RimWorld
Save Our Ship (Reloaded)
Honey_Music 6 NOV 2018 a las 16:31
Bugs and Known Problems
Hello,

I wanted to compile any known bugs and the solution to their problem in here. I would be happy if you could add.


1. Problems with starting the ship again:

Q: How to build the ship?

A: Make sure to define the ship by making the floors of the ship covered with the hull tile in the "Ship" tab. Everything covered in Ship Hull will be part of the ship.
The ship also needs a ship reactor (power), computer core, sensor cluster, cryptosleep caskets for pawns, and ship engines. Get a comms console to start the ship.

As of the newest version the ship structural frame doesn't seem to be essential anymore?

For O2 you need plants, air tanks and air vents from the "Ship" tab.


Q: How do I survive raids occuring while the reactor powers up?

A: Make sure you do not underestimate the wealth you will have as the ship parts are very expensive. Prepare therefore even more than usually and use elaborated defenses around and in the colony. If you prefer to use kill boxes be prepared for sappers and drop pods.


Q: When starting the ship the screen turns white, otherwise no change.

A: Don't worry, it gets saved anyway. You will find it in the list of saved ships after restarting the game.


2. Problems with landing the ship again:

Q: I can't start a new game with the saved ship?

A: Make sure you started a ship beforehand.
Then use a starting scenario (e.g. Crashlanding), edit the scenario, add Land Ship and delete all "Start with" etc. as the mod advises you. Go through planet and colonist generation (new colonists won't be added, so no reason to waste time here). The game should start with your saved ship.

Q: My game crashes at map generation?

A: Make sure you didn't change the modlist.


3. Problems with the generated landed ship




4. Space flight

Q: What are the guiding values for O2 balancing?

------

Open issues:

1. Duplicated pawns after landing. Each pawn is standing freely in the ship and in a cryptosleep basket.

2. Infestations in the ship - are the bugs bugs?
Última edición por Honey_Music; 14 NOV 2018 a las 16:21
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Mostrando 1-15 de 17 comentarios
Regularity 8 NOV 2018 a las 11:07 
How about some info on how the air mechanics work in orbit, so it's less blind trial-and-error for players? For example, how can one calculate how much air production will be needed; is air consumption fixed per pawn, or does it affected by certain variables (i.e., pawn body mass, daily nutrition consumption), or is it just a flat fixed rate per ship?



炎文宇 11 NOV 2018 a las 5:10 
If my ship is built too big, it will cause my game to remain white, but there is no crash.
Honey_Music 14 NOV 2018 a las 3:45 
Publicado originalmente por Regularity:
How about some info on how the air mechanics work in orbit, so it's less blind trial-and-error for players? For example, how can one calculate how much air production will be needed; is air consumption fixed per pawn, or does it affected by certain variables (i.e., pawn body mass, daily nutrition consumption), or is it just a flat fixed rate per ship?

Good idea. Could be tested by adding / removing plants and pawns in space. Though air balancing seems quite forgivable at the moment to me.


Publicado originalmente por 炎文宇:
If my ship is built too big, it will cause my game to remain white, but there is no crash.

Yeah, I experienced this one myself. But don't worry, the ship gets at least saved anyway for a new game+.
Última edición por Honey_Music; 14 NOV 2018 a las 4:11
Cimbri 14 NOV 2018 a las 5:34 
I think the ship roof is set as an overhead mountain to prevent pods from crashing through it, this allows the infestation event to trigger inside the ship
Copper Boltwire 27 NOV 2018 a las 7:44 
Publicado originalmente por WB40k:
I think the ship roof is set as an overhead mountain to prevent pods from crashing through it, this allows the infestation event to trigger inside the ship
Confirmed - Had 3 such events happen.
Possible solution :: When starting a new game, Disable event: Infestation.

I don't think there is a loss, those insects are simply just cannon fodder anyway, but a possible solution for new games...



