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Could not resolve cross-reference to RimWorld.BiomeDef named TemperateGuldenForest (wanter=allowedBiomes)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<RimWorld.BiomeDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<RimWorld.BiomeDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
This error is appearing because you don't have the Gulden Forest biome mod. You can safely ignore it, it won't cause any issues with your game. We'll look into it, thanks for your report!
Speaking of the Gulden Forest, if you like my mod i highly recommend you check that one out! It adds an elden ring inspired biome. It was created by pphhyy, the artist who made the weapons in this mod!
Most of the use of that system is to properly position the weapons in the hands of the pawns as Rimworld itself doesn't give a good system for that. While it is also used to adjust the size of some of the weapons this was not its primary use here.
Said issue is that it appears to break factions in some capacity, causing many to not spawn and those that do to only have one settlement.
The only DLC I am missing is Royalty if that may impact matters.
Go ahead and toss a github report here even if it doesn't seem to show any errors. I can use that to do a bit of troubleshooting and see if I can reproduce the effect.
I'm also currently trying to load the mod onto an existing save to see what happens and see if I can spot anything actually wrong in game as well if that helps at all.
Sometimes the report to github thing just doesn't wanna...
I'll make a few test games on my end and see if I notice any failed Faction spawns or quantity spawns.
https://pastebin.com/px1VeXLY
XML error: Could not find parent node named "ApparelHatRoyalTier2Fabric" for node "ThingDef". Full node: <ThingDef Name="EldenRimApparelHatRoyalTier2" ParentName="ApparelHatRoyalTier2Fabric" Abstract="True"><recipeMaker><recipeUsers Inherit="False"><li>ER_EldenForge</li></recipeUsers></recipeMaker><thingCategories Inherit="False"><li>EldenRimArmor</li></thingCategories><apparel><tags Inherit="False"><li>EldenRimArmor</li><li>Neolithic</li></tags></apparel></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.XmlInheritance:GetBestParentFor (Verse.XmlInheritance/XmlInheritanceNode,string)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks ()
Verse.XmlInheritance:Resolve ()
(wrapper dynamic-method) Verse.LoadedModManager:Verse.LoadedModManager.ParseAndProcessXML_Patch2 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
I believe it may be another mod causing this, try adjusting your load order or disabling my mod & see if that fixes it. If not, get back to me!
RimWorld 1.4.3901 rev238
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()
XML error: Could not find parent node named "ApparelHatRoyalTier2Fabric" for node "ThingDef". Full node: <ThingDef Name="EldenRimApparelHatRoyalTier2" ParentName="ApparelHatRoyalTier2Fabric" Abstract="True"><recipeMaker><recipeUsers Inherit="False"><li>ER_EldenForge</li></recipeUsers></recipeMaker><thingCategories Inherit="False"><li>EldenRimArmor</li></thingCategories><apparel><tags Inherit="False"><li>EldenRimArmor</li><li>Neolithic</li></tags></apparel></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.XmlInheritance:GetBestParentFor (Verse.XmlInheritance/XmlInheritanceNode,string)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks ()
Verse.XmlInheritance:Resolve ()
Verse.LoadedModManager:ParseAndProcessXML (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Could not resolve cross-reference to Verse.ThingDef named ER_DepravedRobes (wanter=requiredDefs)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ThingDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Could not resolve cross-reference to RimWorld.BiomeDef named TemperateGuldenForest (wanter=allowedBiomes)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<RimWorld.BiomeDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<RimWorld.BiomeDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyRecoveryRate found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
Could not resolve cross-reference: No RimWorld.StatDef named PsychicEntropyMax found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
MVCF successfully applied 0 patches
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
MVCF.Patch:PrintSummary ()
MVCF.MVCF/<>c:<CollectFeatureData>b__15_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Entry:Update ()
It seems like there's some hard requirements for the Royalty expansion built into the mod maybe?
Effectively whats going on with the Depraved Robes is they're no longer a thing in the file so its just telling you that they're gone now. (Any pawns that had them will no longer be clothed in them)
The Royalty bit there is cause I didn't link my custom parent node to the right thing so I will adjust that and that one should no longer be an issue.
The other is a stat that exists in Ideology only and I believe I can make that go away too. That error however won't cause much of an issue its just telling you it doesn't know what that is cause you don't have the DLC so I believe it won't cause and issue with your game.
Same with the biome labeled one. Its supposed to be set so it won't load that if you don't have that mod loaded but its been stubborn about throwing up the error.