RimWorld

RimWorld

Mid-Save-Saver Continued
34 Comments
Nate700 24 Jul @ 3:36pm 
Does this work with removing gene mods?
McLets 23 Jul @ 6:51pm 
soooo... how do I use this? It's not appearing in the mod options.
Awein 19 Jul @ 11:01pm 
My FPS was tanking with all the mods installed and uninstalled and I figured my save most likely have issues and I should give this mod a try.

Helped a LOT with the stuttering. Thanks for the update!
WJSabey 12 Jul @ 10:02pm 
Can you help with a loading problem I'm having please? When I try to load a save, it crashes back to the main menu and fills the logs with "Could not regenerate layer" errors. I've tried activating all of this mod's functions, but it still doesn't help.
Log [gist.github.com]
Saigo 27 Jun @ 1:13pm 
this actually solved my grey screen problem, thanks for updating
FerrisCG  [author] 21 Jun @ 5:11am 
@The Leper Can you send me a latest.log from the collisions before and after loading the mod as well as a modlist (hugslib log pref)
The Leper 19 Jun @ 11:31pm 
my hashes are still coliding and not fixxed after putting mineables or/and hash colllision on :dos2skull:
Chelovechek 16 Jun @ 12:18pm 
There's a starman waiting in the sky
He'd like to come and meet us
But he thinks he'd blow our minds
There's a starman waiting in the sky
He's told us not to blow it
'Cause he knows it's all worthwhile
He told me
Let the children lose it
Let the children use it
Let all the children boogie

thanks for creating this mod:steamthumbsup:
WJSabey 15 Jun @ 4:30pm 
I have to ask, when adding new mineable, it says we have to refog the map. Why is that? What happens if we don't?
FerrisCG  [author] 26 May @ 12:31pm 
Its safe to leave on just don't leave things enabled unless you want them to run as it will impact performance heavily
Andreas 26 May @ 11:42am 
Is it safe to leave this mod on all the time, or should I only use on specific saves when explicitly needed?
harrydubois 30 Apr @ 9:04pm 
Faction removal: Removing factions can corrupt the faction data of world objects. This fix will prune the object registry of any such cases, such as broken faction settlements.

Could it be this one?
FerrisCG  [author] 30 Apr @ 8:52pm 
Yes it should help with most invalid references on load (if enabled in settings cant remember which one handles that off top of my head xD), but assuming the references are not done in a non standard way it should work fine for it
harrydubois 30 Apr @ 8:48pm 
Does this mod help fix issues with leftover mod data? Like a removed mod trying to find references to a soldier unit but failing and causing lag?
Sentrymon 30 Apr @ 5:29am 
@UselessGoddess69 Did you perhaps read the instructions incorrectly before using? Have you tried using the map hash fix in this mod? It is supposed to prevent issues with rocks disapearing
General Shyguy 8 Mar @ 2:07pm 
Followed the instructions for removing a mod, Kraltech Rebalanced in this case, now im getting issues with caravans not moving on the world map and this for a number of settlements.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 816B394F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

Can't say i've ever seen this happen before when removing a mod in 1.4 using mid-save saver but the save is non-functional now.
FirstandLastBAC 25 Jan @ 9:43am 
Dude thank you, my grey screen is gone!
UselessGoddess69 30 Dec, 2024 @ 3:32am 
My Mountains literally just vanished when I used this mod. All of my previous saves all of the sudden has the same issue.

Anyone knows how to fix this?
sweetbun 16 Dec, 2024 @ 1:53pm 
@LZIM while it might be a bit late I did earlier today have the same issue with a recently recruited pawn not having any controls.

I did find a way to fix it by:
enabling dev mode,
going to the dev actions menu and selecting "T: Pass To World",
clicking the bugged pawn (make sure you remember the pawns name before doing so),
going back into the actions menu and selecting "Spawn world pawn..." and finding the pawn in the next menu,
selecting any of the next options (unsure if it makes a difference which; I chose colonist),
then finally using "T: Recruit" on them.
ShadowH4nD 21 Nov, 2024 @ 2:51pm 
Just saved my colony with 386 mods from a CTD on load. Awesome!!
Lurmey 17 Sep, 2024 @ 1:29pm 
Just putting this here as a warning to others - as tempting as it may be don't leave the hash collisions fix turned on when it's not needed, it seems to cause a conflict with FisheryLib (required for Performance Fish) and possibly other mods. Unconfirmed as yet but I was getting error spam mentioning hash codes and it seems to have gone away after turning off the hash collisions fix, saving, and reloading the save.

https://gist.github.com/HugsLibRecordKeeper/5db801dc775d2b6238f92a0dec65daee in case anyone wants to see the errors idk
Vanilla Avocado 11 Sep, 2024 @ 8:14pm 
This mod saved my 1000+ hour save from Giddy-up&Giddy-up2's BUG.
Thanks very much.
Sir_Trollman 21 Jul, 2024 @ 2:14pm 
When 1.5 :troll:
LZIM 15 Jul, 2024 @ 5:52pm 
Was still using the 1.4 version to try to fix an issue where pawns added to colony (not all of them) are not showing any controls. They can be controlled only by prioritizing them but cant be drafted since there is no button for it. Will try this mod but it probably cant fix the issue. Anyone else come across the same issue and know if any workarounds or solutions or to force regenerate a pawn with all the same attributes?
Elykdez 8 Jul, 2024 @ 11:40pm 
Great mod saving my save after removing obsolete mods from 1.4 to 1.5!
Would be better if it's possible to add a "save player faction" feature that assign default story and faction then make player pawn colonists if player faction added by mod is removed. I did everything mentioned above with a text editor by hand to save my save completely.
nako 8 Jun, 2024 @ 9:26am 
Thank you for the update. I don't know if you're planning to add features to this, but it's possible for player own mechanoids to get a little buggy if they have a deleted work/recharge mode, and some other cases related to available work types. I wonder if it would be possible to add fixes to reset buggy mechanoids.
XT-489 8 Jun, 2024 @ 6:38am 
Hero!!
Asteroid 25399 7 Jun, 2024 @ 8:14am 
Thank you for the update!
rumble rumble 6 Jun, 2024 @ 11:39pm 
Hero!:steamthumbsup:
galesdeloscien 6 Jun, 2024 @ 11:23am 
this one was preety good and i used to use it a lot.
Sensate 6 Jun, 2024 @ 6:41am 
Thank you so much for all your work !
s4e1 "box cutter" 5 Jun, 2024 @ 12:31am 
What a legend. I hope the perspective: buildings mod is on your list
Alois-X 4 Jun, 2024 @ 11:37pm 
FINALLY
I'm blind as ♥♥♥♥ 4 Jun, 2024 @ 5:26pm 
Thanks for the update of probably one of the most important mods out there