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Aside from the outstandingly obvious issues involving uninstalling the VFE Tribals mod from a on-running save; Such as pawns being stripped nude, buildings being missing, and Ideology rituals being missing.
The issue still prevails.
It would appear that VFE_Tribals is now missing from the third error line, But the exact same error is present: The Anomaly DLC fails to communicate properly with VFE Ancients about what pawns it should use for the Distress Call Fleshbeasts event site ... And how it should go about simulating them being murdered by fleshbeasts before I actually arrive and spawn on the map... which fails to generate and thus boots my caravan out of the empty space and back onto the planet viewer. (From what I have read; I guess.)
Edit: I will also mention that I will be re-adding VFE-Tribals, So the initial error log should still be 'up to date'
The game softlocks when it tries to load the planet for any reason. Forcing an ALT+F4.
And it still doesnt generate a map when the caravan arrives; The caravan immediately becomes idle after it prints these two errors.
Then I saw 'Better Loading' so... Disabled that mod and re-enabled the Ancients mod since disabling VFE_Ancients invited another worse error.
Same error as the initial one that conflicts with Anomaly. Except the last one is shortened:
Faction Ancient soldiers of def VFEA_AncientSoldiers has no usable PawnGroupMakers for parms groupKind=Settlement, tile=50621, inhabitants=False, points=418.6715, faction=Ancient soldiers, ideo=, traderKind=, generateFightersOnly=False, dontUseSingleUseRocketLaunchers=False, raidStrategy=, forceOneDowned=False, seed=, raidAgeRestriction=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.PawnGroupMakerUtility/<GeneratePawns>d__2:MoveNext ()
System.Collections.Generic.List`1<Verse.Pawn>:.ctor (System.Collections.Generic.IEnumerable`1<Verse.Pawn>)
System.Linq.Enumerable:ToList<Verse.Pawn> (System.Collections.Generic.IEnumerable`1<Verse.Pawn>)
RimWorld.Planet.SitePartWorker_DistressCall_Fleshbeasts:PostMapGenerate (Verse.Map)
RimWorld.Planet.Site:PostMapGenerate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.MapGenerator.GenerateMap_Patch4 (Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>,bool)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap (int,Verse.IntVec3,RimWorld.WorldObjectDef)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Planet.CaravanArrivalAction_VisitSite.DoEnter_Patch0 (RimWorld.Planet.CaravanArrivalAction_VisitSite,RimWorld.Planet.Caravan,RimWorld.Planet.Site)
RimWorld.Planet.CaravanArrivalAction_VisitSite/<>c__DisplayClass8_0:<Arrived>b__0 ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
[Ref E83BF8B9]
at Verse.HealthUtility.SimulateKilledByPawn (Verse.Pawn p, Verse.Pawn killer) [0x0004b] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Planet.DistressCallUtility.SpawnCorpses (Verse.Map map, System.Collections.Generic.IEnumerable`1[T] pawns, System.Collections.Generic.IEnumerable`1[T] killers, Verse.IntVec3 root, System.Int32 radius) [0x00043] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Planet.SitePartWorker_DistressCall_Fleshbeasts.PostMapGenerate (Verse.Map map) [0x00136] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Planet.Site.PostMapGenerate () [0x00027] in <957a20e0be784a65bc32cf449445b937>:0
at Verse.MapGenerator.GenerateMap (Verse.IntVec3 mapSize, RimWorld.Planet.MapParent parent, Verse.MapGeneratorDef mapGenerator, System.Collections.Generic.IEnumerable`1[T] extraGenStepDefs, System.Action`1[T] extraInitBeforeContentGen, System.Boolean isPocketMap) [0x002d0] in <957a20e0be784a65bc32cf449445b937>:0
- TRANSPILER TheRealLemon.MapReroll: IEnumerable`1 MapReroll.Patches.MapGenerator_GenerateMap_Patch:RecordUsedMapGenerator(IEnumerable`1 instructions)
- PREFIX MapPreview.Main: Void MapPreview.Patches.Patch_Verse_MapGenerator:GenerateMap()
- PREFIX com.pathavoid.rimworld.mod: Void PathAvoid.Patch_MapGenerator_GenerateMap:Prefix()
- POSTFIX OskarPotocki.VFECore: Void VFECore.MapGenerator_GenerateMap_Patch:Postfix(Map __result)
- POSTFIX VFETribalsMod: Void VFETribals.MapGenerator_GenerateMap_Patch:Postfix(Map __result)
at Verse.GetOrGenerateMapUtility.GetOrGenerateMap (System.Int32 tile, Verse.IntVec3 size, RimWorld.WorldObjectDef suggestedMapParentDef) [0x0006b] in <957a20e0be784a65bc32cf449445b937>:0
at RimWorld.Planet.CaravanArrivalAction_VisitSite.DoEnter (RimWorld.Planet.Caravan caravan, RimWorld.Planet.Site site) [0x00043] in <957a20e0be784a65bc32cf449445b937>:0
- TRANSPILER SmashPhil.VehicleFramework: IEnumerable`1 Vehicles.CaravanHandling:DoEnterWithShipsTranspiler(IEnumerable`1 instructions, ILGenerator ilg)
at RimWorld.Planet.CaravanArrivalAction_VisitSite+<>c__DisplayClass8_0.<Arrived>b__0 () [0x00000] in <957a20e0be784a65bc32cf449445b937>:0
at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x0001d] in <957a20e0be784a65bc32cf449445b937>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
I've played around with the Faction defs and fixed it by adding,
<li>
<!-- settlement pawns, just for anomaly -->
<kindDef>Settlement</kindDef>
<options>
<VFEA_AncientSoldierOneAbility>5</VFEA_AncientSoldierOneAbility>
<VFEA_AncientSoldierTwoAbilities>5</VFEA_AncientSoldierTwoAbilities>
</options>
</li>
in the Faction_Hidden.xml
What part do you add this to? Do you just tag it onto the bottom? or do you edit a specific line? Thanks in advance! :D
Ah right i forgot to include this aswell
<maxPawnCostPerTotalPointsCurve>
<points>
<li>(0,35)</li>
<li>(70, 50)</li>
<li>(700, 100)</li>
<li>(1300, 150)</li>
<li>(100000, 10000)</li>
</points>
</maxPawnCostPerTotalPointsCurve>
ill get a screen shot of what it should look like, though with these changes ya might start getting ancient soldiers as part of the possible raid types after, but it's worth being attacked by them anyways since they spice up the combat.
https://i.imgur.com/93a5AiH.png
Could not resolve site parts.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
RimWorld.QuestGen.QuestNode_GetSitePartDefsByTagsAndFaction:RunInt ()
RimWorld.QuestGen.QuestNode:Run ()
RimWorld.QuestGen.QuestNode_Sequence:RunInt ()
RimWorld.QuestGen.QuestNode:Run ()
RimWorld.QuestScriptDef:Run ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.QuestGen.QuestGen.Generate_Patch1 (RimWorld.QuestScriptDef,RimWorld.QuestGen.Slate)
RimWorld.QuestUtility:GenerateQuestAndMakeAvailable (RimWorld.QuestScriptDef,RimWorld.QuestGen.Slate)
VFEAncients.CompQuestOnHacked:ReceiveCompSignal (string)
Verse.ThingWithComps:BroadcastCompSignal (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.CompHackable.Hack_Patch1 (RimWorld.CompHackable,single,Verse.Pawn)
RimWorld.JobDriver_Hack:<MakeNewToils>b__5_0 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
Got this error for both with and without the patch, so it's a general bug.
It fails to generate the sealed vault and the quest for it. Only the looted vaults spawn, with and without my patch