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Can you give an example of how to? I'm running a large (30-40 pawn) colony which mostly uses this mod for defenses and it'd be a lot of headaces to simply disable and re-enable this mod after removing all this mods assets.
I am not 100% remebering what i actually did, but i will try.
open save file with a basic text editor, search for "retaliation" or "retaliate", it should show some results that are listed near the entries that define the other settlements. i just deleted those two things i believe:
"<li Class="StandardLetter">
<ID>1014</ID>
<def>ThreatBig</def>
<label>Artillery retaliation</label>
<lookTargets>
<targets>
<li>@WorldObject_16</li>
</targets>
</lookTargets>
<relatedFaction>null</relatedFaction>
<arrivalTick>17103113</arrivalTick>
<text>Due to your provocation via artillery strike, the outlanders at Thaminden have decided to return fire at your settlements using their own artillery!
This bombardment will go on for a few days, or until you destroy the settlement.</text>
</li>"
and
"<recentRetaliationTicks>76839</recentRetaliationTicks>
<artilleryCount>1</artilleryCount>
<bombardmentDurationTicks>27254</bombardmentDurationTicks>
<artillery />"
the latter one to be found within the entry of the settlement called "Thaminden" which i bombarded.
I think the artillery thingy is broken. Mod author sadly did not reply. If needed send me your mail address via a DM and i can send you my save that works and that, that doesnt work and you can compare them.
Thanks! I'll try it out!
Using both the "Uninstall" and "Deconstruct" actions on the artillery cause it to simply vanish, and attempting to reform the caravan from the world screen and add the artillery (still installed on the map) to the caravan as an item causes the caravan to fail. After clicking "Accept" in the caravan menu, all colonists/animals/items except the artillery disappear and nothing else happens, I'm just trapped in that menu. Clicking "Reset" restores all colonists/animals/items, but causes the number of artillery counted in the menu to decrease by 1 (this can be repeated until none register)
I went poking around in the logfile and found this:
Exception spawning loaded thing VFES_Turret_Artillery634976: System.NullReferenceException: Object reference not set to an instance of an object
at VFESecurity.CompLongRangeArtillery.ArtilleryMapComp (Verse.Map map) [0x00000] in <filename unknown>:0
at VFESecurity.CompLongRangeArtillery.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
at Verse.Building.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
at RimWorld.Building_TurretGun.SpawnSetup (Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
at Verse.GenSpawn.Spawn (Verse.Thing newThing, IntVec3 loc, Verse.Map map, Rot4 rot, WipeMode wipeMode, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
at Verse.GenSpawn.SpawnBuildingAsPossible (Verse.Building building, Verse.Map map, Boolean respawningAfterLoad) [0x00000] in <filename unknown>:0
at Verse.Map.FinalizeLoading () [0x00000] in <filename unknown>:0
I don't mess around too much under under the hood with RimWorld so I'm not 100% sure what I'm looking at, but it seems like its freaking out about spawning the artillery pieces on the camp map and something about that breaks the object.
Anyone else experienced anything similar?
EDIT:
Messing around in dev mode, I see the game is throwing an exception when a pawn attempts to uninstall the artillery:
JobDriver threw exception in initAction for pawn Mal driver=JobDriver_Uninstall (toilIndex=2) driver.job=(Uninstall (Job_4336577) A=Thing_VFES_Turret_Artillery723561) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at VFESecurity.CompLongRangeArtillery.ArtilleryMapComp (Verse.Map map) [0x00000] in <filename unknown>:0
at VFESecurity.CompLongRangeArtillery.PostDeSpawn (Verse.Map map) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.DeSpawn (DestroyMode mode) [0x00000] in <filename unknown>:0
at Verse.Building.DeSpawn (DestroyMode mode) [0x00000] in <filename unknown>:0
at RimWorld.Building_TurretGun.DeSpawn (DestroyMode mode) [0x00000] in <filename unknown>:0
at RimWorld.MinifyUtility.MakeMinified (Verse.Thing thing) [0x00000] in <filename unknown>:0
at RimWorld.MinifyUtility.Uninstall (Verse.Thing th) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_Uninstall.FinishedRemoving () [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_RemoveBuilding+<MakeNewToils>c__Iterator0.<>m__1 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<MakeNewToils>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()