A bug of my own: Starting a new game, colonists sometimes get duplicated, not all of them, just some. not sure what's up with that...
Última edición por Copper Boltwire; 27 NOV 2018 a las 7:45
Pickl'd Icecream 16 DIC 2018 a las 11:37 
any time I save and reload, any plants inside the ship get un-planted. I'm going to change my load order and see if that fixes or changes anything.
Wallard 23 DIC 2018 a las 8:21 
Here's a fun one: Launched to orbit without much issue.. had to remake all my stockpile zones because they were all deleted when I launched to orbit. Once I got that all resolved and things settled down I got to work on some finer points of designing the ship's interior while in orbit.. everything was going swimmingly.. until I sent someone outside to dispose of some waste material. After that, the ship's o2 tanks slowly bled dry as though I had forgotten a hull tile, or had a hole in an outter wall. There was no such breech, and no matter what I did, I could not seal the breech. I loaded everyone into their crypto-caskets and watched the remaining o2 bleed out of the tanks helplessly.. Now my only option is to save the ship to file and land it on a new map. Anyone else running into this bug?
Copper Boltwire 26 DIC 2018 a las 5:10 
Publicado originalmente por Wallard:
Here's a fun one: Launched to orbit without much issue.. had to remake all my stockpile zones because they were all deleted when I launched to orbit. Once I got that all resolved and things settled down I got to work on some finer points of designing the ship's interior while in orbit.. everything was going swimmingly.. until I sent someone outside to dispose of some waste material. After that, the ship's o2 tanks slowly bled dry as though I had forgotten a hull tile, or had a hole in an outter wall. There was no such breech, and no matter what I did, I could not seal the breech. I loaded everyone into their crypto-caskets and watched the remaining o2 bleed out of the tanks helplessly.. Now my only option is to save the ship to file and land it on a new map. Anyone else running into this bug?
how the heck do you even launch into orbit in the first place???
Nyarc 31 DIC 2018 a las 13:11 
Publicado originalmente por Copper Boltwire:
Publicado originalmente por Wallard:
Here's a fun one: Launched to orbit without much issue.. had to remake all my stockpile zones because they were all deleted when I launched to orbit. Once I got that all resolved and things settled down I got to work on some finer points of designing the ship's interior while in orbit.. everything was going swimmingly.. until I sent someone outside to dispose of some waste material. After that, the ship's o2 tanks slowly bled dry as though I had forgotten a hull tile, or had a hole in an outter wall. There was no such breech, and no matter what I did, I could not seal the breech. I loaded everyone into their crypto-caskets and watched the remaining o2 bleed out of the tanks helplessly.. Now my only option is to save the ship to file and land it on a new map. Anyone else running into this bug?
how the heck do you even launch into orbit in the first place???


Same! I have no hecking idea... I launch my ship...and my game ends normally.............

I cant do anything in oribt
vvbudh 10 ENE 2019 a las 5:41 
Publicado originalmente por This is Nyarc:
Publicado originalmente por Copper Boltwire:
how the heck do you even launch into orbit in the first place???


Same! I have no hecking idea... I launch my ship...and my game ends normally.............

I cant do anything in oribt

I have the same problem. I don't get a saved scenario either. Brief white screen then credits.
"keep playing or main menu" Help please! I have SOO many resources!
Nyarc 10 ENE 2019 a las 8:27 
I just noticed. Orbit isnt implemented yet. Good mod nontheless. I found out one bug tho: You cant place the Shipreactor under Roof, but if you actually place Hulltiles, which you HAVE TO PLACE FIRST, and have pillars nearby to hold up these hulltiles, it automatically generates a roof and you cant place the Reactor anymore. Please fix this reactor glitch! its annoying af.
Dark Luminary 11 ENE 2019 a las 8:11 
This mod is not being developed anymore. Asking for fixes wont help.
Nyarc 11 ENE 2019 a las 8:26 
RIP
vvbudh 11 ENE 2019 a las 11:33 
F
TheSevenSins 31 MAR 2019 a las 9:46 
Pawn Leoric threw exception while executing toil's finish action (1), jobDriver=rjw.JobDriver_Fappin, job=Fappin (Job_606931) A=Thing_Bed646233, toilIndex=2: System.NullReferenceException: Object reference not set to an instance of an object
at rjw.SexUtility.Satisfy (Verse.Pawn pawn, Verse.Pawn partner, rjwSextype sextype, Boolean rape, Boolean isCoreLovin) [0x00000] in <filename unknown>:0
at rjw.SexUtility.Aftersex (Verse.Pawn pawn, rjwSextype sextype) [0x00000] in <filename unknown>:0
at rjw.JobDriver_Fappin.<MakeNewToils>b__6_2 () [0x00000] in <filename unknown>:0
at Verse.AI.Toil.Cleanup (Int32 myIndex, Verse.AI.JobDriver jobDriver) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

