RimWorld

RimWorld

Save Our Ship
Vas 9 Oct, 2017 @ 4:22am
Issues with the mod.
1) Even with power, your doors don't auto open for colonists, and function like regular unpowered doors. On that note, you should also place a hull tile under the door as well for graphic appeal's sake instead of taking off with a hole in my ship under every door. :P

2) Two power nets on the same cell. Happens every time I start the game.
Two power nets on the same cell (174, 128). First transmitters: Ship structural beam and Ship structural beam. Verse.Log:Warning(String) RimWorld.PowerNetGrid:Notify_PowerNetCreated(PowerNet) RimWorld.PowerNetManager:RegisterPowerNet(PowerNet) RimWorld.PowerNetManager:TryCreateNetAt(IntVec3) RimWorld.PowerNetManager:UpdatePowerNetsAndConnections_First() Verse.Map:FinalizeInit_Patch1(Object) Verse.Map:FinalizeLoading() Verse.Game:LoadGame() Verse.SavedGameLoader:LoadGameFromSaveFile(String) Verse.Root_Play:<Start>m__84F() Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()

3) Mod doesn't work with extended storage.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object at ExtendedStorage.Building_ExtendedStorage.get_StoredThings () <0x0002d> at ExtendedStorage.Building_ExtendedStorage.RecalculateStoredThingDef () <0x000c7> at ExtendedStorage.Building_ExtendedStorage.PostMapInit () <0x00010> at (wrapper dynamic-method) Verse.Map.FinalizeInit_Patch1 (object) <0x000d1> at Verse.MapGenerator.GenerateMap (Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepDef>,System.Action`1<Verse.Map>) <0x0026b> at Verse.Game.InitNewGame () <0x002ca> at Verse.Root_Play.<Start>m__850 () <0x00025> at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028> Verse.Log:Error(String) Verse.LongEventHandler:RunEventFromAnotherThread(Action) Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
-- I do have an idea for this, however. Add a special ship storage locker that stores materials inside it, one type of material only. I can get more elaborate with this idea, if you end up coming around to comment. :P

4) Numerous people have complained that starting the game with this mod, have said that the colonists leave the map as soon as they are ejected from the ship.

5) Modular Wall, Ship Door, Hull plate are incorrect sizes.
Within the XML files, these objects do not specify a size, I suggest adding one.
<size>(1,1)</size>
Please make sure to always include this with all objects you make, or it risks breaking things.

6) TaleIDs are broken within this mod.
If you save your new game, TaleIDs are reset on the new map while this keeps the old tale IDs from the old map as well, causing red errors upon loading the game.
This is fixed by going into you save file and editing the taleids back to logical order, however this can be tedius. If you save exactly after you begin, before you can begin producing a lot of tale IDs, this will be good because less editing and then you need to find <nextTaleID> and edit it to the number after the last one in your edited list of IDs. This will still need to be fixed within the mod to preven us players from needing to do it ourselves.

7) The mod doesn't do proper validation, causing the game to be unplayable after you save and quit, always corrupts the map.
ZorbaTHut - Today at 10:41 PM
yeah I think the problem is that he's just taking all the pawns and tales and jamming them into the new file, but that doesn't do the bookkeeping necessary to make it all work properly.

8) Starts on a new map can sometimes be on top of a steam gayser, however its not that bad of an issue, but when you start with your doors against a mountain wall, you can't use or exit your door. You must deconstruct it or uninstall it to get past it to mine away at the wall rather than just standing inside the doorway. Not a -huge- issue, really but, still something that should warrant fixing, I mean you can stand in other doorways but this one doesn't allow it. Nor does it open quickly even when powered like an auto door and I can't find a way to fix that, as of yet.

9) Ship roof is permanent, can't seem to get rid of it once its been placed.
Last edited by Vas; 14 Oct, 2017 @ 9:19pm
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Showing 1-8 of 8 comments
Joelle 11 Oct, 2017 @ 7:26pm 
Regarding colonists+pets appearing as a different faction and leaving the map, it happens with mods that add a new faction through the humanoid alien races mod.

The workaround I've found is to edit the faction.xml and change the settings to the following.
<baseSelectionWeight>0.0</baseSelectionWeight>
<requiredCountAtGameStart>0</requiredCountAtGameStart>
<canMakeRandomly>false</canMakeRandomly>
<raidCommonality>0</raidCommonality>
<canSiege>false</canSiege>
<canStageAttacks>false</canStageAttacks>
This way they won't spawn as a faction and make all your pawns appear under them.
Last edited by Joelle; 11 Oct, 2017 @ 8:02pm
BLAZE_WRAITH 12 Oct, 2017 @ 11:14am 
thx
also ijust downloaded ure mod btw
also can u have noo food onboard or do u neeed anny also sorry for spelling and junk
Last edited by BLAZE_WRAITH; 12 Oct, 2017 @ 11:15am
Vas 12 Oct, 2017 @ 12:54pm 
The mod saves stuff in a way that it doesn't care about spoiling time, logically however, you'll want packaged survival meals as a ship long journey would basically be so long that all other food would spoil.
BLAZE_WRAITH 12 Oct, 2017 @ 1:48pm 
thx dude and you might want to add a new buildable called a valut which is a 6x6 sorage that can hold MULTIPLE items like a muffalo
Vas 12 Oct, 2017 @ 3:12pm 
I'm not the developer, I've been hoping the dev would come back and reply.
BLAZE_WRAITH 15 Oct, 2017 @ 7:27am 
ok then
Diana (Kitty) 22 Oct, 2017 @ 1:13pm 
I had an infestation even occutr inside my newly constucted ship. I do not beleive that there were any overhead mountian tiles above it either.
Vas 22 Oct, 2017 @ 1:41pm 
Thats a base game thing where it counts all heavy roofing as mountain, so anythng thick roof will do it.
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Showing 1-8 of 8 comments
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