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The "Almost There!" mod allows you to halt caravans, so I would start by disabling that.
I am sure you have checked that you are not overburdened...
You probably have a better idea than anyone else which ones are caravan related.
at Verse.Pawn.get_ShouldAvoidFences () [0x00012] in <d006c28bc811417ea565feda544f6d2b>:0
at Verse.TraverseParms.For (Verse.Pawn pawn, Verse.Danger maxDanger, Verse.TraverseMode mode, System.Boolean canBashDoors, System.Boolean alwaysUseAvoidGrid, System.Boolean canBashFences) [0x00054] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.GenHostility.IsPotentialThreat (Verse.AI.IAttackTarget target) [0x0008e] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.GenHostility.IsActiveThreatTo (Verse.AI.IAttackTarget target, RimWorld.Faction faction) [0x0005c] in <d006c28bc811417ea565feda544f6d2b>:0
at (wrapper dynamic-method) RimWorld.GenHostility.RimWorld.GenHostility.AnyHostileActiveThreatTo_Patch1(Verse.Map,RimWorld.Faction,Verse.AI.IAttackTarget&,bool,bool)
at RimWorld.GenHostility.AnyHostileActiveThreatTo (Verse.Map map, RimWorld.Faction faction, System.Boolean countDormantPawnsAsHostile, System.Boolean canBeFogged) [0x00000] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.GenHostility.AnyHostileActiveThreatToPlayer (Verse.Map map, System.Boolean countDormantPawnsAsHostile, System.Boolean canBeFogged) [0x00006] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.FormCaravanComp.get_AnyActiveThreatNow () [0x00018] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.FormCaravanComp.CompTick () [0x00006] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.WorldObject.Tick () [0x00010] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.MapParent.Tick () [0x00000] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.Settlement.Tick () [0x00000] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00029] in <d006c28bc811417ea565feda544f6d2b>:0
at RimWorld.Planet.World.WorldTick () [0x00016] in <d006c28bc811417ea565feda544f6d2b>:0
at (wrapper dynamic-method) Verse.TickManager.Verse.TickManager.DoSingleTick_Patch5(Verse.TickManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
If you were to create a new game with all the same mods and settings and immediately form a caravan as soon as you crashlanded, I would guess that you will not have this issue where you can not travel in the world map.
If this is the case, then it is possible that no matter what steps you take now with altering mods or settings will fix it. It might be worth trying this to see where the issue lies and to help you troubleshoot the cause, since it may be a futile effort to try to fix what is currently going on in that game.
I am sure that is not something you want to hear, but it might save you a lot of wasted time.
Have you tried restoring the game to a previous state to see if it had the problem back then? I have increased the number of autosave files in my game to 20 in case my save becomes corrupted and I need to go further back in time to salvage things.
I am sure you know what you are doing, I am just throwing it out there in case it saves you some time.