JobDriver threw exception in initAction for pawn Leoric driver=_JobDriver_Deconstruct (toilIndex=2) driver.job=(Deconstruct (Job_607947) A=Thing_Ship_Beam_Modular884431) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentException: An element with the same key already exists in the dictionary.
at System.Collections.Generic.Dictionary`2<Verse.IntVec3, RimWorld.GasMixture>.Add (Verse.IntVec3,RimWorld.GasMixture) <0x0032a>
at System.Linq.Enumerable.ToDictionary<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>, Verse.IntVec3, RimWorld.GasMixture> (System.Collections.Generic.IEnumerable`1<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>>,System.Func`2<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>, Verse.IntVec3>,System.Func`2<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>, RimWorld.GasMixture>,System.Collections.Generic.IEqualityComparer`1<Verse.IntVec3>) <0x00182>
at System.Linq.Enumerable.ToDictionary<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>, Verse.IntVec3, RimWorld.GasMixture> (System.Collections.Generic.IEnumerable`1<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>>,System.Func`2<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>, Verse.IntVec3>,System.Func`2<System.Collections.Generic.KeyValuePair`2<Verse.IntVec3, RimWorld.GasMixture>, RimWorld.GasMixture>) <0x0002f>
at ShipsHaveInsides.MapComponents.ShipDefinition.MergeWith (ShipsHaveInsides.MapComponents.ShipDefinition) <0x0023f>
at ShipsHaveInsides.MapComponents.ShipDefinition/<>c.<ProcessNewThing>b__0_2 (ShipsHaveInsides.MapComponents.ShipDefinition,ShipsHaveInsides.MapComponents.ShipDefinition) <0x0002a>
at System.Linq.Enumerable.Aggregate<ShipsHaveInsides.MapComponents.ShipDefinition> (System.Collections.Generic.IEnumerable`1<ShipsHaveInsides.MapComponents.ShipDefinition>,System.Func`3<ShipsHaveInsides.MapComponents.ShipDefinition, ShipsHaveInsides.MapComponents.ShipDefinition, ShipsHaveInsides.MapComponents.ShipDefinition>) <0x00177>
at ShipsHaveInsides.MapComponents.ShipDefinition.ProcessNewThing (System.Collections.Generic.List`1<ShipsHaveInsides.MapComponents.ShipDefinition>,Verse.Thing,string) <0x002f4>
at ShipsHaveInsides.MapComponents.ShipDefinition.RemoveFromShip (Verse.Thing) <0x0048a>
at ShipsHaveInsides.MapComponents.SpaceAtmosphereMapComponent.Deregister (Verse.Thing) <0x00183>
at RimWorld.ThingGrid_Deregister.Deregister (Verse.ThingGrid,Verse.Thing) <0x000a1>
at (wrapper dynamic-method) Verse.ThingGrid.Deregister_Patch6 (object,Verse.Thing,bool) <0x00039>
at (wrapper dynamic-method) Verse.Thing.DeSpawn_Patch1 (object,Verse.DestroyMode) <0x001c7>
at Verse.ThingWithComps.DeSpawn (Verse.DestroyMode) <0x00043>
at Verse.Building.DeSpawn (Verse.DestroyMode) <0x00099>
at Verse.Thing.Destroy (Verse.DestroyMode) <0x00138>
at Verse.ThingWithComps.Destroy (Verse.DestroyMode) <0x0003e>
at Verse.Building.Destroy (Verse.DestroyMode) <0x0007b>
at RimWorld.JobDriver_Deconstruct.FinishedRemoving () <0x00037>
at RimWorld.JobDriver_RemoveBuilding/<MakeNewToils>c__Iterator0.<>m__1 () <0x00022>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>

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