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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2043857349
Hope this helps anyone!
As for your mod, is there any way you could add options that could:
1. Always force attack right away.
2. Always force to stage.
3. Limit Maximum Points per a Raid.
Regardless, while the game worked in general, I loved your mod, so keep up the great work with it!
On a related note, when I ported this mod to B18 I have noticed that such exceptions happen when the game tries to spawn a raid with not enough raid points. Basically, if your custom raid units are very expensive and you are playing on a low difficulty with colony wealth you can end up in a situation when game can not spawn anything for you.
To put is short: one quick fix attempt would be to increase points offset proportiante to how many extra raids you have and increase difficulty. For 6 raids the number would be 1-1/6=5/6 minimum.
I'm done with B18. I've had one too many colonies destroyed because of some null exception, and I'm tired of it.
Not related to your mod, but for some reason, a Mechanoid Centipede was trying to vomit, and it caused an exception every tick... and removing the centipede and save reload didn't help, so that was the end of that colony. Thing is, I've lost about 40 colonies over the past two weeks to null exceptions, and I'm tired of it. I'll wait to see what B19 has in store, as I have no interest in playing rimworld now, for at least several months.
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest& request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawnInternal (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupKindWorker_Normal.GeneratePawns (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker, System.Collections.Generic.List`1 outPawns, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupKindWorker.GeneratePawns (RimWorld.PawnGroupMakerParms parms, RimWorld.PawnGroupMaker groupMaker, Boolean errorOnZeroResults) [0x00000] in <filename unknown>:0
Any of these exceptions help to narrow down the issue? Appears to have problems spawning raids from both vanilla factions and from added factions.
at Verse.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x00000] in <filename unknown>:0
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.GenerateInitialHediffs (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
at Verse.PawnGenerator.TryGenerateNewNakedPawn (Verse.PawnGenerationRequest& request, System.String& error, Boolean ignoreScenarioRequirements) [0x00000] in <filename unknown>:0
3. Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=52.5 raidStrategy=StageThenAttack )
1. System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.IncidentWorker_Raid.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at MultipleRaids.IncidentWorker_RaidEnemy_Custom.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident fi) [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
https://ludeon.com/forums/index.php?topic=11160.msg367858;topicseen#msg367858
I have a couple mods that adds factions; namely tiberium rim factions, glittertech, tempta foundation, and one more, that adds blue moon corporation (but dunno which mod adds them); I do not have any mods that modify existing factions.
I do know that the mod "Sometimes Raids Goes Wrong" conflicts, so I got rid of it. Otherwise unsure what combinations of my mods create issues.
Are you running any mods that add or modify existing factions? In A17 I used to have problems with Rimsenal. Pure vanilla game might have problems as well with extremely low spawn point limit. Using forceRaidType option can also cause issues if raid is not suitable for dropping or sieging.
To troubleshoot your issue I need modlist and exact mod settings list to be able to reproduce it.
Also, had one game, where it only spawned mechanoids for the raids, starting at day 1, and got over 20 raids as mechanoids only. What would cause that?
What do you think might be causing this?