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Shambler and fleshbeast rituals are also working fine for me. Not sure why your events aren't firing, sounds like something in your game might be broken. Try verifying your files or even reinstalling the game fresh.
Neither of these had an effect. Void Provocation doesn't do anything at all, other than occasionally KO a colonist for a bit.
- Per above, did a full file verification again, just to be 100% sure
- Load Rimworld with Core, the DLCs, and nothing else
- Start a new game, Anomaly scenario
- planet generation left on defaults, seed set to "1234"
- randomly chose 19.24N / 16.07E for a colony location. It is Desert, there is Marble and Granite
- Ideology system left inactive
- 3 randomly generated pawns, left untouched; launch into game
- pawns land; I immediately save the game as "Anomaly save test for Void Provocation"
- once saved, I select pawn #1 on the list to go investigate the monolith
- "Keep focusing on the anomaly" is selected on the prompt
- the monolith responds with a scripted message informing of the new quest; grey pall falls over the colony
- pawn #2 automatically continues the study action, while #1 is assigned to gather wood from nearby cacti and Drago trees (steel already present); begin construction of basic research bench
- while waiting, I drop down a storage zone to hold said raw supplies, and the items that landed with the pawns
- (ancient danger warning as pawn walks by centrally located Ancient Danger structure)
- during this, pawn #2's study cycle of monolith ends without incident or result
*at this stage, the console has not yet generated any messaging beyond the "initializing new game" message, listing the DLCs and core; Auto-Open is left on, to immediately observe any errors
- Day 0, 20h; research bench completed. Research on Void Provocation immediately begun
- Day 0, 23h; two Harbinger trees sprout, as expected for the first anomaly spawn (I've also had a sightstealer appear, but it doesn't appear this time)
- ...once again remember anomaly research isn't done on a research bench; since pawns have food, I fast-forward to the next day
- per above wrt: "Sightstealer didnt show up", a sightstealer shows up Day 1 2h
- as our ghoul slaps it around a little, the research prompt for the Proximity detector appears, as expected
- pawn #2 captures the sightstealer, as I realize it has no room for its capture platform. construction begins on this, building around the creature and its holding spot
- ironically, no colonist has sufficient construction skill to finish the containment door, and there arent enough resources for the non-auto one. the sightstealer seems content to sit there for the moment
- fast-fwded to the cooldown expiration for the monolith, study continues; pawns are testy but still alive, food supplies are enough for this
- anticipating the sightstealer's imminent escape, the ghoul is planted in its way to wait for the escape attempt / administer some more slappings. the single pawn with decent shooting (#1) takes the shotgun as well, just to be sure
- study cooldown finishes, pawn #2 immediately assigned to study monolith; research stops JUST short of finishing Void Provocation...i swear a few times
- lacking a containment door still, a wall is built where the door should be. (this likely wont hold, but hey)
- yet another 2 days fast-forwarded through; food supplies fine
- a child wanders onto the map, looking for 2 beers for his "sick" uncle; as the colony has no beers, his uncle goes un-drunk'd (sadge)
- wall is re-opened to study the sightstealer once more; it is surprisingly obliging about all of this, considering it could just leave
- enough research is done to complete Void Provocation; Psychic Ritual Spot is placed nearby, outside. Sightstealer's wall is re-sealed because I like pretending things are fine, apparently
- the two non-ghoul colonists immediately begin the Provocation ritual; beer-child keeps wandering into the circle like an idiot
- pawn #1 Coma'd from the ritual upon completion of ritual, "Prepare for what comes next" warning box appears as expected
- 5 hours are fast-forwarded through, with no apparent effect
- owing to impatience, i devmode-reset the cooldown of the ritual, un-devmode, and begin the ritual again once pawn #1 awakens; neither pawn comas at this point
- 5 more hours fast-forwarded through, nothing new happens
------
At this point, it seemed fair to call the test complete. At no point did the console log produce any information whatsoever - no errors, no bugs, no warnings - and the game appears to work normally in every other respect.
(While writing this, the ghoul went mad from hunger and turned on the colony, as ghouls do.)
So - I'm at a loss. If anyone can explain this, I'd be thrilled.
However there is another issue that can occur as a bug. On extreme biomes there is currently no way to get a harbinger tree (other than finding an exotic goods trader with a seed). Void provocation should bypass the biome requirement for the tree but it is currently bugged. Fixed
The debug graph does not have a Combat Points entry. There is Recovery, Pop Intent x10, Fun Points / 10, and Pop Recovery.
Generally an anomaly will populate when the monolith is first studied, but never again after that. Void Provocation ritual will sometimes KO a colonist, but otherwise has no observable effect. No anomalies appear, nothing observably changes.
Did you introduce yourself and get the "Tester" role? You will need it in order to post a bug report.
Also, make sure you are on the Official Development Discord[discord.gg] and not the Community Discord server.