Incident repeat vs isfinished in savegames

Started by TheVillageGuy, February 14, 2021, 09:50:06 AM

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TheVillageGuy

When looking at
<li Class="ScenPart_CreateIncident">

in savegames, sometimes, for no obvious reason, in some of them where

<repeat>True</repeat>

it also reads

<isFinished>True</isFinished>

and these incidents are then no longer triggered. If I remember correctly this started occuring after Rimworld was upgraded to 1.1. Is there any way to prevent this from happening?

Canute

Prevent what from happening ?
The event or the entry at the safegame ?
Basicly it is your history. Sure it isn't important for the gameplay like at example the combat log or all the dead world pawns.
But it don't eat that much of space at a safegame either.
Did you try to use a mod like RuntimeGC ?

TheVillageGuy

#2
These are incidents created using the scenario editor, set to repeat every x days. Because they get <isFinished>true</isFinished> somehow while playing the game, the repeat no longer works, basically breaking the scenario. So I have to edit the savegame to remove the <isFinished> lines to keep the scenario incidents going.

So basically I would like to prevent the <isFinished>true</isFinished> line from being added.

Canute

Yep, that shouldn't happen, and it never notice it myself.
What kind of incident did you add to the scenario ?

TheVillageGuy

I have seen it happen on

<incident>TraderCaravanArrival</incident>
<incident>RaidEnemy</incident>
<incident>HerdMigration</incident>
(And maybe others, don't remember)

Here's my scenario part:

<parts>
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>1</pawnCount>
<pawnChoiceCount>1</pawnChoiceCount>
</li>
<li Class="ScenPart_PlayerPawnsArriveMethod">
<def>PlayerPawnsArriveMethod</def>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>1</chance>
<trait>NaturalMood</trait>
<degree>2</degree>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>1</chance>
<trait>Psychopath</trait>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>1</chance>
<trait>Cannibal</trait>
</li>
<li Class="ScenPart_ForcedTrait">
<def>ForcedTrait</def>
<chance>1</chance>
<trait>Undergrounder</trait>
</li>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>CropBlight</incident>
</li>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>PsychicEmanatorShipPartCrash</incident>
</li>
<li Class="ScenPart_DisableIncident">
<def>DisableIncident</def>
<incident>CaravanDemand</incident>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>WandererJoin</incident>
<intervalDays>0.00151</intervalDays>
<repeat>True</repeat>
<occurTick>3960943</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>RaidEnemy</incident>
<intervalDays>0.111</intervalDays>
<repeat>True</repeat>
<occurTick>3966990</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>RefugeePodCrash</incident>
<intervalDays>0.669</intervalDays>
<repeat>True</repeat>
<occurTick>3973860</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>TraderCaravanArrival</incident>
<intervalDays>0.441</intervalDays>
<repeat>True</repeat>
<occurTick>3969000</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>FarmAnimalsWanderIn</incident>
<intervalDays>0.661</intervalDays>
<repeat>True</repeat>
<occurTick>3966000</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>ThrumboPasses</incident>
<intervalDays>0.731</intervalDays>
<repeat>True</repeat>
<occurTick>3991260</occurTick>
</li>
<li Class="ScenPart_OnPawnDeathExplode">
<def>OnPawnDeathExplode</def>
<radius>7.9</radius>
<damage>Flame</damage>
</li>
<li Class="ScenPart_StartingAnimal">
<def>StartingAnimal</def>
<animalKind>Megaspider</animalKind>
<count>50</count>
</li>
<li Class="ScenPart_ScatterThingsAnywhere">
<def>ScatterThingsAnywhere</def>
<thingDef>Chemfuel</thingDef>
<count>100000</count>
</li>
<li Class="ScenPart_PermaGameCondition">
<def>PermanentGameCondition</def>
<gameCondition>Flashstorm</gameCondition>
</li>
<li Class="ScenPart_GameStartDialog">
<def>GameStartDialog</def>
<text>I must be dreaming. There's people everywhere. Some look like friends, but for how long? Everybody is shooting eachother. And me! Exploding into flames. Thunder. And fuel everywhere, wait what? Animals running after me, and them. And spiders. Big spiders. But they seem to be on my side. What, now we're in the men in black? Everything and everybody is going insane! I AM! I want to wake up! Time seems to be slowing down, what is going on? But wait, my FPS is slowly recovering, maybe this is real after all?</text>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>StrangerInBlackJoin</incident>
<intervalDays>0.00551</intervalDays>
<repeat>True</repeat>
<occurTick>3960894</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>SelfTame</incident>
<intervalDays>0.21</intervalDays>
<repeat>True</repeat>
<occurTick>3969000</occurTick>
</li>
<li Class="ScenPart_CreateIncident">
<def>CreateIncident</def>
<incident>TraderCaravanArrival</incident>
<intervalDays>0.111</intervalDays>
<repeat>True</repeat>
<occurTick>960330</occurTick>
<isFinished>True</isFinished>
</li>
</parts>