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Nahlásit problém s překladem
- Using the discussion section!
- Reading the FAQ!
- Pasting your debug log!
It really REALLY helps to give me a place to start debugging, I wish everyone would do it.
However, I created a game with the exact same mods, added some Reunion pawns with Prepare Carefully and triggered the Wanderer Join event multiple times and it didn't crash. At this moment, I'm not sure how else to proceed. Let me ask some questions first:
Are you playing with Royalty DLC?
Is that really the full mod list?
How many pawns did you start with, and how many did you add as Reunion Ally?
When this crash happened, how many people were in your colony and how many still waiting to join?
Can you try putting Reunion very high in the load list (e.g. right after Rimworld Core and Hugslib) and see if this thing is resolved?
Hi!
No, I'm not playing w/ Royalty DLC
The full list of the mods I use are in my collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2022615253
I started with 1 pawn (naked brutality) and added 2 to the world with the Ally trait. Both have in total 4 traits (including Ally), is that of any relevance? Also, one is brother and the other one step sister (don't know if its relevant at all).
The crash happens a few in-game hours after the game started, so I haven't done much and still have the first pawn. I assume it's due to the triggering of the first Reunion-related event in the playthrough.
I saved the loadout with prepare carefully, so I can give you both the world seed and the characters loadout if you think it might help.
I'm gonna put Reunion at the top and come back :)
Thanks!
Since I'm in linux, this file is in "~/.config/unity3d/Ludeon Studios/RimWorld by Ludeon Studios/PrepareCarefully/Space Marines.pcp" but for windows it's probably at "C:\Users\%username%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\PrepareCarefully\Space Marines.pcp"
My world seed is: industries
See this particular part of the log:
What is "not deep-saved"?
However, I think its related to the deep-save warning I got before, check this new log after loading the game: https://0bin.net/paste/DCpM6JGE8OhfGx60#dM00TnoWRMQMfTmpdxomIGEBrbDj6qKhygY76ypePFm
"Thing_Human354" is referenced in the previous log corresponding to the "allied" pawn.
What're your thoughts on this?
Why store just id on one list but the whole obj at another list? And maybe storing the whole obj is what is failing?
If your starting pawn has the Ally trait, it means they are also given the Reunion treatment, should they somehow be lost in an event that isn't death or vanilla kidnapping.
I assume you know a bit of programming since you tried to read my code and are using Linux hahahah. Deep-saving is like passing by value and reference saving is like passing by reference, in a sense. So, somewhere in your save file, Human354 was saved by reference, but no actual pawn data was saved in the file. When the game loaded, it's complaining it can't find the data to initialise the pawn since all it knows is there exists a pawn with the ID "Thing_Human354".
Spawned pawns are stored by reference since they are already deep-saved by the game. Available (thus unspawned) are deep-saved, therefore I saved the whole object.
This is likely the game giving you the Wanderer Joins event, which is the same as firing from the debug menu.
I got this error ONCE while testing, I suspected it was due to assigning a "Temporary" character using Prepare Carefully as my pawns' parent. Later I created some other new game with Temporary parents again and could not replicate the issue. So I never thought about it again.
I'd say this the deep-saving problem and the null parent problem are unrelated to the crash, since they handle it gracefully by outputting some warning messages. But really only Tynan would know for sure.
ARRRGH. At this point I don't know what else to try. As much as I don't want to blame your OS, if it's not too difficult, maybe you could find some work/school Windows computer and load up your settings and see if that works?
A recent test I did was firing RefugeePodCrash, which is disabled for the mod, and the game crashed. So it has something to do with Harmony patching those calls and the Mono library?
Damn, so it's some issue with Mono! Unbelievable. Well, I'm not sure we can fix this :S
Apparently I'm the sole Linux user of Reunion so far :P
I'm gonna edit the title to represent that, if Steam lets me.
Thanks for the help! :D
When a triggering event happens (such as WandererJoins), I pop up the dev tools and:
0. Start a counter on 10
1. Throw a dice 0-100 and if bigger than counter, increase counter by 10 and break, else continue.
2. Destroy the new pawn
3. Spawn world pawn (as colonist) to spawn one of my allies
4. Recruit the new pawn
5. Remove trait "Ally"
The thing is, that as far as I can tell, my allies are not always available at the world pawn pool (lest to say if they somehow died). Is it there any command to make them available or to spawn them somehow?
What do you think?
The latest update no longer uses the World pawn pool so you can't see them there anymore. The sequence is more like this:
1. Start counter at 10.
2. Roll 0-100, if > counter, break. Otherwise continue.
3. Ignore vanilla function, instead spawn Ally pawn from list. (This means no pawns were created or destroyed).
Pawns will have their Ally trait removed immediately when the game starts, so after that, there will be no more Ally traits in the "wild".