Does the colonist have backstories? Try killing and resurrecting him again via the dev tools and post errors that occur when you do that.
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#91
Mod bugs / Re: Pawns action bar dissapeared after resurrector mech serum
November 13, 2018, 08:35:25 AM #92
Mod bugs / Re: Object is not deep-saved?
November 06, 2018, 12:29:05 PM
Meaning:
If a colonist is referenced in an "art" story that story must save the reference. The story does not want to save the entire colonists data, therefore it saves only a unique identifier - which is the load ID. With that load ID the colonist gets connected to the story when loading. If the colonist is removed from the game but the art isn't, then such a message will show up during saving and something similar during loading.
Responsibility:
For that you would have to search through your save file and check on all occurrences of the mentioned load ID. It matters in which object the references are lingering(even though it throws a warning it should be written during a save). Maybe a mod isn't properly monitoring the game and misses the removal of an object, a mod is deleting references without properly triggering the monitors or a mod is moving the missing object into a storage that no longer saves the references.
If you have old saves of the same game it could be useful if you find the load ID in them on the actual pawn. Then you would see who it was that is missing and maybe remember something about him.
If a colonist is referenced in an "art" story that story must save the reference. The story does not want to save the entire colonists data, therefore it saves only a unique identifier - which is the load ID. With that load ID the colonist gets connected to the story when loading. If the colonist is removed from the game but the art isn't, then such a message will show up during saving and something similar during loading.
Responsibility:
For that you would have to search through your save file and check on all occurrences of the mentioned load ID. It matters in which object the references are lingering(even though it throws a warning it should be written during a save). Maybe a mod isn't properly monitoring the game and misses the removal of an object, a mod is deleting references without properly triggering the monitors or a mod is moving the missing object into a storage that no longer saves the references.
If you have old saves of the same game it could be useful if you find the load ID in them on the actual pawn. Then you would see who it was that is missing and maybe remember something about him.
#93
Mod bugs / Re: [1.0] Caravan won't form and pawns dont eat automatically.
November 01, 2018, 03:30:28 PM
Make a backup, then search in your save file for "LordJob_AssaultColony". It should occur once.
<lords>
<li>
<loadID>145</loadID>
<faction>null</faction>
<extraForbiddenThings />
<ownedPawns />
<lordJob Class="LordJob_AssaultColony">
<assaulterFaction>null</assaulterFaction>
<canKidnap>False</canKidnap>
<canTimeoutOrFlee>False</canTimeoutOrFlee>
<sappers>True</sappers>
<canSteal>False</canSteal>
</lordJob>
<initialColonyHealthTotal>366691</initialColonyHealthTotal>
</li>
<li>
<loadID>150</loadID>
<faction>Faction_6</faction>
Delete the red part, that fixed it for me when I tested it without mods. Since your log contains not the moment where the raid was created there is no way to determine what caused it.
<lords>
<li>
<loadID>145</loadID>
<faction>null</faction>
<extraForbiddenThings />
<ownedPawns />
<lordJob Class="LordJob_AssaultColony">
<assaulterFaction>null</assaulterFaction>
<canKidnap>False</canKidnap>
<canTimeoutOrFlee>False</canTimeoutOrFlee>
<sappers>True</sappers>
<canSteal>False</canSteal>
</lordJob>
<initialColonyHealthTotal>366691</initialColonyHealthTotal>
</li>
<li>
<loadID>150</loadID>
<faction>Faction_6</faction>
Delete the red part, that fixed it for me when I tested it without mods. Since your log contains not the moment where the raid was created there is no way to determine what caused it.
#94
Mod bugs / Re: [1.0] Caravan won't form and pawns dont eat automatically.
November 01, 2018, 02:30:36 PM
The save can probably be edited and the raid job deleted/fixed. However you password protected your save file so I can't inspect it.
#95
Mod bugs / Re: [1.0] Caravan won't form and pawns dont eat automatically.
November 01, 2018, 12:56:32 PM
Your not having a problem with forming a caravan. Your having a problem with a failing raid. When the assault job gets loaded it crashes out and leaves an inconsisten game state behind. Both the raid and forming a caravan are "lord jobs". The raid is processed first and crashes, preventing all following jobs from being processed.
Since you are using hugslib you should share the log file via ctrl+f12 since it contains the mod list which otherwise is not included in a human readable format.
Since you are using hugslib you should share the log file via ctrl+f12 since it contains the mod list which otherwise is not included in a human readable format.
#96
Mod bugs / Re: [1.0] Clothes turn white when dropped
October 31, 2018, 09:35:02 AM
You have a log entry "Apparel Stuff Color detours loaded, hopefully correct". Open the ingame console, click on the message in the upper part and post the stacktrace from the lower part or read it to find a mod name.
Try removing change dresser, since it is changing the coloring it may be involved.
Try removing change dresser, since it is changing the coloring it may be involved.
#97
Mod bugs / Re: [1.0] Temperature Behaves Oddly When Merging Rooms
October 28, 2018, 01:57:45 AM
Rimworld does not model temperature realistic like say oxygen not included.
When you are venting against an unroofed room you are equalizing the room temperature with the outside temperature. The outside temperature does not change due to this. Using a 2x9 room with x vents is the same as using a single unroofed cell with a single vent. There are no capacities in play. Equalizing means you take both room temperatures, divide them by 2 and thats the new temperature to work with. As you can gather, equalizing against the outside destroys a lot of heat since the half that should go into the outside temperature is discarded.
