RimWorld

RimWorld

Kaii Feb 13, 2022 @ 2:24pm
No reachable, unreserved animal bed in safe temperature
Okay, I really don't get this.

I got a quest to look after 4 dromedaries for a while who all have paralytic abasia. Sounds simple right, stuff em full of food and easy honour. Except no, because I can't rescue them. I've tried animal sleeping spots, actual cloth beds, I've built a big pen with a marker, I've put sleeping spots UNDER them, I've assigned them sleeping spots, then did all that with medical sleeping spots as well.

The temperature where the beds are currently is 22C, well within comfortable. I even pulled down my doors to see if they were somehow messing with stuff magically, and nope, especially since I put sleeping spots 2 tiles away from them and it didn't work. I've also tried placing both the cloth beds and sleeping spots inside of my bedroom, and still nothing.

I am seriously at a loss for what the hell is going on. I gave up and just alt-f4'd because there's no way in hell I'm putting up with the game screwing me over like that, but if anyone knows what possibly could have been happening, I'd appreciate knowing.

Just to re-iterate, I put sleeping spots 2 tiles away from them, both medical and directly assigned to them individually, and neither worked. Plus, my colonist was stood on top of them, and the temperature was 22C outdoors, so temperature was fine.
Last edited by Kaii; Feb 13, 2022 @ 2:26pm
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Showing 1-14 of 14 comments
glass zebra Feb 13, 2022 @ 2:30pm 
Can you provide a screenshot? My bet would be area restrictions. Any animal related mods?
Last edited by glass zebra; Feb 13, 2022 @ 2:34pm
Purrrogi Feb 13, 2022 @ 2:31pm 
I'm having the exact same issue. It just started happening in the middle of a game, too. It's not a zoning issue, either. I deleted the beds and put them back down: nothing. I had a pet seize and can't rescue him--with and without hospital pet beds. My barn animals started sleeping outside one day and don't use the animal spots, either.

edit: https://steamcommunity.com/sharedfiles/filedetails/?id=2752984583
^screenshot showing temperature, bed, location of pet, zoning, etc.
Last edited by Purrrogi; Feb 13, 2022 @ 2:37pm
Pazerniusz Feb 13, 2022 @ 2:36pm 
Same it maybe weird but i can force my pawn go to bed, for some reason they can do it. Which was never a thing and animal lost that abiliity.
The author of this thread has indicated that this post answers the original topic.
glass zebra Feb 13, 2022 @ 2:37pm 
I've seen this recently: https://steamcommunity.com/app/294100/discussions/0/3186862118580218407/

Related maybe? It sounded like it was fixed for that mod though.
Last edited by glass zebra; Feb 13, 2022 @ 2:39pm
Kaii Feb 13, 2022 @ 2:41pm 
I have no areas set on the colonist or the animals, everything is unrestricted. I alt-f4'd and didn't take a screenshot, but the thing is, everything I listed is everything needed for animals isn't it? It has to be within same temperature, pathable, not assigned to another animal and not out of their allowed area? Because if that's the case, then all I can assume is the game glitched and maybe a restart would have fixed it.

Won't be responding again because I'm going to sleep, but to be honest, I have no idea what happened and since I still had a recent autosave I don't really care too much, I just wanted to know if there was potentially something hidden going on that I didn't know about.
Purrrogi Feb 13, 2022 @ 2:41pm 
Originally posted by glass zebra:
I've seen this recently: https://steamcommunity.com/app/294100/discussions/0/3186862118580218407/

Related maybe? It sounded like it was fixed for that mod though.

It looks like this might be the case. My version of the mod is updated, but I see comments from 2 hours ago stating the same issue. Weird that it suddenly happened mid-game for me... like I was IN the game when the beds stopped working one day.

Issue is the Alien Mod. Too bad because I like Androids.
Kaii Feb 13, 2022 @ 2:44pm 
Oh, I have that mod as well, so that's the common correlation in this, it's almost certainly that mod then. I kinda need that mod becaus I despise managing more than one person, so I just have simple-minded or removed free will androids doing odd jobs like recon or quarry mining whilst my actual colonist does the higher jobs like rituals, research and combat (I have Medieval, so she has techno/combat gear as well as maxed out melee, tough trait and basically overall just kicks the ass of anyone who gets in longsword range)
glass zebra Feb 13, 2022 @ 2:50pm 
If the author is aware it might get fixed soon. If you still have the quest accepted when you reload, you could just push through it with dev mode since you obviously can't just remove it until it's fixed. GL to your lonely colonist
Kaii Feb 13, 2022 @ 3:23pm 
Oh she'll do just fine, she already managed to sell off one $950,000 value colony with only a handful of androids who helped her later on (I have a recon mod that needs constant watching, and misc robots can't do it) and as such she's fully modified and equipped already. If there was a mod that stopped the nuclear stomach giving carcinomas I'd be using that as well, but as far as I could find there isn't one.
glass zebra Feb 13, 2022 @ 3:34pm 
You could go to
Steam/steamapps/common/RimWorld/Data/Royalty/Defs/HediffDefs/Hediffs_BodyParts_Bionic_Empire.xml
and remove the <hediffGivers>...</hediffGivers> from the nuclear stomach if you want that gone.
Last edited by glass zebra; Feb 13, 2022 @ 3:34pm
XelNigma Feb 13, 2022 @ 4:20pm 
The alien humanoid framework has been updated and it should have fixed the issue.
If not unsub and resub to the mod to force a download.
Purrrogi Feb 13, 2022 @ 4:32pm 
Originally posted by XelNigma:
The alien humanoid framework has been updated and it should have fixed the issue.
If not unsub and resub to the mod to force a download.

This solved my issue. I'm not sure why it didn't update properly (or rather, showed that I had the mots up-to-date version).
Astasia Feb 13, 2022 @ 5:14pm 
The way the workshop works is it checks basically a hash of the files you have and compares them to the files on the workshop to determine if it needs to update. If a mod author only makes very small changes, like changing the value of a single variable, this often isn't enough to change the "hash" of the mod so the workshop thinks your files are already up to date and doesn't do anything. A lot of mod authors aren't aware of this, or don't know how to work around it (like by pushing or removing a small dummy file), so you occasionally have things breaking because one mod "updated" but it didn't actually trigger the update for people and a second mod updated to reflect the changes in that other mod causing issues.

I'm saying hash as like a comparison but I think the workshop is even more basic than that. It might just be looking at only the file size of all the files in the mod to determine if anything has changed.
Last edited by Astasia; Feb 13, 2022 @ 5:15pm
Purrrogi Feb 19, 2022 @ 7:59am 
Originally posted by Astasia:
The way the workshop works is it checks basically a hash of the files you have and compares them to the files on the workshop to determine if it needs to update. If a mod author only makes very small changes, like changing the value of a single variable, this often isn't enough to change the "hash" of the mod so the workshop thinks your files are already up to date and doesn't do anything. A lot of mod authors aren't aware of this, or don't know how to work around it (like by pushing or removing a small dummy file), so you occasionally have things breaking because one mod "updated" but it didn't actually trigger the update for people and a second mod updated to reflect the changes in that other mod causing issues.

I'm saying hash as like a comparison but I think the workshop is even more basic than that. It might just be looking at only the file size of all the files in the mod to determine if anything has changed.
Really insightful! Thank you
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Date Posted: Feb 13, 2022 @ 2:24pm
Posts: 14