RimWorld

RimWorld

Vanilla Factions Expanded - Ancients
Cargo Cult is one of the pickiest starts I've ever ran
I don't know what's up with this start but every time I've tried to launch it, usually SOMETHING happens with it that causes a starting issue. The cargo catapult doesn't spawn, the tribals themselves don't spawn, I lose a tribal out of five at spawn, list goes on. Is there something I'm missing that's causing such instability with this start or is it just that tied together with silly string compared to the other VE starts?
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Showing 1-6 of 6 comments
Swatch 7 May, 2023 @ 9:02pm 
Yeah, the cargo cult start eats like, 50% of my people when I try to play it. I spent 2 days trying to fix my modlist because I had no idea it was this starting scenario and not a mod incompatibility. I'd like to speak with the manager.
Swatch 16 May, 2023 @ 11:08pm 
Is there a line missing in Factions_Player def that assigns it a culture?
Kosher Pickles 20 Jul, 2023 @ 7:06pm 
this start has been eating my pawns too! i just uninstalled half my mods trying to fix it as well! i've been trying to start a colony for like 3 days
Flappy 21 Jan, 2024 @ 11:53pm 
Yup. It looks like the catapult and the normal starting stuff conflict somehow and block/destroy each other at spawn. (aka catapult erases whatever spawned too close to it)
Renzor 10 Apr, 2024 @ 9:20am 
yup came here to report this bug. this start will delete starting pawns
Any decent ideas around this. I’m going to just make some character editor pawns and just spawn them in.
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Showing 1-6 of 6 comments
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