When using no vent you loose temperature to the surrounding rooms based on insulation of walls and due to the roofing(thin roof is different than thick roof). Also the door itself counts as a single cell room and transfers heat.
When using a partially roofed room you are not equalizing due to the missing roof. You are simply loosing a percentage of the rooms temperature. For example an unroofed room looses 100% and has always the outside temperature. A room with 20% unroofed looses 20% of its temperature.
In your example with a vent you loose 50% of your temperature and then the temperature creep starts. Without a wall you loose only 22% of your temperature.
When you are venting against an unroofed room you are equalizing the room temperature with the outside temperature. The outside temperature does not change due to this. Using a 2x9 room with x vents is the same as using a single unroofed cell with a single vent. There are no capacities in play. Equalizing means you take both room temperatures, divide them by 2 and thats the new temperature to work with. As you can gather, equalizing against the outside destroys a lot of heat since the half that should go into the outside temperature is discarded.
When using no vent you loose temperature to the surrounding rooms based on insulation of walls and due to the roofing(thin roof is different than thick roof). Also the door itself counts as a single cell room and transfers heat.
When using a partially roofed room you are not equalizing due to the missing roof. You are simply loosing a percentage of the rooms temperature. For example an unroofed room looses 100% and has always the outside temperature. A room with 20% unroofed looses 20% of its temperature.
In your example with a vent you loose 50% of your temperature and then the temperature creep starts. Without a wall you loose only 22% of your temperature.
#98
Mod bugs / Re: Cannot load saved game
October 27, 2018, 10:51:18 AM
Then look at the change notes on steam for that mod, the one from the 25th should explain the missing faction and why your save is now broken.
#99
Mod bugs / Re: Cannot load saved game
October 27, 2018, 09:48:18 AM
Your missing your Adeptus Mechanicus mod(s). Your save game has the Tau faction in it but no mod for it. Therefore the faction can not be loaded and when it tries to load the reservations made by members of that faction it fails to load the map(s).
#100
Mod bugs / Re: Some mod in my list is causing cascading lag when objects are selected
October 26, 2018, 12:39:55 AM
Try mods that display something alongside the selection. Additional information or buttons. Like the mod "ExtendedInspectData". Try selecting different things and see if it always happens(e.g. walls, items, colonist, zones, buildings, etc).
#101
Bugs / Re: [1.0] Pawns stopped mining
October 25, 2018, 01:41:21 AM
Your using a mod called "Mining Priority"...goto the mods steam page and read the faqs(You probably don't know what it actually does), should that not fix the problem try removing the mod, should that fix the problem inform the mod author, should that not work post a bug report in mod bugs.
#102
Mod bugs / Re: Infinite Raids Bug
October 21, 2018, 05:31:29 PM
Try disabling battlemounts. If you look at the stacktrace and you find something with "_Patch[number]" hugslib might list the corresponding mod at the beginning of the log file. For example:
RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch0 <= from your log error
search for the name of the red function at the beginning of the log.
IncidentWorker_Raid.TryExecuteWorker: TRANS: Battlemounts.Harmony.IncidentWorker_Raid_TryExecuteWorker.Transpiler <= At the beginning
You will find as many lines at the beginning(and therefore possible mods) as the number in the patch indicates(+1). In this case only battlemounts shows up, doesn't mean it's the culprit but thats were you can start.
RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch0 <= from your log error
search for the name of the red function at the beginning of the log.
IncidentWorker_Raid.TryExecuteWorker: TRANS: Battlemounts.Harmony.IncidentWorker_Raid_TryExecuteWorker.Transpiler <= At the beginning
You will find as many lines at the beginning(and therefore possible mods) as the number in the patch indicates(+1). In this case only battlemounts shows up, doesn't mean it's the culprit but thats were you can start.
#103
Mod bugs / Re: [B19] Enemies not able to move
September 29, 2018, 02:20:20 PM
You might have moved the save through versions. For example, that property doesn't exists in 1.0. Which means a save from 1.0 will yield that error if loaded in 0.19.
#104
Mod bugs / Re: [B19] Enemies not able to move
September 29, 2018, 01:52:41 PM
Your save file probably does not have the faction property "avoidGridsSmart" saved for the faction in question. Make a backup of your save. Open the save, search for "<allFactions>". Below that each "<li>...</li>" entry is one faction and it should start like this:
<leader>...</leader>
<avoidGridsSmart>
If avoidGridSmart is missing add this below leader:
<avoidGridsSmart>
<keys />
<values />
</avoidGridsSmart>
<leader>...</leader>
<avoidGridsSmart>
If avoidGridSmart is missing add this below leader:
<avoidGridsSmart>
<keys />
<values />
</avoidGridsSmart>
#105
Mod bugs / Re: Enemy Factions having no leader, unable to contact them for paying ransom
September 26, 2018, 07:23:44 AM
Debug menu has an action "spawn world pawn" if that pawn still exists you can spawn him back in. It also has a destroy action to remove the ransom goods from your map.
As far as faction leader go, they are never regenerated. A new one is only spawned in reaction to events(old one dies or leaves the faction). You need to edit your savegame and set a faction leader manually(backup!) or have a modder thats able to add some sourcecode.
As far as faction leader go, they are never regenerated. A new one is only spawned in reaction to events(old one dies or leaves the faction). You need to edit your savegame and set a faction leader manually(backup!) or have a modder thats able to add some sourcecode.