Quote from: itachixhate on September 14, 2018, 11:34:13 AM
im having issues with getting the factions to spawn on planet or to attack, my log is mush to big to post (over 20000 characters in the log)
but i says for almost every faction and pawn in each faction ,Code SelectXML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type FactionDef. Context: <FactionDef><defName>Feral</defName><label>feral clan</label><description>So who are the ferals? Think about all the people living in the ruins of collapsed civilization. They've had to sacrifice lots of things to survive: Technology, culture, history, and above all, their humanity.
They are the groups of savages who pillage, plunder, murder, or otherwise ruin the days of anyone unfortunate enough to not be one of them. Although usually not very powerful on their own, ferals are most often encountered in groups. With a random mix of scrap weapons and makeshift firearms, they can prove to be formidable opponents for a lonesome colony.</description><pawnSingular>feral</pawnSingular><pawnsPlural>ferals</pawnsPlural><listOrderPriority>37</listOrderPriority><settlementGenerationWeight>1</settlementGenerationWeight><requiredCountAtGameStart>1</requiredCountAtGameStart><maxCountAtGameStart>1</maxCountAtGameStart><canMakeRandomly>true</canMakeRandomly><canSiege>false</canSiege><canStageAttacks>true</canStageAttacks><leaderTitle>tyrant</leaderTitle><expandingIconTexture>Things/FeralIcon</expandingIconTexture><colorSpectrum><li>(0.35, 0.35, 0.0)</li><li>(0.4, 0.2, 0.0)</li></colorSpectrum><permanentEnemy>true</permanentEnemy><factionNameMaker>NamerFeralBase</factionNameMaker><settlementNameMaker>NamerFeralBase</settlementNameMaker><techLevel>Industrial</techLevel><backstoryCategories><li>Raider</li></backstoryCategories><geneticVariance>0.5</geneticVariance><hairTags><li>Rural</li><li>Punk</li></hairTags><allowedArrivalTemperatureRange><min>-40</min><max>45</max></allowedArrivalTemperatureRange><maxPawnCostPerTotalPointsCurve><points><li>(0,35)</li><li>(70, 50)</li><li>(700, 100)</li><li>(1300, 150)</li><li>(100000, 10000)</li></points></maxPawnCostPerTotalPointsCurve><pawnGroupMakers><li><!-- Normal fights, ranged with melee mix-ins --><kindDef>Combat</kindDef><commonality>100</commonality><options><FeralHusker>15</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>10</FeralGrinder><FeralScorcher>2</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>1</FeralThumper><FeralLeader>1</FeralLeader><FeralSkullBuster>5</FeralSkullBuster><FeralManiac>5</FeralManiac><FeralGutcher>5</FeralGutcher><FeralOgrenaut>5</FeralOgrenaut><FeralHellmaker>1</FeralHellmaker></options></li><li><!-- Normal fights, melee-only --><kindDef>Combat</kindDef><commonality>30</commonality><options><FeralSkulker>5</FeralSkulker><FeralHellmaker>1</FeralHellmaker><FeralRazortooth>1</FeralRazortooth></options></li><li><!-- Normal fights, ranged only --><kindDef>Combat</kindDef><commonality>20</commonality><options><FeralScorcher>2</FeralScorcher><FeralGrinder>10</FeralGrinder><FeralManiac>10</FeralManiac><FeralRazortooth>5</FeralRazortooth><FeralGutcher>5</FeralGutcher></options></li><li><!-- Base defense, mainly ranged with melee mix-ins --><kindDef>Settlement</kindDef><options><Thrasher>3</Thrasher><Pirate>10</Pirate><Grenadier_Destructive>2</Grenadier_Destructive><FeralHusker>20</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>5</FeralGrinder><FeralScorcher>3</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>3</FeralThumper><FeralLeader>1</FeralLeader><FeralManiac>5</FeralManiac><FeralSkulker>2</FeralSkulker><FeralSkullBuster>2</FeralSkullBuster></options></li></pawnGroupMakers><homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath></FactionDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef><defName>FeralHusker</defName><label>husker</label><race>Human</race><combatPower>45</combatPower><defaultFactionType>Feral</defaultFactionType><baseRecruitDifficulty>0.80</baseRecruitDifficulty><backstoryCategories><li>Raider</li></backstoryCategories><invNutrition>3</invNutrition><itemQuality>Normal</itemQuality><backstoryCryptosleepCommonality>0.25</backstoryCryptosleepCommonality><maxGenerationAge>58</maxGenerationAge><gearHealthRange><min>0.7</min><max>2.3</max></gearHealthRange><apparelTags><li>IndustrialBasic</li><li>IndustrialAdvanced</li><li>IndustrialMilitaryBasic</li></apparelTags><apparelRequired><li>Apparel_PatchedShirt</li><li>Apparel_HuskerHood</li></apparelRequired><apparelAllowHeadgearChance>0.1</apparelAllowHeadgearChance><apparelMoney><min>500</min><max>1200</max></apparelMoney><weaponMoney><min>400</min><max>700</max></weaponMoney><weaponTags><li>FeralPistol</li></weaponTags><techHediffsMoney><min>1000</min><max>1500</max></techHediffsMoney><techHediffsTags><li>Advanced</li></techHediffsTags><techHediffsChance>0.01</techHediffsChance><inventoryOptions><skipChance>0.8</skipChance><subOptionsChooseOne><li><thingDef>Silver</thingDef><countRange><min>50</min><max>200</max></countRange></li><li><thingDef>MedicineIndustrial</thingDef><countRange><min>1</min><max>1</max></countRange></li></subOptionsChooseOne></inventoryOptions></PawnKindDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHand
Config error in FeralSkulker: Humanlike needs backstoryCategory.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:233)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
also rimsenal are the only set of mods that add factions that i have installed , i do have a number of Qol mods added but i dont believe they would stop the factions from spawning on world gen
Mods: Science Never Stops, Bulk Stone Cutting, Defensive Positions, Dinosauria, EdB Prepare Carefully, ExpandedProsthetics&OrganEngineering,
Faction Discovery, Feed the Colonists, Glittertech, MadSkills, Quality Builder, Tilled Soil, Rimatomics, AND all the rimsenal mods
If you can provide an output log it would help.
The backstory thing was due to a change in vanilla backstory catagories.
