RimWorld

RimWorld

Tossadin Nov 22, 2022 @ 4:11pm
No faction settlements spawning in new map generation
So I just tried to create a new colony. I generated a new world and there were only 3 total settlements across the entire planet. I regenerated the world with a different seed and had the same problem. I regenerated the world as crowded and at 100% generation and it generated with only 1 settlement!!

I've tried reinstalling the game, removing all mods, reinstalling the game again, restarting the PC, removing my DLC, nothing seems to solve this generation issue.

Thoughts? I also cannot even create a new colony on this weird map. It will not allow me to continue to the next screen when I hit the final selection of my colony design.
< >
Showing 1-4 of 4 comments
boytype Nov 22, 2022 @ 4:14pm 
There are three other threads with this same exact topic (multiple on the front page), and they all have the same answer.

You might need to delete the temp files and flush the cache files as well, with an install that broken.

Not sure if this link will work, but they tell how to remove all of the files related to rimworld on this wiki page; https://rimworldwiki.com/wiki/Modding_Troubleshooting_Tips_and_Guides

GL
Last edited by boytype; Nov 22, 2022 @ 4:26pm
budisourdog Nov 22, 2022 @ 4:22pm 
exact same issue here, no factions recognized but there is one base on the map and attempting to generate my colony crashes to menu.
hottt3 Oct 20, 2023 @ 1:38am 
The 'error' itself is a longstanding issue with the basegame. Faction tries to generate a pawn the game needs to have certain skills/traits (melee in this case) - while it also assigns them a random ideo, gene, etc. (usually from a mod) that forbids them spawning with that trait in one way or another - so the pawn in question contradicts itself, the pawn-generator runs a specific amount of times and fails each attempt to make a valid pawn - and after a set number of tries the game gives up on worldgen completely, so no faction meant to generate after the failed attempt just gets skipped.

Typical candidates in those cases are mostly races which come with factions that have specific traits (in the widest sense) either enforced or prohibited on them. Usually in combination with ideo-mods or genes/xenotypes which genes restricting/enforcing something. It's just a logic-clash of one thing NEEDING it, while the other layer is forbidding it.

Alpha Memes is a common reason for non-violent ideos being used in those cases - gene-mod that add random trait-giving genes and similar can play their role as well - and as said; many HAR-races seem to trigger this issue more frequently because of their authors seemingly being unaware of the issue and making widespread use of those restrictions.

The error itself can technically happen in vanilla as well, when a faction gets assigned a contratictory ideo - the use of (certain) mods just make it more likely to happen. And it's part of the rationale behind me recommending to not use a too large mix of HAR-races, gene-mods, mods that change literally ANYTHING about how ideologies work, etc. pp. - having too many layers of such mods stacked onto each other makes it near impossible to find which mods are actually clashing here.

So it's either about reducing mods even more - or trying to force the game to assign a proper ideo on that faction - or report it to the author so they can remove those tags in the first place...
Ghevd Oct 20, 2023 @ 4:06am 
I ran into this issue as well. I like to boost the population up to crowded.

What worked for me was to not use any capital letters in the seed.

Just realized this thread was necro'd from a year ago. Still I hope this helps someone.
Last edited by Ghevd; Oct 20, 2023 @ 4:25am
< >
Showing 1-4 of 4 comments
Per page: 1530 50

Date Posted: Nov 22, 2022 @ 4:11pm
Posts: 4