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I've checked both 1.4 and 1.5 versions of this mod and the price gets applied as it should.
So it got to be a modconflict.
Could you check if the mechcrate is generated correctly for you? (icon of the mech, name of the mech + hijacked/brandnew & price)
Activate Dev-Mode -> pause the game -> spawn a mechcrate -> look in the info-tab if the Market value is correct
To spawn a mechcrate in dev mode: open the view settings (3rd button from the right above the colonists) -> Action/tools -> Spawn Thing... -> type in "hijacked" , the game needs to be paused so the crate does not transform into a mech
It should look like this [i.imgur.com]
If the price is correct there, then it is probably a mod that changes the trader or the tradewindow.
To look more into this I would need your modlist and your RImworld Version (as a headsup, this is not a priority for me)
https://imgur.com/a/Ggvf0b3
And here's my logs:
https://gist.github.com/HugsLibRecordKeeper/61c2ea49758370739cec945a147fbfea
I also noticed some new errors in my debug log when I went to generate the log file for sharing, but encountered an upload error due to the 1.4 version of HugsLib...
Detailed here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2873415404
...So I had to restart the game, but have not received those same errors since then. I'm going to work on reproducing those errors again
You are very well correct in that this is likely a mod conflict, as I have ~300 mods [imgur.com] on this 1.4 version of Rimworld, any number of which could be at fault.
Here's a Pastebin of my modlist: https://pastebin.com/ThAF6NR7
Thank you for even beginning to take the time to assess this situation, It's certainly the least fun part of modding any game.
Here's the corresponding log: https://gist.github.com/HugsLibRecordKeeper/2f6b6bc2a38e8798fa36f80912de3da1
I have no idea how relevant, if at all, the errors will be, I only wanted to reproduce for the sake of gathering information.
The warnings at the end of the log are from this mods debug-logging setting. They are just a feedback from whats happening in the background and have no impact at all.
The game just tries to update all tradeable options and gives feedback as it fails to find some, couse they do not exist (Apocrition, mechs with limited power cells, brand-new boss mechs...).
Thats all working as intended.
While I have looked into some of the mods in regards to the interaction with the weird prices, I could not find the culprit.
Even though the log was not helpful for this modconflict, I've spotted a small mistake in the AlphaMechs compatibility patch. So thanks for sharing! :)
Not sure if it is still relevant for you, as the release of 1.5 and the Anomoly DLC draws closer.
If it still is, read further, otherwise the text below is not relevant.
I have come up with a potential workaround in your special case.
Not a good one, since it only helps against the symptoms and not against the cause...
My mod only generates tradeoptions for mechs when there is none already existing in XML. So defining the tradeoption in XML might work for your case.
If you are fine with doing some XML yourself, I could provide you with a XML-blueprint with basic instructions on how to do that.
This would also require you to reload and finetune the prices to your liking (Not in the modsettings but in XML).
But before I provide this blueprint could you confirm if it would even work against that modconflict? (I'm sorry, but im not loading ~300mods to test this).
- Go in the modfiles under 1.4/Defs and open Item_Crate_Base.xml
- Search for: <MarketValue>1.00</MarketValue>
- and change it to something like this: <MarketValue>1000.00</MarketValue>
- Safe the file
After the game restarts the price for all mechs that are defined in XML should be around 1000 silver (Termite, Legionary, Centurion, Warqueen & Diabolus), as they don't update with your modconflict. I'm assumming it won't be exactly 1000 silver as your price is also not exactly 1 silver right now.
Let me know if you want to try this, otherwise im gonna assume that it is no longer relevant.
I will happily perform the steps you have kindly listed out after some rest and a clear head. I wouldn't expect you to load ~300 mods under any circumstance. I am subscribed to this discussion and will write back with my findings soon. Thank you again.
https://imgur.com/a/3iWIqn3
I did see a new error appear in the log upon calling a trade ship, provided below as well. I tested if it only occurred with a Mechanoid Orbital Trader, or if others trigger it as well and found other trade ship kinds to trigger the error, so its likely unrelated, but mentioned for transparency.
https://gist.github.com/HugsLibRecordKeeper/b473c50c6ec777d49b7f8a00239e8d6c
Please let me know how else I can help you or what I can test. I will do my best to check back on this discussion daily.
The new value will only be applied to the mechs that are defined in XML.
Which are Termite, Legionary, Centurion, Warqueen & Diabolus.
The rest won't change with this test as their prices are generated in game.
Try to spawn a mechcrate of one of those again (after the XLM change to set the baseprice to 1000 silver):
-> Activate Dev-Mode
-> open the view settings (3rd button from the right above the colonists)
-> Action/tools
-> Spawn Thing...
-> type in "termite"
-> look in the info tab if the price is not around 1 silver
again the game needs to be paused so the crate does not transform into a mech
I tested the all of the Termite options and some of the Legionary ones and found the prices of both to be odd.
Here: https://imgur.com/a/DIWFhrD
I also double checked the XML file to ensure my change went through before (they did) and restarted the game before conducting this second test. Market Value is for sure set to 1000 at the time of testing.
I had the hopes that it might only change the price based on the marketvalue in XML.
The only options left are to find the mod thats cousing this and remove it or to just live with this behaivior.
Until then, are there any mods within my list that might have stood out to you as potential conflicts? I'll start with those first and see if we get lucky in that regard.
Thank you for all the time you've given so far.
Please keep me updated should you find the culprit.
Running almost all of the same mods as I was back on 1.4, even some of the mods I thought may have been a point of contention as to provoke a conflict - but no errors, or at least none that appear to relate to this.
I don't think starting a new playthrough was the solution either, as I started a few new worlds back on 1.4 to test for errors and still got them either way.
I'm both confused and relieved to not be experiencing the issue anymore, but I'm also well aware these kinds of things don't just fix themselves - something HAD to change, I just haven't figured out what that was, yet.
Thanks for the report.
At first glance this looks like the mech failed to switch its faction to a mech hive.
Do you have an active mechanoid hive faction in your safe (the vanilla one)?
If not: the hijacked mechanic will never work (like written in the requirement section of the mod page, I should probably make it stick out more).
You can either add that faction to your safe (I don't know how) or disable the hijacked mechanic in this mods settings (check simplified hijacked mechs).
After disabling the hijacked mechanic you also need to remove any hijacked buff from your mechs (or wait for this error to do it for you).
If you already have an active mechanoid hive faction, I might need to look for mod conflicts...
Edit: Not sure if it was the faction for you, but I found a bug which was causing the same error. Even if its a bit late, its fixed now!
The second sentence should start with "It still has old connection data".
Additionally, the first sentence might need to be clarified. It seems to imply that the stabilised hijacked mech carries no risk beyond the base game's need to be overseen, however the existence of the "old connection data" hediff seems to imply that there's some other issue that could arise.