Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
However, the graveship parts are not kept in the new game. Would be nice if someone can make a patch
If you remove just that specific null scenario part from the save file, the error messages will stop.
It’s a bit complex overall, but with some post-editing, transferring the save file to a new game appears to work successfully.
Thank you again for your continued interest and for always being open to feedback — it means a lot!
1.Create and recruit a new pawn (or assign a faction to a mechanoid) to help the system reassign the correct ideology ID.
2.If multiple factions are merged under one ideology, you may need to manually edit the save file and assign unique IDs to each to prevent conflict.
As for the Ideology DLC, this caused the most issues due to how deeply it integrates into various systems. The ideology generated randomly in the new game will always be overridden by the ideology from the saved file. If the saved ideology's ID overlaps with one generated in the new game, conflicts will occur. To resolve this, I had to save and reload the game 2–3 times after importing the ship into the new world. The game then automatically rearranges the ideology data, but there’s a high chance that the player's ideology will be assigned incorrectly.
After analyzing my saved game for over 10 hours, I was finally able to resolve the issue. It turned out to be a very tricky one, and it requires meticulous preparation before importing anything into a new game.
First, you need to clean up the relationship data of pawns who were recruited from outside, excluding any parent-child relationships naturally formed between colonists. If a recruited pawn has a family member who is a faction leader, that relationship must be removed. Otherwise, when loading into a new game, the save file tries to reference a non-existent faction leader, which causes a null error.
Also, any pawn with a Royalty DLC title must have their title removed before being loaded. This is because the game will try to reference a noble title from a removed or missing faction. Furthermore, any psychic abilities acquired by pawns may lead to duplicate psychic IDs, so they should be cleared using a character editor mod.
Alternatively, even if I start a new game with a completely new ideology (without loading the saved one), the ideology used in previously saved games sometimes gets overwritten by the new one.
Also, when using the Royalty DLC, if I launch the spaceship without renouncing the titles and then start a new game, any colonists who had titles from the previous save cause an error. Since the game fails to load the faction that granted the title, the character info window shows nothing for that colonist.
After launching the ship, I successfully created a new game and loaded it through scenario editing.
However, I received a warning because the ideologies of different factions were incompatible.
As a result, the ideologies were randomly assigned, and the player’s ideology was replaced with something completely different.
This error keeps appearing every time I load the game.
Panws no longer sleep in beds automatically
because their assigned bed is on another map
so they collapse from exhaustion.
Bug for imperial titles that blocks the skill page
When I update the mod I will make sure logging cannot be disabled by max log limit
I packed the cargo using Bill Doors' Ship Cargo Hold, put my pawns in cryosleep, launched the ship, then edited the scenario as instructed on this page and I get the usual random pawn selection, and my pawns & items do not appear in the new game.
Hugslog: https://gist.github.com/HugsLibRecordKeeper/25ea54c2145b47fe109f2e535c367705
Thanks for the mod, it's really great and I appreciate that it keeps getting updated the new game versions as they come out. Have subscribed for like a couple years but before this I never had the patience to get a colony far enough to actually launch the ship.
It changes it to dirt and creates its own landing zone
LIST_EMPTY
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
saveourship.ShipCountdown_countdownend:CountdownEnded ()
(wrapper dynamic-method) RimWorld.ShipCountdown:RimWorld.ShipCountdown.CountdownEnded_Patch1 ()
RimWorld.ShipCountdown:ShipCountdownUpdate ()
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
If you need logs: https://gist.github.com/HugsLibRecordKeeper/2f2053d9e1dc98da051944b851e66ae0
I Guess im not able to save my colonist and start a new life then? It thrown me back in a colony after ending :P
SAVE IS NOT SUCCESSFUL
Save our ship encountered an MAJOR ERROR and the ship file doesnt saved.
Please get in touch with the developer
Errors:
LIST_EMPTY
Any idea what list it's referring to? The landing ship in the Ship to the Stars quest is also missing. I'm wondering if it's the starting scenario.
also social log may need truncating cause it can cause the social tab to glitch out (i removed striaght from save)
otherwise 10/10