Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
<?xml version="1.0" encoding="UTF-8"?>
-<ModsConfigData>
<version>1.1.2589 rev1331</version>
-<activeMods>
<li>brrainz.harmony</li>
<li>ludeon.rimworld</li>
<li>ludeon.rimworld.royalty</li>
<li>unlimitedhugs.hugslib</li>
<li>erdelf.humanoidalienraces</li>
<li>hoodie.whileyoureup</li>
<li>edb.preparecarefully</li>
<li>fluffy.blueprints</li>
<li>albion.goexplore</li>
<li>sarg.geneticrim</li>
<li>falconne.roomsense</li>
<li>saakra.factioncolonies</li>
<li>skullywag.extendedstorage</li>
<li>terragg.extendedstorage.extended</li>
<li>ratys.rtfuse</li>
<li>crlsniper.realisticrooms</li>
<li>dubwise.rimatomics</li>
<li>vanillaexpanded.vwe</li>
<li>jaxe.rimhud</li>
<li>fluffy.medicaltab</li>
<li>murmur.walllight</li>
<li>ykara.epoe</li>
<li>pinochemicali.moretradeships</li>
<li>fridgebaron.techsales</li>
<li>kentington.saveourship2</li>
<li>pinochemicali.cheapercomponents</li>
<li>erdelf.minifyeverything</li>
<li>notfood.researchpal</li>
<li>historic.industrialrollers</li>
<li>wexman.mines</li>
<li>syrchalis.setupcamp</li>
<li>infinitestorage.kv.rw</li>
<li>spdskatr.projectrimfactory</li>
<li>frozensnowfox.indoortreefarms</li>
<li>steelchicken.devilstrandhydroponics</li>
<li>fluffy.colonymanager</li>
<li>dubwise.dubsbadhygiene</li>
<li>rimfridge.kv.rw</li>
<li>unlimitedhugs.allowtool</li>
<li>dylan.csl</li>
<li>biomesteam.biomescore</li>
<li>biomesteam.biomesislands</li>
<li>alkolyte.spawners</li>
<li>wiseclock.ac.daysmatter</li>
<li>dninemfive.advancedshieldbelts</li>
<li>sumghaidubwise.replimat</li>
<li>fyarn.easyspeedup</li>
<li>razor2.3.anotherrimworldmod.autocutblight</li>
<li>arandomkiwi.guardsforme</li>
<li>automatic.highqualitytextures</li>
<li>jaxxa.ed.embrasures</li>
<li>orion.hospitality</li>
<li>vanillaexpanded.vwel</li>
<li>vanillaexpanded.vweq</li>
<li>crashm.colorcodedmoodbar.11</li>
<li>smashphil.boats</li>
<li>nilchei.dynamicdiplomacy</li>
<li>jaxxa.enhanceddevelopment.shields</li>
<li>mlie.reconanddiscovery</li>
<li>atlas.androidtiers</li>
<li>wemd.fastmoisturepumps</li>
<li>haplo.miscellaneous.robots</li>
<li>alaestor.miscrobots.plusplus</li>
</activeMods>
-<knownExpansions>
<li>ludeon.rimworld.royalty</li>
</knownExpansions>
</ModsConfigData>
Can't find the spawners (guess security) nor any correlating research (ResearchPal). Have seen the same on yt at Mr. Streamers (R1D2 Games) current lets play.
So I guess maybe some issue with the mod order? Would like to know where and when I am supposed to be able to build these.
Edit: nevermind. Just read they are supposed to be quest rewards.
D:\SteamLibrary\steamapps\workshop\content\294100\2037551307\1.1\Defs\ThingDefs_Races/Races_DroneMechs.xml: unknown parse failure
Verse.Log:Error(String, Boolean)
Verse.LoadedModManager:CombineIntoUnifiedXML(List`1, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
dunno what this is but i think its a problem
I changed that recently
the whole modlist should be in the hugslog if you feel like reading like 400 lines of crap
saw this error in the main menu log after i was forced to close my game because the ui bugged out so i honestly dunno how much of a problem this is or if its related to the ui problem i had at all
didnt look at the xmls at all in depth but that unknown parse failure thing came up all the time when i was screwing with ARoM custom classes so it may just be a minor typo some where or something
That error throws because a mechanoidlike does not have a relationship setup when spawned
The alternative is getting deathletters everytime one dies (which is annoying)
Im working on a way to override death letters atm
I think it may have something to do with the repurposed ai, maybe the ai found a loophole to give itself an excuse to leave.
Thankfully this bug seems to be very rare, if it starts to happen everyother day I will put it at a higher priority. (right now I am just handling the small errors created when you butcher Tynan's code for unintended purposes)
For now, this bug is relatively harmless, any new mechs created don't try to leave (until it happens again)
Could you link the mod?
btw if the ai decides to "flush" the mechs you have to let all of them leave or any new ones will just join the group that wants to leave
I am not exactly too clear on what your specific situation is
Is the game giving you the notification that the mechs are leaving multiple times or has it only happened once?
If it has only happened once then you need to let all of the mechs in your base leave
AI pawns that are not player controlled are all connected to one AI "lord" that coordinates their movement (fleeing, rally locations etc)
When all the pawns connected to that lord are gone then the lord is reset
In this case the AI lord found a loophole or expired in its runtime and that is what is making the pawns want to leave
To fix this I would need to either create a new lord for the mechs to use or patch the current one
Given that I haven't seen this specific problem with such severity before I suspect it should be a mod compatibility issue.
I will have to do some more coding to get a custom ai working but I suspect it will be a difficult task.