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RimWorld => Mods => Releases => Topic started by: CeilingYoda on June 19, 2019, 06:14:48 PM

Title: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: CeilingYoda on June 19, 2019, 06:14:48 PM
RimCities - Procedural city map generation

Overview
RimCities is an attempt to create an interesting and unique end-game challenge for RimWorld. This mod adds randomly generated cities to the world map, which are similar to other settlements but are far more difficult to attack.

You may occasionally come across pirate-controlled cities, which provide even more of a challenge by occasionally bombarding you with mortar shells.

As far as I have tested, RimCities is compatible with most of the currently popular RimWorld mods. Let me know if you find an incompatibility and we can try to find a solution.

Author
CeilingYoda a.k.a. Cabbage

Download
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1775170117
GitHub: https://github.com/rvanasa/rimworld-cities

Install
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate via the mod menu in the game.

[attachment deleted due to age]
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Sonsalt on June 20, 2019, 06:18:45 AM
Wow this looks exciting
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: jacob814 on June 22, 2019, 07:56:06 PM
This mod reminds me of a minecraft mod "The Lost Cities". Hopefully Ill have enough time to play with this in a playthrough.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Sonsalt on June 23, 2019, 02:28:41 PM
Could not resolve cross-reference: No Verse.ThingDef named Filth_Blood_Colorable found to give to CombatEffectsCE.MotePropertiesFilthy CombatEffectsCE.MotePropertiesFilthy
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

There is an issue with the CE compatibility for me

I also get this errors

Could not resolve cross-reference: No Verse.ThingDef named Turret_Heavy found to give to Cities.GenStep_Emplacements+EmplacementOption Cities.GenStep_Emplacements+EmplacementOption
Verse.Log:Error(String, Boolean)
Verse.WantedRefForObject:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(String)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add_Patch1(Object, Window)
RimThemesLite.<>c:<Prefix>b__9_6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing(Rect, List`1)
RimThemesLite.DoMainMenuControls_Patch:Prefix(Rect, Boolean)
RimWorld.MainMenuDrawer:DoMainMenuControls_Patch1(Rect, Boolean)
RimThemesLite.MainMenuOnGUI_Patch:Prefix(Vector2&, Vector2&, Boolean&, Vector2, Texture2D, Texture2D)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch2()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: publicuser on June 24, 2019, 06:06:02 AM
NPCs won't planting or hunting, so you can visit the city and waiting them starve to death, then all the resouces are yours
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Ashran on June 24, 2019, 12:08:48 PM
I went to an alied city and it was like I was raiding my own base, really strange
I got Empty Workshop alerts, with arrows telling me where those workshops were like in my colony, except everything was undiscovered
And when people started to come out, they were hostile, and so I tried to leave, but the pawn started forming a caravan and got stuck
When I selected the city to reform the caravan, the site description was a block of error text, so I just reloaded and never went there again
Thats a yikes for me

As a sidenote, the city was pretty cool
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: TKCaesar on June 24, 2019, 05:35:17 PM
Does this mod work with a currently in progress game or is a new game required?
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Vehicular_Zombicide on July 07, 2019, 03:26:01 PM
This mod doesn't work for some reason. When choosing the "land in abandoned city" starting scenario, I can't select it, and the cities simply don't generate on the world map on any scenario. Do you have any idea what could be causing this?
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Vehicular_Zombicide on July 08, 2019, 04:02:25 AM
Okay, so I deactivated all mods except for Hugslib and Rimcities. Unfortunately, it does not seem to load at all- no cities are generated and there's not even a submenu for it under the Mod Options menu- ruling out a mod conflict of some kind. When I tried an earlier version (v0.3.0 on Github) it was able to load just fine, so I suspect whatever the issue was, it was caused by the update to the newest mod version.

Here's (https://gist.githubusercontent.com/HugsLibRecordKeeper/98b569aa9f27dc5804b6ee4b92174583/raw/df5082113394e132da0038196d0df5ef57e1f714/output_log.txt) the link to the full output log, though to read it you'll probably have to slog through all the initial loading sequences for the other deactivated mods. I hope it helps though.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Canute on July 08, 2019, 04:16:31 AM
Vehicular_Zombicide,
try to download and use the latest version from releases 0.3.0 !
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Sonsalt on July 13, 2019, 04:13:44 AM
The latest version of RimCities causes quite some errors when trying to enter a city.

"MakeThing error: ElectricTailoringBench is madeFromStuff but stuff=null. Assigning default."

Problem is that everything is made from stuff system

are the materials hard coded for spawners?

I already noticed and fixed a bug with turrets and CE compatibility.

Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Vehicular_Zombicide on July 17, 2019, 10:11:40 PM
Quote from: Canute on July 08, 2019, 04:16:31 AM
Vehicular_Zombicide,
try to download and use the latest version from releases 0.3.0 !

