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Messages - AnubisGoddess

#1
Yep, I think it's the mods. I just got a "Look change desired" notification for one of my colonists wanting to "change his hair because it doesn't match what he believes". Again, the ideo system is disabled, so I guess a mod is triggering the ideo letters as if the system is active. I did look through devmode and this and "Crisis of Belief" can be selected, so I don't think it's like a normal break.
#2
So I can't figure out how to drop a colonist's belief level to a threshold. Will see if it's the mods...
#3
Ah. I may have to start testing the mods soon (I can't wait, having to deal with unhauled, auto-forbidden animals and poor storage is god-awful) , but i want to keep doing a pure vanilla run for now. It's just trying to force a thresh hold to where that alert triggers on its own is what's bothering me.

#4
So I saw a note that when I chose Microelectronics, it mentioned that it will open some things that my faction don't have the....memes... for, like Autobong, for instance. Shouldn't that not happen when I have the system disabled? Not that I'm gonna use the autobong since I basically run my colonies like rehab centers...
#5
Quote from: AnubisGoddess on March 20, 2022, 01:36:00 PM
Yeah.

I'm trying to see if I can lower their certainty down enough to be knocked over into a crisis, but it's kinda hard without keeping track of the number and having the Ideology system active, even with dev mode.
Does....anyone know of a way of doing this...?
#6
Yeah.

I'm trying to see if I can lower their certainty down enough to be knocked over into a crisis, but it's kinda hard without keeping track of the number and having the Ideology system active, even with dev mode.
#7
I am using Character Editor, which shows the ideologies, but I don't think that's the one causing it, at least I don't think it is. When checking the colonists' bios, there's nothing showing of the ideos (unless it does and I'm not seeing, but that should've been the point) so I figured the system was working, but as I said, that belief crisis alert popped up, so....
#8
Yeah, I started up a new file, had the button that disables the ideo system selected, and my colonists still got the ideos attached to them. So I'm either misunderstanding something, something in my modlist did something, or something didn't work. I'll have to keep testing again.
#9
Quote from: glass zebra on March 12, 2022, 10:34:52 AM
They way of seeing if you switched it off is to check if pawns/factions have ideologies while you have the DLC enabled in your modlist. This does sound like a bug, but probably doesn't do much since they will do a normal mental break at the same time.
Yeah, they do have ideologies on them, even though it was supposed to be locked out with that new update that gave the option.
#10
Not sure if this is the right spot, but I have a question.

So I had switched off the ideo system when I made my new file, but I saw that one of my colonists had a crisis of belief. You don't think it could be a mod issue that reactivated the system, or is it a case of the system still being partially active with belief crises and such despite having been disabled? I would have thought that by disabling it, my colonists wouldn't have been assigned ideos, and I would have just have the extra stuff. Or was I wrong in thinking this? I'm not sure if I explained this right. I wanted to make sure I did switch it off, but I have no way of seeing if it worked or not.
#11
Quote from: Canute on November 13, 2020, 04:35:19 PM
Hi,
before you even should think about to start a new colony, you allways should look to minimize the amount of errors you got after rimworld startup/mod activation.
Better don't use a mod that give out error, then to risk later a critical because of that mod.

Some of these error are resultung of missing mods. One or more mods need another mod to be loaded before them.
At example you got an Alienrace Xenoorca, but you miss the Humanoid Alienrace framework or didn't loaded before that race.

Other XML error's could be the result of missings mod too, but if you can't resolve that error, you better don't use that mod, check the mod discussion about these errors and maybe leave a comment about it so the author maybe can fix it.

But mosttimes when you encounter during gameplay it is too late. It is hard to identify which mod cause the error. Many mod's you can't remove during gameplay.
So you need to live with that errors for that colony. except it is a game breaking error.
Yeah, that's how I usually deal with mod issues (and sometimes end up sticking with error-filled colonies until a new set of mods catch my interest and I make a new one anyway). But this was the first time I was forced to start up new colonies because I had no idea what caused the map load error at a rapid rate when normally, updating mods during the game and switching them out don't cause that. Unless the constant Steam "Update Required" that's happening recently is doing something... And I do check to make sure I didn't take out mods that could break my saves mid-game as per the warnings from the modders.

I may have to do a mod cleanup again and see if I can find a way to clear up the missing stuff that pops up. I do try to stay on top of any errors that comes up.

Hmm, I feel like I didn't do my response well enough...
#12
So the Faction Blender fix worked, and removing the Wa! Skeleton (Continued) mod seemed to have unlocked my saves from this error. But considering how I removed the Giddy-up mods before and the error returned after a few days, I'm highly skeptical that this has completely solved the issue. I'm going to keep an eye on my game and see if it returns or not.
#13
Mod bugs / Constant Map Load Error when loading saves...
November 13, 2020, 01:11:17 PM
I'm gonna have to assume this is a mod issue since I play the game modded, but it feels like it's crossing into base game territory.

So for the last couple of weeks, I've been getting these "error while loading a map" pop-ups, and I lost about 6 colonies to this (they're early-game, so I didn't lose much). They start out okay, then about three to four IRL days later, that error comes up. The first time I saw this, I thought something broke or something went wrong with Steam (there were a few instances where Steam had cloud-syncing issues, but I dealt with that...I think). Updated all of my drivers (especially when my laptop decides to restart on me. It's 7-8 years old and getting close to becoming a potato when playing games), and made sure everything was connected. The error still comes up. I checked around to see if anyone else had the same problem, and found some topics that were one to few years old... One mentioned about a line of text in their log stating:

'Could not resolve reference to object with (can't remember this part). Was it compressed away, destroyed, had no ID number, or not saved/loaded right?'

I saw in one of my older logs on another file that it mentioned Giddy-up, so I checked and saw that it had updated at one point, thus I removed all of the Giddy-up mods just in case, and thought it was the end of this. The error came back.

I never had this many instances of this error come up this many times, and it never came up when mods updated or I switch them out before. I think at one point, I even reinstalled Rimworld and cleared out as much Rimworld stuff as I could, even the old saves. Like I said, I play RW heavily modded (I hit 400, but removed a few), and made sure nothing's conflicted, save for the yellow and white errors and one single red one. I have an error log of my recent attempts at loading my current file:

https://textbin.net/90vWaVAP3l

All I was doing recently was starting to play around with the Biomes! Islands mod to see what I could build on the islands and atolls. Not that I'm saying there's anything wrong with the Biomes! mods, no errors came up for them. I'm just wondering if something happened recently, like a missed bug that got activated or I did something really dumb without realizing it. -__-;; It might be the latter...

EDIT: Currently testing out a fix for Faction Blender and removed a mod. I do have a lot of mods I've been holding on to from 1.1 and 1.0 that I'm waiting for version updates for, and got some (Continued) versions of said mods as well as inactive ones, so I'm not sure if that affects anything. Just in case anyone's wondering.
#14
Sorry for the late response. But yeah, the author pushed out a hotfix, and it looks like it fixed the issue. I haven't tested an out-of-base caravan, but after running a city base for an in-game quadrum, at least the alert issue got cleared. Now I just gotta figure out why the refugee quest is screwed up....
#15
Someone contacted me on Steam saying that Rimcities might be the one causing this problem. I'll be testing this out to see if that's the case, maybe later on in the week since I'll be busy.

EDIT: So it's beginning to look like Rimcities is behind the errors, since I tested this out again and got the alert within the city.