RimWorld

RimWorld

VeteranColonist
180 Comments
Thaumiel Class Autism 23 Jun @ 11:28pm 
same issue here. No Pawn will spawn
Meyar 5 Feb @ 6:14am 
I've noticed that setting the event fire rate to 100% and 1 hour doesn't actually fire the event every hour. Am I doing something wrong there? (Also is there a way to just have them all join at once instead of trickling in?)
Cyanure01 12 Jun, 2024 @ 2:25pm 
(sequel of the explanation)

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.
Cyanure01 12 Jun, 2024 @ 2:12pm 
Hi ! For those who still have an issue with missing colonist considered in the mod as appeared, I have some extra to Udon's explanations as it wasn't enough for me. I'll start from Udon's message :

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)
kzs583 8 Jun, 2024 @ 10:35pm 
Thank you, i love you!
Ketaros 17 Apr, 2024 @ 1:10pm 
Udon, come on, 1.5 of this masterpiece, plz. :)
Alexander Zagirov 17 Apr, 2024 @ 12:48pm 
Because this mod just saves a chunk of xml-code related to pawn in to a file it can cause a lot of problems after transferring to a new game. I had to write my own “cleaner” for those files, but I’m a web developer so creating a simple xml parser is very easy. Took some time to figure out what exactly needed to be cleaned. Honestly, if I had some free time to learn about Rimworld modding would’ve created my own mod for transferring colonists and items. Both “Veteran Colonist” and “Character Editor” have too many flaws.

I uploaded pawn cleaner to google drive for those who may find it useful.
https://drive.google.com/file/d/1YzEQde1gYrHIWRPhk7uzvfuGOs1SmFLY/view?usp=sharing
moon1217 5 Apr, 2024 @ 11:13pm 
please 1.5 ! ! !
Sparkyboi 3 Mar, 2024 @ 8:20am 
Is there a way to slow down how long it takes before one of the exported colonists show up? i've just had three Refugee Chased quests pretty much back to back and i'd like it to happen less
천장의 거인 7 Oct, 2023 @ 3:29am 
I subscribed to this mod and thought about it for a day, but I can't figure out how to make it work, please help me
Freebird 26 Sep, 2023 @ 9:19pm 
Hey! I'm kind of experiencing a problem where my colonist showed up, but his needs weren't displaying and his food/recreation/outdoors and stuff wasn't moving up or down. He never ate, just walked around and healed my colonists. While it's nice that he's forever stuck being happy, I feel like if I can't read him he's just a helpful ghost of my actual colonist. Any way to fix this? Please let me know!
gay 6 May, 2023 @ 2:46pm 
I'm also having the same error as IodizedSalt. It was all working great until the last of my 5 veteran colonists was supposed to show up, I got this error quest, if I accept it I get the bad stuff but not the pawn. Been getting it every now and then and the mod settings say that all my veteran colonists have showed up.
Ketaros 25 Apr, 2023 @ 3:10am 
*bows Udon* you're amazing... I am having a fascinating experience walking over your mods...
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.
kzs583 11 Oct, 2022 @ 8:36am 
Thanks!!!!!
Frenchy 13 Aug, 2022 @ 1:46am 
Breaks refugee quests
IodizedSalt 21 Jul, 2022 @ 11:52am 
Buggy mod. Got this quest, rejected it, then 5 min later it spawned a raid with the same text for this quest.
:(

https://i.imgur.com/4fJixXt.png
Tagaris 18 Jul, 2022 @ 1:35pm 
Works like a charm!

Do read the "known issues" text before downloading.
Alexander Zagirov 9 Jun, 2022 @ 11:03am 
I’ve been using this mod for a couple of months now, and can say that it works fine. There is one major issue with transferred colonists moving very slowly and refusing to sleep/mount animals, but it happens mostly with very old and powerful characters with lots of gear/implants/abilities, and can be easily fixed by arresting them once. Not sure what causes it, but other than this and not very user-friendly interface everything works. Unlike with “Character Editor” you can transfer pawns with custom abilities from other mods (VFE – Ancients, Star Wars - The Force, etc.), dual wielded weapons, minified building in inventory, and so on. They even keep other settings like badges from “Pawn Badge” or outfits from “Appearance clothes”.
Maxene 21 Mar, 2022 @ 5:31am 
This mod has a lot of bugs right now. I'm running into my pawns from other colonies sadly having the issue that NONE of the factions from there exist, leading to heavy issues because the game keeps trying to find that old faction the colonist possibly has relations with.
albertball 12 Mar, 2022 @ 10:31am 
is this in a functioning state or is it too buggy and I should avoid until fixed?
3381 2 Feb, 2022 @ 5:21am 
If you've had the same situation as me:
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.
not really a fox 28 Dec, 2021 @ 7:09am 
So, I'd really like to an option to enable exporting animals. It would come in handy when using certain mods, like Kyulen.
kzs583 30 Oct, 2021 @ 6:32pm 
ありがとう、あなたのモードは世界最高のモードです。