The latest version (v0.3.12) is the latest version, and that's the one with the issues. I tried v0.3.0, but that has issues of its own- such as an incompatibility with More Faction Interaction that causes the game to freeze, stop responding, and crash unrecoverably consistently within the first year of gameplay.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Vehicular_Zombicide on August 03, 2019, 10:50:03 AM
As it turns out, the crashing error was not due to Rimcities- it was actually due to the Humanoid Project mod. I was believed there was one bug at play when there were actually two. The other one is an incompatibility between More Faction Interaction and Rimcities that breaks the storyteller so that no more world incidents are thrown.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: rimmer21 on August 06, 2019, 01:06:46 AM
Does this increase the amount of memory that the laptop uses or should it run smooth like vanilla game. I'm currently on a 2n1 Lenovo and have 150+ mods no lag with less than 45 playable pawns.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Canute on August 06, 2019, 02:44:16 AM
Why do you ask such a question in a mod topic ? Does it relate to this mod at any kind ?

Depend on the amount of RAM you got.
If your system don't got enough RAM for an application, the OS will swap onto the volume. And ofcourse the volume (harddisk,ssd) got much slower performace then RAM.
But if you got more RAM then the application need, it doesn't matter how much free memory you got.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: rimmer21 on August 06, 2019, 03:16:36 AM
Quote from: Canute on August 06, 2019, 02:44:16 AM
Why do you ask such a question in a mod topic ? Does it relate to this mod at any kind ?

Depend on the amount of RAM you got.
If your system don't got enough RAM for an application, the OS will swap onto the volume. And ofcourse the volume (harddisk,ssd) got much slower performace then RAM.
But if you got more RAM then the application need, it doesn't matter how much free memory you got.

Oh yes I was asking about this mod in particular, not just any application. Sorry for the confusion
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: rimmer21 on August 06, 2019, 06:33:29 AM
Another question, I notice on youtube playthroughs and everything that all items should be forbidden when you start in a new city.. but when I spawn in, nothing is forbidden and there's 3-4 factions represented in the one city so once I attack one of the colonists in the same factions as the others, they'll come after me. Is this how it is supposed to work?
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: rimmer21 on August 06, 2019, 02:05:57 PM
Update, I get that a pawn is attacking my colonists but they never attack me first. And I do not see the relationship change with a faction for picking up items and equipping gear. Any help?
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: RicRider on August 08, 2019, 09:10:25 AM
There's certain game mechanics in RimWorld that are hard coded:
- NPCs don't hunt, plant
- hostile NPCs on mortars will blow up their own buildings to kill you
- every NPC becoming hostile and homing in on you once you aggro one of the same faction
- items on map are considered "yours" by the game (look at your history > wealth tab)

Some of the commenters on this thread seem not to know this so I thought I'd worth mentioning it. Maybe the mod should be listed as a "roleplaying" mod for some of the above reasons?
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: rimmer21 on August 08, 2019, 11:29:25 AM
Quote from: RicRider on August 08, 2019, 09:10:25 AM
There's certain game mechanics in RimWorld that are hard coded:
- NPCs don't hunt, plant
- hostile NPCs on mortars will blow up their own buildings to kill you
- every NPC becoming hostile and homing in on you once you aggro one of the same faction
- items on map are considered "yours" by the game (look at your history > wealth tab)

Some of the commenters on this thread seem not to know this so I thought I'd worth mentioning it. Maybe the mod should be listed as a "roleplaying" mod for some of the above reasons?

I downloaded the most recent release and it finally worked perfectly fine. I just get confused because "Faction" gets raided by own "faction" and shortly decide to take what they can and leave but it's a good mod and not game breaking so thumbs up
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: TKCaesar on August 12, 2019, 10:22:08 PM
I have this mod installed and enabled but no cities are forming I'm just getting the regular old small outposts.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Vehicular_Zombicide on August 13, 2019, 01:32:40 AM
Try installing v3.0 instead of the most up to date release. I had that exact issue with the current version, but it works just fine while using an older one.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: vovik on August 14, 2019, 02:40:40 PM
I would really ask for a small rimcity mode where all bases are small cities. Just for immersion.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: HeatherWelwyn on February 17, 2020, 12:18:19 AM
Please help.

I can't tame animals in any of the cities created by Rimcities. Even when I have no other mods except this one, my character will use food and go through the sequence of taming, but at the end no message with a % and success/failure will flash. Is this by design? I 'm loving this mod, but being unable to tame would be a deal breaker.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: Canute on February 17, 2020, 02:52:04 AM
HeatherWelwyn,
could you take a look at the log window if any error (red text) show up at the end of the taming ?
You need to enable developer mode at the option first, then the top left icon to open the log window.
When there is an error,  maybe attach the log file to your answer (you need to use Reply to have file attach options) or when you used hugslib too, the green Share log button and post the link you got.

If you got steam, you might should post/ask there, not sure if the mod author is longer present at the forum.
Title: Re: [1.0] RimCities (Beta Release) - Procedural city map generation
Post by: MZ on April 14, 2020, 03:20:09 AM
it seems that starting in an abandoned city makes it possible for the game to spawn active hives, not sure if this was intended but its kind of... harsh