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Have an issue on abandoned city that i`ve just cleared from raiders. My pawn take a meal, but can`t eat and drop it.
Also there are no doors into the rooms (real ruins is not installed)
https://gist.github.com/221e3488ea5836131971976a41496bbd
When receiving the assassination quest, you can get a description and location from the notification icon on the right side of the screen. Once you click off of that, you have no way of looking up what your target is as clicking on the quest city does not present a quest icon or any other icons (such as form caravan, zoom, etc).
I have four colonists in this city at the time this pic was taken. https://i.imgur.com/OustuZF.jpg
i know other people having this problem as well
here's a example of a hostile city that i just spawned in
https://steamproxy.net/sharedfiles/filedetails/?id=1835873843
I sent a pawn to the city, upon entering the assassination quest just cancelled itself.
Further, as there was an active sabotage mission still in the city I was unable to make my pawn leave.
Not a bug, but due to the way that a single city merchant has ridiculous amounts of wealth, it's actually just an exploit possibility. By killing one of their merchants on purpose, you can gift silver and goods to the faction to make up for it and still end up with tens of thousands of silver profit from looting the corpse.
This is also an issue during any missions in the city that involve combat. If just one of these merchants dies, they drop tens of thousands worth of silver onto the map.
Now I'm often noticing that traders in cities don't have any silver at all, and just have a stack of 15k silver nearby.
System.NullReferenceException: Object reference not set to an instance of an object
at Cities.Quest_Assassinate.OnTick () [0x00000] in <filename unknown>:0
at Cities.WorldComponent_QuestTracker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
I've been playing a game where I'm trying to complete a Siege Defense mission and I'm running into the issue that once the battle is well under way the game starts chugging to the extreme, maybe 4 fps on 1x speed. I believe this is due to the sheer number of entities on screen, especially once they start dying and their stuff scatters on the ground. Traders also show to be a problem as when they inevitably die, since the city's pawns don't have a defense strategy outside of turrets, all of the extra stuff they have to trade gets dropped at their feet.
This of course is a problem when the trader who dies is a bulk goods trader of something that doesn't stack well like, say leathers, and it basically causes a tsunami of animal skins.
Of course I'm not complaining about this level of chaos; it's fantastic! But, I lose the ability to effectively control my pawns after a certain point and it gets frustrating. Maybe a suggestion to fix this issue would be to create a submap for the defense of the town that uses a portion of the defenses from the actual town that, once cleared and the pawns leave, can be merged back into the main town map? I'm not sure how possible that is within the limitations of the Rimworld engine but I think limiting the size of the engagement (despite how I know this defeats the purpose of the mod a bit) would make this quest much more bearable.
Side Note: I also notice that the buildings in these towns spawn well past the build limit of the map, leaving large buildings completely uneditable aside from destruction. Is there anything I can do about that?
GetInspectString exception on City Chess Campsite (tile=97062):
System.Reflection.TargetException: Non-static field requires a target
at System.Reflection.MonoField.GetValue (object) <0x00116>
at Last_visited.ImpactLogger.GetInspectString (string&,RimWorld.Planet.SettlementBase&) <0x00086>
at (wrapper dynamic-method) RimWorld.Planet.SettlementBase.GetInspectString_Patch1 (object) <0x001a0>
at Cities.City.GetInspectString () <0x0002e>
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect) <0x0003b>
Verse.Log:Error(String, Boolean)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor_Patch1(ISelectable, Rect)
RimWorld.Planet.WorldInspectPane:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI_Patch1(Rect, IInspectPane)
RimWorld.Planet.WorldInspectPane:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
GetInspectString exception on City Chess Campsite (tile=97062):
System.Reflection.TargetException: Non-static field requires a target
at System.Reflection.MonoField.GetValue (object) <0x00116>
at Last_visited.ImpactLogger.GetInspectString (string&,RimWorld.Planet.SettlementBase&) <0x00086>
at (wrapper dynamic-method) RimWorld.Planet.SettlementBase.GetInspectString_Patch1 (object) <0x001a0>
at Cities.City.GetInspectString () <0x0002e>
at RimWorld.InspectPaneFiller.DrawInspectStringFor (Verse.ISelectable,UnityEngine.Rect) <0x0003b>
Verse.Log:Error(String, Boolean)
RimWorld.InspectPaneFiller:DrawInspectStringFor(ISelectable, Rect)
RimWorld.InspectPaneFiller:DoPaneContentsFor_Patch1(ISelectable, Rect)
RimWorld.Planet.WorldInspectPane:DoPaneContents(Rect)
RimWorld.InspectPaneUtility:InspectPaneOnGUI_Patch1(Rect, IInspectPane)
RimWorld.Planet.WorldInspectPane:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)