RimWorld
Reunion
 Αυτό το θέμα έχει επισημανθεί, οπότε πιθανώς είναι σημαντικό
Kyrun  [δημιουργός] 3 Μαρ 2020, 16:08
FAQ
I have been playing for years, why hasn't any of my custom pawns joined me?
If you don't mind turning on development mode, reload the game and open the debug console. One of the last messages will show you when exactly the next pawn will come.
Otherwise:
  1. Go to the mod settings and change the duration range to 0-1 day.
  2. Wait for 1 day.
  3. If you don't receive an event, there is a conflict with other mods.
  4. Disable other mods and repeat the test until your pawn arrives, and identify what is causing the conflict.
I will try to fix it if you can identify it. Remember to change the mod settings back to normal once the problem is fixed.

Are my custom pawns with the Ally trait still in the game?
  1. Make sure Development Mode is active, and your game is loaded.
  2. Open the debug actions menu (top of the screen, 4th icon from the left).
  3. Click [Print "Ally" list], under Mod - Reunion (by Kyrun) (near the end of the list).
  4. The debug log will pop up. The window may be a bit messy with other debug log text, but you should be able to find it.
  5. If nothing bad happened to your pawns, they should be listed.

Will you be updating older versions of this mod?
No, just play with the previous versions of Rimworld until you are done, then move on to the latest version. Really no other reason to be playing old versions.

How this mod works (latest version 1.1.2+)

Pawns are first created using Prepare Carefully and given the Ally trait. These pawns will be saved to a list when a new game starts.
The mod will schedule an event to happen within X days (the range is tweakable in settings). When the time comes, the mod will trigger one of the available events with your pawns. These events are not actually the same events as the vanilla game, they are just crafted to look similar.

Pawns that were not recruited and lost to the world due to whatever reason except DEATH and KIDNAPPING will be added back to the Ally list.
Τελευταία επεξεργασία από Kyrun; 17 Οκτ 2022, 6:24
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Kyrun  [δημιουργός] 20 Μαρ 2020, 18:03 
Archived Post

I believe I have resolved this problem in v1.1.2, so this is no longer relevant.

Population Caps by Storytellers

If you're playing the classic storytellers, your colony population will be capped at a certain amount (13), such that the incidents related to his mod will no longer fire naturally. That can also be the reason why some of you don't have the events happening. In fact, above the cap, the storytellers will actively try to kill your pawns.

This mod works best if you start with 1-3 colonists and want to add about 4-6 more. If you start with 10, or want to add another 20 more, the storytellers won't cooperate with this mod.

You can try the mod called Dynamic Population which (supposedly) fixes this problem. I tried that myself with an existing game of 8 pawns and changed the settings so that the storytellers will behave like I always have 1 pawn; but it didn't seem to increase my chances. So I'll leave it up to you guys to try.

I will think about how to fix this issue. Any suggestions will be welcome.
Τελευταία επεξεργασία από Kyrun; 30 Απρ 2020, 17:21
Kyrun  [δημιουργός] 20 Μαρ 2020, 18:15 
Archived Post

Made obsolete with v1.1.2

How Does This Mod Work (old, version 1.1.1)

Pawns are first created using Prepare Carefully and given the Ally trait. These pawns will be saved to a list when a new game starts.
Every time one of the relevant events occur, a random number from 1-100 will be rolled. This number is tested against the Probability to Spawn, which begins at the value specified in the options (Minimum Probability To Spawn).
> FAIL: If the rolled number is greater than the probability, the default event will fire. The probability is then incremented by a fixed amount (changeable in mod options).
> SUCCESS: If the rolled number is less than or equal to the probability, the event is "hijacked", and one of your Ally pawns from the list mentioned earlier will be injected into the event.
On a success, the probability is set back to the Minimum Probability To Spawn. This ensures that over time, the chance of getting your Ally pawns to spawn will increase. It will be reset once they have been spawned.
Pawns that were not recruited and lost to the world due to whatever reason except DEATH and KIDNAPPING will be added back to the Ally list.
Τελευταία επεξεργασία από Kyrun; 30 Απρ 2020, 17:20
Kyrun  [δημιουργός] 30 Απρ 2020, 17:19 
Archived Post

This FAQ is no longer relevant.

My pawns haven't joined, are they coming at all?
If you believe in me and you haven't changed any of the mod settings, just be patient and they will eventually arrive. Otherwise:
  1. Use [Print "Ally" list] (see previous question) to verify your pawns are still in the World.
  2. If they are not, there must have been some mod conflicts which cause the pawns to not initialise correctly.
  3. If they are printed in the list, go to the Mod Settings for Reunion.
  4. Make sure all events are enabled.
  5. Set Minimum Probability To Spawn to 100.
  6. Set Probability To Increment After Fail To Spawn to 100.
  7. Open the debug actions menu (top of the screen, 4th icon from the left).
  8. You may save your game first so you can reload later.
  9. Click [Do incident (Map)...], it should be one of the first options.
  10. Click [WandererJoin] to fire the Wanderer Joins event.
  11. If you pawn didn't show up, try again. It is 100% guaranteed to spawn within 2 tries if you did all the previous steps correctly.
  12. When you are satisfied that the mod isn't broken, you may reload your save.
  13. Remember to change back the Mod Settings to your liking. Otherwise, every single related event from now on will fire the Reunion event.
Kyrun  [δημιουργός] 12 Μαϊ 2020, 16:36 
Archived Post
I believe I have resolved this problem in v1.1.2a, so this is no longer relevant.

I got a quest for Downed Refugee/Prisoner Rescue. When I reached the site, some other pawn was there. What's happening?
  • Your original pawn has died from hypothermia due to not having appropriate clothes. The game replaces it with a random pawn.
  • I have fixed this.
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