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Messages - UltimateTobi

#1
Ideas / Colonist/Pawn Search Bar/Function
August 15, 2021, 05:52:19 PM
Hey all,

Since Tynan implemented search bars/functions for pretty much anything now, wouldn't it be nice to also have a search function for your colonists/pawns?

I currently have about 150 colonists and finding a specific one can be a PITA. Of course, I know I am not the rule with so many colonists, but even with 20 or so it could be really convenient to have a search bar/function.

Hope this gets added in the future.

What do you all think?

Cheers!
#2
General Discussion / Re: Save Bugging With Ideology
July 30, 2021, 07:01:20 AM
Yeah, incompatibilities are bound to happen after major updates including DLC. I didn't expect my 1.0 save to function with 1.2/Royalty (it did), much less with 1.3/Ideology. But I am happy it's sorted out with a minor save edit done by RawCode.

I also removed the faulty objects that gave save-game-load-up error logs via save editing and now the save game loads without any errors and functions perfectly.
#3
General Discussion / Re: Save Bugging With Ideology
July 29, 2021, 01:19:46 PM
Quote from: zgrssd on July 29, 2021, 01:10:09 PM
Quote from: UltimateTobi on July 29, 2021, 10:16:33 AM
Quote from: Bozobub on July 29, 2021, 10:11:19 AM
Removing mods has made your situation very difficult, likely hopelessly so.
Even benign mods such as the listed ones (that add nothing)?
My advise for troubleshooting is to disable all mods.
Especially the ones that can not possibly cause the issue.

It takes one modder copying a basegame file during some experiment and forgetting it to have that old file be around every time the mod is used by anyone.

I just do not see how the game could run with Ideology if it was not started with Ideology.
There has to be some setup work that is only down during the initial creation of factions. And replicating all that work would take way to long.

Consider that the DLC's are listed as a entry in the mod list.
So continuing a game you started without the DLC should be about as hard as continuing a game you started without a mod:The savegame feature will automatically remind you of the proper list of mods needed.
Not playing with any mods. I had disabled them after an experiment and removed them.

The save works now with Ideology thanks to RawCode. No massive changes required. He just a removed a faulty Ideoligion that got generated upon loading the save with Ideology.
Works as intended now.
#4
General Discussion / Re: Save Bugging With Ideology
July 29, 2021, 12:53:22 PM
Quote from: Canute on July 29, 2021, 12:16:11 PM
RawCode, the savegame-doctor.
Inject some coffee or wodka to get him to work ! :-)
Heh, I keep that in mind until the next DLC releases and my ancient save needs saving. ;)
#5
General Discussion / Re: Save Bugging With Ideology
July 29, 2021, 12:22:51 PM
It works!
Thank you so much. Now I can play my fav save with Ideology, thanks to you.

Maybe it's not required, but I feel obligated. So if you want Steam Points I can shower you in them.

You have my gratitude.
#6
General Discussion / Re: Save Bugging With Ideology
July 29, 2021, 12:09:18 PM
Quote from: RawCode on July 29, 2021, 12:06:11 PM
you have single corrupted ideology that cause null error spam, removing that ideology from save with text editor fixed issue (probably)

right clicking works
ritual(s) works
no constant error spam (errors on load can be fixed by removing broken objects from save)

normally such issues require code injections or running from debugger, but in your case, problem happen to be relatively easy

https://www.sendspace.com/file/uhmuzx

try provided save, no repayment of any kind is required.
Thank you. Downloaded. Will check it out immediately.
#7
General Discussion / Re: Save Bugging With Ideology
July 29, 2021, 11:54:26 AM
Quote from: RawCode on July 29, 2021, 11:32:52 AM
i will attempt to "recover" your save as proof of concept via mod, mostly because this is extremely popular issue and lots and lots of people hang to years old saves for no reason.

especially noticeable in minecraft, people go berserk when updates break their glorious mud huts, that were constructed for hundreds of hours.
I can't deny I hang on to this save and I'd be grateful if it could be saved.
But I am far from going berserk. Worst case I keep playing this save without Ideology. It's just that save grew on me and I love long sessions.

Could you elaborate on what is going wrong once you enable Ideology?

