is this up to date with the current version of the game?
Suez 4 Mar @ 3:13pm 
If it's possible, a good alternative to the cooldown (and it's problems with not ticking)
What if the bloody notes you find at each hunt are able to be analyzed at a research bench and that triggers the cooldown. I'm not sure if that would be possible to do, but it would add a use for the letters beyond silver, and make it feel more like you are tracking the monsters
Nick "Zorb" Cage 10 Feb @ 6:54pm 
I ran a local version so i didn't even know there was an update.
Seti  [author] 10 Feb @ 4:20am 
@(≡◉‿‿◉≡) yeah download it again, like unsubscribe , wait for steam to delete the files, subscribe again, should fix it
Nick "Zorb" Cage 9 Feb @ 8:51pm 
Thanks for fixing the cooldown. Had to remove and add back in the mod to reset mine.
Seti  [author] 9 Feb @ 2:29am 
@(≡◉‿‿◉≡) I pushed an update a few days back to remove cooldown, it wont unfreeze tho, Ill talk to CQF dev to fix this as my update didnt fix it it seems
(≡◉‿‿◉≡) 8 Feb @ 3:48pm 
So umm.. how long does the cool down on the locating last? I'm just asking because there isn't any timer/ticks on how long it is.

I just want to avoid the problem with the same guy having with like years to cooldown the quest.
Surasu Undying 4 Feb @ 5:37pm 
I was thinking. How about an eye implant that gives you the "darksight" benefits? Would be cool!
Seti  [author] 4 Feb @ 11:38am 
@Azraile literally how could you make one, the creatures are from it
Azraile 3 Feb @ 9:05pm 
can we get a version of these mods maybe that don't need the medieval overhauls, it seams to cause some incomatabilities quite offten
Surasu Undying 30 Jan @ 1:38am 
No problem! xD
Seti  [author] 30 Jan @ 1:29am 
@Surasu Undying honestly no idea, im not the one making the code, thats custom quest framwork, im too stupid for c#
Surasu Undying 29 Jan @ 7:29pm 
Wait so this game skips tics sometimes!? That explain a lot of random shit that has happened to me with particular mods! Also regarding the cooldown. Wouldn't be easier making it in game days? For example low threats have a cooldown of 7 days, medium threats of 30 and large threats of 60 or even more! Like in the rituals and stuff.
Seti  [author] 29 Jan @ 2:12pm 
@Surasu Undying "fixed" it wont unfreeze the frozen actions but it will prevent future instances of this bug
RedMattis recently discovered that the game just... skips ticks sometimes, so if an actions from this mod is set to unfreeze on a certain tick, and the tick never comes, it just stays frozen
So i just removed the cooldown, its sad it has to be done this way but whatever i guess
Surasu Undying 28 Jan @ 1:27pm 
I'm using the "GenerationsII" collection with all the default settings provided with it. I'll leave a link after explaining.

What i did was click the button of the wolves because i wanted the gland for a colonist wich i obtained, after that i clicked and did the troll, unhold, alp and the tree monster one at a time (qhat i mean is, i activated the activity, did the mission and activated another activity). Now after 6 years the buttons are still on cooldown.

Here is the link to the collection, everything is provided by the author and maybe my problem is a bug of mine, to make sure i have done anew, clean installation to test!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3371938612
Seti  [author] 28 Jan @ 12:18pm 
@Surasu Undying could you provide your modlist and possible what you did when you activated the activity?
Seti  [author] 28 Jan @ 12:12pm 
youre the first person to tell me this
Seti  [author] 28 Jan @ 12:11pm 
@Surasu Undying wait what, which quests?
Surasu Undying 28 Jan @ 6:14am 
How much is the cooldown? 70 years? Because been waiting like 6 years now for an alph mission to reset and nothing happens. Sorry if i sounded rude, not my intention!
Seti  [author] 22 Jan @ 8:29am 
@Trunkzouu three people gave bad ratings
Trunkzouu 22 Jan @ 8:22am 
why this mod have 4 stars ?
Dorka 18 Jan @ 1:51pm 
@Seti I figured it out! I thought it was just from the screen, i didn't know i had to launch the caravan and then click on it and it popped up the hunts. Thank you!
Seti  [author] 18 Jan @ 1:11pm 
@Dorka check the animal skill of your colonists that you send in the caravan
Dorka 17 Jan @ 1:05pm 
So, i'm not getting the buttons to show up on my map when trying to caravan? Is there a research?
Snoper98 7 Jan @ 2:15am 
And I can play Witcher in rimworld now
Snoper98 7 Jan @ 2:14am 
Incredible mod! Wish to see more of your brilliant ideas!
Seti  [author] 5 Jan @ 1:35pm 
fixed, although its a crappy fix, with how it currently works, while it will no longer spawn in the water, i have no idea why, naturally generated quests will spawn somewhat far away, i will look into it more indepth later
Seti  [author] 5 Jan @ 12:26pm 
replicated the error, working on a fix
Seti  [author] 5 Jan @ 12:16pm 
@321 @Kurugane can you provide more info? does this occur only when it naturally spawns? do the actions to find the sites work correctly?

@Private_Crosbie unofficial is just a new version until medieval overhaul 2.0 comes out, thats what everyone uses right now
Seti  [author] 5 Jan @ 12:14pm 
oh I usually play with 30% worlds so thats possibly why i never encountered