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Messages - Illusion Distort

#1
It seems something is spawning plasteel outside the map. My guess is a multiplayer mod interacting badly with some other mods.

Seems others are having this problem, please post it in the mods section.
#2
You are playing with mods, as such it's not really something the developers will prioritize in fixing. Please post this on the mods/unfinished subforum, this make the modders aware of the bug and might look for a fix in their mods.

Have a good one
#3
Bugs / Re: Lag spikes every 2 seconds
July 23, 2019, 06:07:45 PM
If you locate your savegame in the savegame folder. (can be found in the main menu.)

Open the savegame and use CTRL + F to locate "Plasteel5638907"-"Plasteel5638941". and delete them from the savegame.

Also, posting the debug info and savegame could help the mod creators to fix a bug in their mod.

Also, also, if you are playing with mods, please post bug reports in the mods subforum, as it makes it easier for the modders to find it and fix it.

Have a good summer
#4
*2GB nuds*

Found the culprit, though i have no idea what mod it's from, and can i say, you have a metric shit ton of mods enabled, I am seriusly impressed that this is the only error.

Parsed 21.8 as int.



XML error: <hediffClass>Hediff_Implant</hediffClass> doesn't correspond to any field in type ThingDef. Context: <HediffDef ParentName="ImplantBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor><isBad>false</isBad><defName>ArchotechBrainMelder</defName><label>archotech brain melder</label><description>An impressive feat of medical engineering using attomachines. These leak from the main hub into the bloodstream which constantly heal any long term scars. However, the main control hub for these attomachines resides in the Parietal lobe and parts of the Cerebellum, removing the subject's sense of pain, while overall increasing conciousness and happiness. Further study of the device finds contradictions in the laws of quantumn physics as well as a high probability of artificial sentience residing within. It's workings are near-impossible for the human mind to concieve.</description><graphicData><texPath>Things/Item/Health/HealthItemBionic</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData><thingSetMakerTags><li>RewardSpecial</li></thingSetMakerTags><statBases><MarketValue>8000</MarketValue><Mass>0.2</Mass></statBases><techHediffsTags><li>Archotech</li></techHediffsTags></HediffDef>



XML error: <defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor> doesn't correspond to any field in type ThingDef. Context: <HediffDef ParentName="ImplantBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor><isBad>false</isBad><defName>ArchotechBrainMelder</defName><label>archotech brain melder</label><description>An impressive feat of medical engineering using attomachines. These leak from the main hub into the bloodstream which constantly heal any long term scars. However, the main control hub for these attomachines resides in the Parietal lobe and parts of the Cerebellum, removing the subject's sense of pain, while overall increasing conciousness and happiness. Further study of the device finds contradictions in the laws of quantumn physics as well as a high probability of artificial sentience residing within. It's workings are near-impossible for the human mind to concieve.</description><graphicData><texPath>Things/Item/Health/HealthItemBionic</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData><thingSetMakerTags><li>RewardSpecial</li></thingSetMakerTags><statBases><MarketValue>8000</MarketValue><Mass>0.2</Mass></statBases><techHediffsTags><li>Archotech</li></techHediffsTags></HediffDef>



XML error: <isBad>false</isBad> doesn't correspond to any field in type ThingDef. Context: <HediffDef ParentName="ImplantBase"><hediffClass>Hediff_Implant</hediffClass><defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor><isBad>false</isBad><defName>ArchotechBrainMelder</defName><label>archotech brain melder</label><description>An impressive feat of medical engineering using attomachines. These leak from the main hub into the bloodstream which constantly heal any long term scars. However, the main control hub for these attomachines resides in the Parietal lobe and parts of the Cerebellum, removing the subject's sense of pain, while overall increasing conciousness and happiness. Further study of the device finds contradictions in the laws of quantumn physics as well as a high probability of artificial sentience residing within. It's workings are near-impossible for the human mind to concieve.</description><graphicData><texPath>Things/Item/Health/HealthItemBionic</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>0.80</drawSize></graphicData><thingSetMakerTags><li>RewardSpecial</li></thingSetMakerTags><statBases><MarketValue>8000</MarketValue><Mass>0.2</Mass></statBases><techHediffsTags><li>Archotech</li></techHediffsTags></HediffDef>



Could not load reference to Verse.ThingDef named Ceramite


and

Could not load reference to Verse.ThingDef named Adamantium


and
Could not load reference to Verse.ThingDef named Promethium


with
Quarry:: Found 1 or more null entries in ore dictionary. This is most likely due to an uninstalled mod. Removing entries from list.


and
Could not load UnityEngine.Texture2D at World/WorldObjects/DefaultFactionBase in any active mod or in base resources.


The game is unable to find the assets (the mod containing, said definitions), so it just ignores them. This leads to other things that need the assets to be loaded to fail, and the game realise that it should just shutdown to prevent corruption.


If you removed mods With these definitions, try loading a copy of the save with them enabled.
Also you should [CTRL + F] in the savefile and remove entries that has these ores in them.

I suggest restarting, since it is a teadius prosess of recovering corupted maps.

Best of Luck you mod-hoarder  ;) ::)
#5
The faction message should not be when capturing own, or atleast it should have another text to better reflect the mood debuff.
#6
Bugs that appear in savegames where you use mods are not prioritized on this thread, please post these bugs on their respective bugthreads under mods.
#7
Bugs / Re: [1.0.1975] Meals cannot be sold
July 26, 2018, 12:20:52 PM
believe this is intentional, pemmican might still be sellable, as it is preffered food for caravans.
If you look at the tradeable tab in the sell menu, you can see what types of vares the trader will accept.
#8
Regarding the first i think this is because there are hidden threats on the colony map, and the system probably derives from there, not taking into account pawns in the fog of war.

Regarding caravans, i believe Tynan want the player to be able to take all pawns on a caravan, though that would mean your base is defenceless(unless you have lots of turrets). This is just so the player is not restricted from using this strat, but still balancing since the base has less deffence.
#9
Bugs / Re: Icon error ! help
July 26, 2018, 12:14:17 PM
Using mods from earlier versions than the current unstable build will really screw up savegames and gameplay.
For further reports of bugs, please look at the mods bug thread, where modmakers will gladly help when the release of Rimworld is completed.
#10
When arresting and rearresting colonists that tried to leave the map after giving up, a message appears saying you will anger [your own faction name].
#11
Bugs / Re: [1.0.1973] poison/psychic ships
July 25, 2018, 11:54:06 AM
Randy on max will sometimes roll a 20 so to say.
That means that threat points will basically crit and he can make huge raids that would be imposible at any other diffuculty.
It's not really unbalanced, seeing as randy often is meant to end games with his huge unfair raids, that's what he is made for.

Edit:
Im 338 days in (5,5 years) and i currently only have 153 666 wealth(yes, i am satan). So if you have considerably more wealth that what i can muster, i can only assume you should be able to have multiple sniper turrets, balancing the difficulty (i currently have 8 ).8)
#12
Doctors seem to prioritize ambrosia over hay sometimes. Unsure if it is intended to be fed to animals, but it should be beneath hay in priorities.
#13
Intended behaviour i believe.
#14
When a caravan decides to carry one of the pawns, it should automatically focus on carrying the slowest pawn in the group.
On my test save i currently have a caravan using a bedroll to carry a colonist with 92% moving, instead of my other pawn with 16% moving. (due to food poisoning).
#15
The save was made in 1.0.1971, it seems a dialog window is trying to use the same ID as a window made earlier.
Should not happen if the savefile was from 1.0.1972.(i believe). But the devs should look into it in case there is an easy fix that makes the game more robust.