Thank you for taking the time to look into it. Much appreciated.
Some way to "repay" you? I'd award you points if you are on Steam (a Workshop item for example).
#8
General Discussion / Re: Save Bugging With Ideology
July 29, 2021, 10:16:33 AM
Quote from: Bozobub on July 29, 2021, 10:11:19 AM
Removing mods has made your situation very difficult, likely hopelessly so.
Even benign mods such as the listed ones (that add nothing)?
Besides that, those mods were used in the save prior to Ideology. And the save keeps working fine without Ideology. The save only starts to bug out when you activate Ideology.
#9
Hey all,

I am using an old save from 1.0 (so incompatibilities are to be expected), however the save works fine with Royalty but starts to bug out when you load it with ideology.
Some recently joined colonists from refugees spawn with two different sets of Ideoligions, one of those is some sort of fake ideoligion (Rustican 4), that has no memes, precepts, etc unless you activate dev mod and check it out.
The others spawn with a proper ideoligion of one of the factions.
The majority of my colonists (all pre-recent-refugee quest that completed; this quest was accepted and completed with only base game + Royalty, when you load the save, you'll notice that this save is pre-Ideology) spawn with the proper, random generated ideoligion.

Whether you use that ideoligion or modify it with dev mode does not matter, the save will start to bug out as soon as the others wake up and demand their respective roles.

Obvious bugs I noticed:
- Right-clicking ceases to work (drafted or un-drafted)
- Ritual spots either stop functioning or conversion and leader events will only allow you to do it from the perspective of the secondary ideoligion.
- Killing the pawns belonging to other ideoligions or changing them via Set ideo (dev mode) kills all functions as well (Ritual spots stop working entirely for leader speech and conversion ritual). You can, however, manually execute a leader speech if you've assigned the respective role

These bugs occur whether or not you immediately assign appropriate roles while paused (for either of or for both ideoligions).

I know I probably have to settle using this save without Ideology, which is a shame, but maybe someone more tech-savvy could figure out what is actually happening here.
For this purpose, I upload the save and link it here.

Thanks for anyone helping out.

PS: I also dabbled/thought about outright removing ideoligions via save editing but couldn't find anything in a second save that I saved afterwards with Ideology enabled.

PPS: No mods subscribed nor active. However I had used the following mods prior to removing them again: RenameColony, HugsLib, Harmony, Reroll Map, Blueprints

Here's the link to the save: https://1drv.ms/u/s!Atji0J2p4nr7iE4NYcTCnM6zWErn?e=zgnyPo (<--- OneDrive link)
#10
General Discussion / Re: give me my refund.
June 11, 2021, 01:26:59 PM
He's just bad.
#11
New colony on 1.2.2753, no mods.
#12
1. What the circumstances were.

A Mechanoid Cluster event happened and the cluster landed not too far off my base and was dormant except for the Auto Mortar that came with it.

2. What happened.

The Auto Mortar started firing in regular intervals at random, player-owned targets.

3. What you expected to happen.

The Auto Mortar to be dormant as well.

4. Steps we can follow to make the bug appear on our machine. This part is important! We need a set of steps which we can follow to get the same results you're seeing. Ideally you'll test these steps to make sure they work from scratch.

Have a Mechanoid Cluster containing a count down activator and one or several proximity activator and at least one Auto Mortar. (I'll attach screenshots for reference.)

https://steamcommunity.com/sharedfiles/filedetails/?id=2245631025
https://steamcommunity.com/sharedfiles/filedetails/?id=2245630998
https://steamcommunity.com/sharedfiles/filedetails/?id=2245631047
https://steamcommunity.com/sharedfiles/filedetails/?id=2245631074
https://steamcommunity.com/sharedfiles/filedetails/?id=2245631096

5. Savegame file

Due to forum attachment size limitation, here's a Microsoft OneDrive link: https://1drv.ms/u/s!Atji0J2p4nr7h2Q3abllAH1-WNeF?e=InDZyX
(Unfortunately I don't have a save of this particular situation, which I realized afterwards.)
#13
Bugs / Re: No usable food for training
August 21, 2020, 01:50:55 PM
Quote from: zaikman on August 21, 2020, 10:02:37 AMEDIT: It actually happens in vanilla too. With only Edb prepare carefully installed I could reproduce this.
That is not vanilla.
#14
Bugs / Re: [1.2.2729] Banished guest refuses to leave
August 21, 2020, 01:36:06 PM
Quote from: Pheanox on August 20, 2020, 02:49:58 PMFor refugee quest, you expect the injured pawn to leave, and not remain for medical attention?
I believe he means that one of the refugees had a mental break, and in order to stop him doing harm, he has to arrest him.
This caused the refugee group to leave (and the quest to fail I guess).
#15
Saw the video. The middle guy got shoved back a tile which gave space for the raiders to get through.
The question is: why did your pawn get pushed back a tile?