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At the 5th line, you'll find <id>HumanXXXXXXX</id>. The issue can be solved by modifying the id. For example, if the ID has only 3 or 4 numbers, add three 0 after them (ex : Human3501 becomes Human3501000). You can also simply change some of the numbers of the id (worked for me by replacing the 3 last numbers by three 0).
Save the file, reload the save, check if your missing colonist is "in stanby" and then he/she should arrive with the event.
and if it still doesn't work but an event triggered (prisonner, ... if you didn't place only the wandererJoin option of the mod) or nothing happens, reload your save again (for the harder one, I had to reload 3 times) . It worked for one of my missing colonists that didn't show directly as the other missing ones did ;)
For memory, the folder containing all these is in Appdata > LocalLow > Ludeon Studios > Rimworld by Ludeon Studios.
Udon
If you want to call the colonists again, open your save file and delete the following items
SaveFile
<li Class="VeteranColonist.ColonistLoader">
<ColonistName>
<li>
<ColonistName>XXXXXX</ColonistName>
<ColonistName>XXXXXX</ColonistName> (Delete this line.)
<ColonistName>XXXXXX</ColonistName>
</li>
</ColonistName>
</li>
So, if this step isn't enough and your pawn still doesn't show, then after doing it you'll have to go to the VeteranColonist folder and find the one of your missing colonist. Open it. (part2 in the next commentary : limit reached)
I uploaded pawn cleaner to google drive for those who may find it useful.
https://drive.google.com/file/d/1YzEQde1gYrHIWRPhk7uzvfuGOs1SmFLY/view?usp=sharing
Question on this one here.
Could you provide a little more explanation on the Base Settings and Event Incident rate?
I am guessing:
Base Settings, is the interval and chances of one of the events on Event Incident list happens.
And the Incident Rate, is the chance of the quest subject be one of the veterans.
Am I correct? If so I can write a english explanation for you to use at the Mod description.
:(
https://i.imgur.com/4fJixXt.png
Do read the "known issues" text before downloading.
It was found that this mod will cause the wrong task in version 1.3, it will definitely refresh a refugee hunting mission, and then it is all unspecified objects, and the refugees will not be refreshed after receiving the task, and the enemy will still refresh.
If this happens, continuing to play will cause other missions to also have errors, these tasks are likely to not be able to continue after receiving, there will be a large number of them later in the game, if you load this mod, even if you remove it, these errors will still occur, it is recommended to remove this mod to start a new game.
気になる
追撃はVCクエストの場合、襲撃数値をどのように上げますか?
XMLで変更可能ですか?
Parameter name: collection
at System.ThrowHelper.ThrowArgumentNullException (System.ExceptionArgument argument) [0x00006] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable1[T] collection) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Collections.Generic.List1[T].AddRange (System.Collections.Generic.IEnumerable1[T] collection) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at VeteranColonist.VC_Incident_JoinerArrive.RunInt () [0x00075] in <ae91bc772a9a4cacaebf9a510015fefa>:0
at (wrapper dynamic-method) RimWorld.QuestGen.QuestNode.RimWorld.QuestGen.QuestNode.Run_Patch0(RimWorld.QuestGen.QuestNode)
Drafted button is there, but nothing happens when you click.
But pawn continues other tasks properly, can interact with right click actions and in work tab priorities works as normal.
I have tons of mods active it may be because of another conflict. Didn't have time yet to check debug log or do some trials disabling other mods.
But before 1.3 update I had a bigger version of this like when a veteran joins, no pawn was select-able from the map, and even I select and draft from top menu they were not able to go to a clicked spot. So I am suspicious of Achtung or some similar mod.
Thanks for the support and response.
That problem has just been fixed.
Is it resolved now?
>Sorotham
This is the first time I've heard of the problem where you can't Drafted.
Do you mean that the Drafted command panel is not showing up?
1. Injure the slow pawn with Character Editor
2. Send another pawn to rescue it.
3. Make sure I have the slow pawn opened back up and give the rescuer enough time to pick up the downed pawn.
4. Heal the downed pawn while it's being carried.
If I follow those steps, it cures the slow issue every time.
Thanks Mate! appreciate the assist.
Cheers
Thank you for your comments :)
If you want to call the colonists again, open your save file and delete the following items
SaveFile
-----------------------------------------------------------------------------
<li Class="VeteranColonist.ColonistLoader">
<ColonistName>
<li>
<ColonistName>XXXXXX</ColonistName>
<ColonistName>XXXXXX</ColonistName> (Delete this line.)
<ColonistName>XXXXXX</ColonistName>
</li>
</ColonistName>
</li>
-----------------------------------------------------------------------------
I have some colonist that didnt spawn but it said on the mod screen that they've appeared. can you let me know how to get them to reappear? or to change the status "appeared" to "stand-by" so i can trigger them to reappear again via event?
This worked for me
Turn on God Mode
Select for caravan travel the slow moving pawn
Teleport to the location
Create a base
Return home
Abandon the 2nd Base
Turn off God Mode
Pawn should walk "normally" now
thank you for comment :)
Start RimWorld, click [Options], then [Open save data folder].
A browser will open. Open the [VeteranColonist] folder.
This folder is where you will find the colonist files you exported.
You can provide that file to anyone who wishes to use it.