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?
knightlaw 27 Sep, 2021 @ 9:13am 
Has anyone found a fix for the pawn wont sleep in a bed issue?
odaswifteye 9 Sep, 2021 @ 7:27am 
I figured it out. If you want to remove a character from the list you go into the app data folder and remove said character from the Veteran Colonist folder.
odaswifteye 15 Aug, 2021 @ 2:26pm 
How do you remove a character from your import list?
Zephyr 14 Aug, 2021 @ 10:22pm 
had a bug where colonist's saved from some older versions just didn't heal. ended up just killing them for my cannibal cult, but it might be something to look into. though I myself am going to clear out all the olds, and try some new pawns. :)
High Summoner 5 Aug, 2021 @ 5:57am 
Also, if used with A Rimworld of Magic or just learning Royalty Psycasts, those abilities don't seem to transfer over on the imported pawn either.
High Summoner 3 Aug, 2021 @ 12:57am 
Only issue I run into is not being able to draft those pawns that join
Dizzy Ioeuy 31 Jul, 2021 @ 2:28am 
このMODは難民の参加クエストも殺します。特にデッキに誰もいない場合。毎回それを殺します。
Rudo 30 Jul, 2021 @ 11:46pm 
I'm also getting the drafting issue, the button is visible but the pawn cannot be drafted in any way.
Dizzy Ioeuy 23 Jul, 2021 @ 6:48pm 
Exception running VC_Incident_JoinerArrive: System.ArgumentNullException: Value cannot be null.
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)
Dizzy Ioeuy 23 Jul, 2021 @ 6:45pm 
This mod also kills the refugee join quest. Especially if you have no one on deck. Kills it every time.
Sorotham 23 Jul, 2021 @ 11:00am 
>Udon
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.
Dizzy Ioeuy 22 Jul, 2021 @ 12:01pm 
Works again. Thank you.
Udon  [author] 22 Jul, 2021 @ 7:28am 
>Dizzy loeuy
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?
Sorotham 22 Jul, 2021 @ 7:24am 
Pawn speed gets fixed with down the pawn and heal method but I have another issue no one has mentioned (sorry if I have missed). Pawn can not be drafted, anyone has a solution for that ?
fery vuta 22 Jul, 2021 @ 5:30am 
Or you can just use character editor to save/export
Dizzy Ioeuy 21 Jul, 2021 @ 5:56pm 
latest v1.3 update has made it so that the Options menu doesn't open. The mod is :imprison:broken.
Dusk Holloway 19 Jul, 2021 @ 11:09pm 
If you don't export any colonist it seems to break, the events happen but there's no colonist to import so you get a message with [$pawnname] and stuff
DeadpanH 5 Jun, 2021 @ 5:30pm 
Did more testing today here are the steps I followed to get it to work:

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.
DeadpanH 4 Jun, 2021 @ 7:14pm 
I've found if I hurt the slow moving pawns with Character Editor mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1874644848 , then heal them back up, it gets rid of the slow movement bug. Imported in 6 character and it worked for each one.
Gamma Omega 21 May, 2021 @ 2:13pm 
For the base setting, what does the Event cycling do exactly? And if I want the veterans quickly is it better at 1 hour, or 15 days?
ExtraRice 14 May, 2021 @ 5:11am 
>Udon

Thanks Mate! appreciate the assist.

Cheers
Udon  [author] 12 May, 2021 @ 6:54am 
>Xarrian
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>
-----------------------------------------------------------------------------


ExtraRice 11 May, 2021 @ 8:01pm 
>Udon

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?
ExtraRice 11 May, 2021 @ 7:59pm 
@mcduff

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
McDuff 25 Apr, 2021 @ 9:10am 
Hey, like this mod - if you still don't know how to solve the slow movement problem, could you put a quick note about it and the caravan fix in the mod description? Just makes it easier to find. Thanks.
Udon  [author] 17 Apr, 2021 @ 10:21pm 
>Evenstar
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.