A17b Option to name colony/faction does not appear

Started by yannisk, June 06, 2017, 10:55:11 AM

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Datanazush

Unfortunately I've suffered the same bug without the saving/loading workaround seeming to work. Here's a log file from my save/load. I did not restart the game in between generating the map and trying the workaround.
https://pastebin.com/5Q3pQ9cj

Rearden

I've encountered this one. I'll try the work around and report back.
In the mean time does anyone know if there's a way to fire the event manually?

Jnx

I don't have access to my log file at the moment, but I will post it here later.
I can, however, confirm that this happened to me on my first A17 game.

Rearden

Quote from: canth1000 on June 10, 2017, 01:54:24 PM
I've encountered this one. I'll try the work around and report back.
In the mean time does anyone know if there's a way to fire the event manually?

Having tried the workaround I'm still experiencing the bug. Granted, it's a modded save so I won't post the logs unless asked.

Rearden

for those that need a way to manually fire the event when this bug occurs it's the 10th item on the Actions-Misc section of the debug actions menu. it'll open up another menu. select the Faction and faction base button. That should fire the event.

Datanazush

This bug is irritating me now because I cannot get it to occur reliably unless I actually make an attempt at setting up a real colony. What I have discovered is that a minimal interaction play until you get to the event seems to cause it to fire guaranteed. (8/8 tests where I set the game to fast forward, unforbid food and left the game running until Day 4 Hour 6). If I try to actually build a colony I occasionally encounter the bug. Deliberately reproducing this bug is difficult, but I did find that an error similar to the one Calahan occurred in my latest test colony which DID have the event fire properly, the error was "Invalid count: 0, setting to 1. Job was HaulToContainer A=Thing_Steel25330 B=Thing_Concrete_Blueprint25308 C=Thing_Concrete_Blueprint25304"

https://pastebin.com/PmVktW8J

Mefirenz

Hi, I've had the same bug. Here are my log and savefile.

I did save and quit the game before day 4. I quit after tasking the 3 starter colonists (standard Crashlanded game) to equip the weapons. I play without mods.

[attachment deleted by admin due to age]

ison

I think it's because there are undiscovered ancient shrines with mechanoids somewhere in the map. Could anyone confirm? If so, then it's already fixed for the next release (A18).

Rearden

interesting. I'll have to crack open some of the structures and find out. there have definitely been the conspicuous buildings in every map I've seen the bug on.

BlackSmokeDMax

Quote from: ison on June 13, 2017, 05:49:43 AM
I think it's because there are undiscovered ancient shrines with mechanoids somewhere in the map. Could anyone confirm? If so, then it's already fixed for the next release (A18).

Wondering, if we *have* been able to name the colony, can we infer that any ancient shrines on our maps do not contain mechanoids in current build?

Calahan

#25
Quote from: ison on June 13, 2017, 05:49:43 AM
I think it's because there are undiscovered ancient shrines with mechanoids somewhere in the map. Could anyone confirm?
Thank you for the input on this one ison.

Unfortunately I no longer have the save files from when I managed to reproduce this naming event failure. But I just checked the three save files posted in this thread so far (2x Homestade, 1 x Mefirenz), and all three had an undiscovered ancient shrine with mechanoids in them. So it's looking good so far in relation to your theory being correct.


@ All - Thanks everyone for the continued input on this issue, and especially the save files you've posted. In light of ison''s comment can anyone who encounters this bug either check their map for undiscovered ancient shrines with mechanoids in them (dev mode > untick Draw Fog > God Mode + Deconstruct tool if shrines are buried in mountains), and post a yes/no confirmation as to the existence of a mech shrine. Or post your save file so that I can check it for one (either if you don't know how to, or if you simply don't want to spoil your game by revealing your map, which is perfectly understandable).

Antaios

Well I know that in my colony I had this bug, and there were undiscovered mechanoids in one of the ancient shrines aswell.

On a side note, mortars shoot at mechanoids if they're in an undiscovered ancient shrine.

marcolino1

Yep. The mortars are attacking the ancient even when its hidden.
Just tested it. In my case its modded Rimworld and in german language. This should not make a difference.

So I guess the game is in an endless combat state and therefore the name colony event does not appear until the mechanoids in the shrine are dead. That would also explain the endless combat music :)

I hope its okay to post a link in that case.
Here is the video on twitch: https://www.twitch.tv/videos/151830350

Rearden

Quote from: Antaios on June 14, 2017, 07:36:03 AM
Well I know that in my colony I had this bug, and there were undiscovered mechanoids in one of the ancient shrines aswell.

On a side note, mortars shoot at mechanoids if they're in an undiscovered ancient shrine.

Didn't know that. I'd call that a bug.
I cracked open the structure on one of my bugged maps. There were mechanoids inside.

yannisk

It appears to be connected with the combat music, playing for no reason. If you start a new game, and combat music plays, you definitely have hidden shrines and the colony naming event will not trigger.