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Messages - Canute

#211
Don't forget to made a savegame ! :-)
Then it is maybe a case for the bugs section.

#212
Not sure if you play with mods (that maybe change some mechanics) or got another issue.
I just tried it myself, made a new colony at boreal.
Change the weather to rain
Spawn a few boomalope's far away from each other.
Killed them and boom.
None of these corpse vanish from burning, the fire goes out like neightbour fires too.
#213
https://ludeon.com/forums/index.php?topic=55760.0

Does the shuttle is maybe before a patch ?
I am not an expert with the dev tools so i don't know how to recreate a shuttle for the quest.
But for the transport pods, you just could enable Developer mode, then use Destroy(debug action icon on top) to remove the old pod's and place new one while god mode (top icon) is active without cost.

#214
Mods / Re: I need help troubleshooting
November 06, 2021, 07:16:18 AM
QuoteAn exception was caused by the HugsLibChecker assembly.
is definitiv not normal.
When you use steam, unsubsribe to remove the local files and resubscribe.
Or delete the entry at the mods folder and reinstall it.

Same for all the warnings about hugslibs and other mods, if they don't disappear after the error above don't happen anymore, try to delete the proper mod settings at the Config folder (same area where the savegames are).

#215
Mod bugs / Re: Couldn't find any trader PawnKindDefs
November 06, 2021, 04:29:03 AM
Try it at first with the Empire mod alone.
Just to be sure, if the mod alone cause the problem too or in combination with others.
#216
I think that the computer froze interrupt the save process of the file and lead to a corrupt savegame.
That file is lost.
But even when you play permadeath, there is still a backup file.
Check the savegame folder, there should be another file with your colony name but with a different ending.
Just change that ending into .rws and you should be able to load it.
#217
Mod bugs / Re: Couldn't find any trader PawnKindDefs
November 05, 2021, 09:27:23 AM
The message don't include any faction/race or other hint about a mod.
You should remove mod's that add races/factions.
#218
Releases / Re: [1.1] SimpleSidearms (1.4.0)
November 04, 2021, 11:18:45 AM
You should compare the gun mellee value with the mellee weapon you gave to the pawn.
Maybe the gun do more damage at mellee, then it maybe don't switch.
#219
Support / Re: Weapons disappearing on drop
November 03, 2021, 06:22:11 PM
Hi,
QuoteXML error: Could not register node named "ImmediateAttack" in mod Ludeon.RimWorld because this name is already used in this mod.
I think you got surplus old version files.
You should delete the Data folder (not the Rimworld ...._data) manualy (not uninstal) and then let rimworld repair/reinstal.
Maybe that allready fix the issue.

You should made the log when the problem happen, so the possible error msg. would be at the log.
The log don't even contain a loaded savegame.

When the problem still, happen just look if it happen on a new colony too (you can use the hugsib feature quickstart, top right icon, to create a new test colony).
Then the problem happen from the beginning, just disable some mods, and try it again.
#220
Mod bugs / Re: [1.3.3159 rev754] No new quests
November 01, 2021, 09:08:11 AM
Hi,
at first you write down 1000 times "I need to read sticky/pinned/Bold topic's they are on top".
Then maybe you could read "How to report a bug", and maybe notice you are at the wrong section.

And no, i don't won't grab all that mods so i could use that savegame, why you didn't posted the logfile instead. And since you use hugslib there is a nice green button "Share logs".

But overall, without log it is impossible to say anything.
The problem arn't the mod's which may add/change quests/events, it is more the other mods which could cause a problem that prevent that any event could happen (hint even trader or guests are an event).

If you got more then a few error's at rimworld startup, you should clearup your modlist and get an errorfree startup. (maybe took a look at the 2.link of my signature).
But that prolly don't help you with your current savegame.
You can try to delete the queded incidents.
Backup your safegame
Open it with an texteditor
Search for <incidentQueue> 2 times
Then you should see the list of incidents, try to delete from <li> to </li> to remove an incident.
Start with the top one, and check if that helps.
#221
Support / Re: Game crashing when on the map
November 01, 2021, 04:31:30 AM
Too many error's on startup.
Take a look at the 2.link from my signature.
#222
General Discussion / Re: Solid Game and Solid Community
November 01, 2021, 04:25:24 AM
Hi,
you only see the debug window when you got an critical error or when you enable developer mode (which i recomment when you play with mods).
What you can't copy&paste the error text is very curious. You got on top "Copy to clipboard", you can select just error and then should appear a button to copy.
You use hugslib mod and got the "Share logs" button, which upload the modlist,patches and log and create a link to share with other (recommend way when you play with mods).
Ohh you maybe mean you don't got a button to copy the marked text ? But the standard global keybind strg-c should work.

And btw. yellow text is a warning not an error, normaly it don't have any influence at the game.
Just red text are error's and should be avoided (maybe read the 2.link of my signature).
#223
Once a fire got bigger, it is better to keep it buring and just keep protecting important stuff.
And when it burn down your base, maybe rethink to replace it with noneburnable material.

Keep create roads with stone's around your fields, 2 better 3 tiles wide, that reduce the chance that spark's fly over to the next field.

And when you play with mods, look for mod's for fire extinguisher or such things.

#224
Hi,
is this the only error or does you have more error before you even start to create a new world ?
Maybe try to read the 2.link from my signature.

And if you took a closer look at the error message, you maybe notice a modname, try to deactivate it.
#225
Hi,
if you can't describe how to reproduce that at a new colony, you NEED to add the logfile and savegame so someone can take a look into it.
Try to read "How to report a bug" to locate the logfile and savegame.

If you use mod's, it is impossible to say if it is a mod issue or vanilla.