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Author Topic: [1.0] Lord of the Rims - A RimWorld Collaborative Project (12/17/18)  (Read 38654 times)

jecrell

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Re: [1.0] Lord of the Rims - A RimWorld Collaborative Project (12/16/18)
« Reply #30 on: December 16, 2018, 09:22:58 PM »


Lord of the Rims - Elves


Lord of the Rims - Elves
Version: 1.21.0.0
Updated: 12-17-2018
Description: Added Elves research created by RodEsp

Download now on...
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justapawn_

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qinlongfei

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Re: [1.0] Lord of the Rims - A RimWorld Collaborative Project (12/17/18)
« Reply #32 on: January 13, 2019, 12:00:32 PM »

There is a Warhammer 40K mods on steam workshop with space orc. I know it's not the same thing as LotR ones but it's at least something.
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elorin

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Re: [1.0] Lord of the Rims - A RimWorld Collaborative Project (12/17/18)
« Reply #33 on: August 17, 2019, 01:53:00 PM »

Question: I started a game and having fairly funs with ELFs and dwarfs mod. My question is: Is it possible to start as a dwarfs but remove all dwarf factions from game and dwarf characters generation, so only my settlement has dwarfs and dwarfs are born for only my settlers.
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Canute

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Re: [1.0] Lord of the Rims - A RimWorld Collaborative Project (12/17/18)
« Reply #34 on: August 17, 2019, 05:14:10 PM »

Some mod like faction control should do the job.
But it still can happen that some dwarf's can appear as part of other factions which arn't fixed to one race.
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grijnskat

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Re: [B18-B19] Lord of the Rims - A RimWorld Collaborative Project (9/2/18)
« Reply #35 on: August 01, 2020, 03:38:52 PM »

Hi Jecrell,
there is a problem with Third age mod and Rim of Magic.

Not sure if it's related, but when I use the summoning portal and launch, on arrival the pod is lost and it shows a message that since there were no pawn inside the pod everything was lost. Pic maybe related? https://i.imgur.com/aNKsYEV.png

Ps: I'm using Lord of the Rims and maybe it's an issue with alien races?
Same here.
It is defintiv a problem with Lord of the Ring Third age mod.
With just the Lord of the Ring's races, it still works.
But once the Third age got added, the transport pod is "empty".

A logfile if it helps.
https://gist.github.com/HugsLibRecordKeeper/075ef9d6c23bcc82e9b11fe29a709f42

I know this is ancient, but just in case others are still on 1.0 (like me) and wondering why drop-pod-based transportation always fails: If you have a look in the source, Jecrell so kindly shipped with the mod, you will see that in "RemoveModernStuffHarmony.cs" pawns in transport pods are filtered/removed by the mod. And without any pawn in the pod, it's lost.
You can remove (comment them out) the code blocks 21-22 and 138-152, and recompile the project. Then everything works just fine.

(And now I can return to building my Warpgates, yes-yes.)
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