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I came here to look for help, tried Ebon Pheonix's advice by deleting <Reunion_NextEventTick>, deleting the glitched pawn's data under <Reunion_AllyAvailable>, and adding his Thing_Human[ID#] to the <Reunion_AllySpawned> list, and not to jinx it, but I think it's fixed!
Sorry for the 2-part comment essay, but wanted to give as much info as I could in case it helps. Wish I knew more about what triggered this bug in the first place, but I'm at a complete loss.
For unknown reasons- none of my mods updated, the game didn't update, nothing changed from the last time I played- suddenly a reunion pawn, who had been in the colony for 5 in-game years without issue, had his data copied and added to the reunion ally pool between me saving and loading my file.
The problem first showed itself when the copy in the colony tried to satisfy his genetic go-juice need, but something wasn't working right and he'd keep taking more until he died. While trying to figure out what was going on, I noticed his social tab didn't line up with the other colonists'. When I looked at his spouse's tab and tried to click on "his" name, the game said "[glitched pawn] is off the map." The "real" pawn still had his bed assignment reserved too, so the colony copy took a spare bed.
Odd thing occurred recently, where I had two colonists lose all of their control buttons... I could select them and order them about, but I couldn't draft them etc.
In examining save files, I discovered that while both colonists were in my colony and doing fine, they ended up with records in the Reunion_AllyAvailable node, and were no longer in the Reunion_AllySpawned. So that meant they were in two spots with the same id... Clearing them out of the AllyAvailable and adding them to AlliedSpawned resolved the issue, though I have no idea how they got added in the first place.
I hope this helps with anyone running into the same problem, or maybe... just maybe give the mod author something to work with.
Weirdly, the social tab now says that the reunion pawn is dead, after we arrived at the prison and rescued some random person.
I have no idea what happened, whether they died in the few hours between the caravan leaving and arriving at the prison, and the new prisoner was a fallback, or if it couldn't recover them for some reason and then generated a random pawn as a fallback, or what the heck happened.
I had an original colonist kidnapped (Though I never saw it happen, not sure how), and got a 'Reunion' letter about rescuing them from a prison camp.
Awesome, great, I'll send a caravan!
I get there, and it's an entirely different person? Who we've never met?
I now have an exact duplicate of the pawn as they were at the time of the event, right down to the scar on their leg and current skills.
Pawns that are saved in the Character Editor don't automatically become part of the world pawn pool just because they are saved.
The sheer number of mods out there that add additional content to the starting pawn selection dialog pretty much makes using fixed coordinates a tricky proposition. It's not even really limited to choosing non-baseliner pawns. Here's a screenshot from my (admittedly bloated) mod list where the Y coordinates for the Traits list is shifted slightly because the pawn starts with the Throne Speech ability.
https://imgur.com/a/vFDQnmr
It obviously feels logical to try and put the Reunion button adjacent to the traits, but to avoid this issue it might be a good idea to choose a new home for it in a less dynamic part of the UI. There's some empty space to the right of the pawn portrait that I haven't seen used by any other mods (yet), or you could even consider placing it up in the top margin of the UI in the same space as the Prepare Moderately button can be seen in my screenshot.
Sorry it took so long to respond. I'll try to remember to get you a screenshot tonight. But really, you should be able to duplicate the problem on your end. When you are choosing characters, go to the xenotype button (defaulted to Baseliner) and click on it, then choose anything with "abilities" like the sanguophage. When it displays the character, the UI will have shifted up a little ways in order to incorporate the abilities listed for them. this is what makes the traits suddenly hidden by the reunion button. Cheers.
1. Via VVE, picking a landing spot
2. Via VVE, landing automatically on edge of map
3. Arriving normally by foot
and each time my UI disappears, 1-2 small empty dialogue boxes appear, and it seems as though I lose my caravan of colonists. Regardless though my game is essentially frozen with no UI and have to alt+f4. I'm using a bit of a bloated mod list so it could be a number of things though.
For now I'm just going to try disabling that one event and see if the others work properly.
I'm in an SoS2 space start, and had a reunion ally spawn and start walking to our base.
Trouble is, she had normal clothes on. And we are on a space station.
"Refugee Pod Event
There is a chance that even if you rescue a pawn that crashed in a transport pod, they will still leave. For this case, you have to imprison and recruit them. There is also a chance that the Pawn will just get up and self-tend, then walk off the map. All these are vanilla behaviour, and I have no intentions to change them. This event is disabled by default, so you will need to manually enable it in the mod settings."
So yeah I have to make him my prisoner and let him free.
From the wiki: "Select a colonist, right click on the prisoner, and click "Free Prisoner". You can see the pawn's bio and stats before accepting them. If you don't like the pawn, then you can leave with no penalty."
https://rimworldwiki.com/wiki/Quests#Prisoner_Rescue
I go there and he's downed. I fight a robot or something then heal my buddy and we wait a bit for him to heal. It's taking a while but that's ok. Eventually he just gets up and decides to not join me. Even when the quest says if I go and save him then he will join. What may I have done wrong?
Making them an Ally should make them disappear from world pawns, that is correct. Because the game occasionally "cleans" the world pawn list and your Reunion pawns might disappear randomly. They are stored in a separate untouchable list while out of your colony.
VitaKaninen is somewhat correct but it is not the storyteller settings. The mod settings itself have some options. Specifically one that says "Enable Off-Map Events When Single Pawn". If this setting is off, and you start with one pawn, then disable "Wanderer Joins" and "Refugee Pod Crash", you will not get any Reunion events because off-map events are not allowed, and on-map events are disabled, so there are no events to left to trigger.
If you go to dev mode and attempt to force an ally join event, it will say "NO" beside it if that event can not currently happen.
Also addressed the hediff issues some of you are having. Before this I added the feature to heal hediffs when pawns get placed into "storage" for future Reunions. But turns out hediffs are used in too many ways (mods can get creative), that it was not the best idea to simply remove them. Now I've changed it to "tend all hediffs that can be tended". Everything else will not be changed. I've noticed this is what Pawn Lend does as well, so it's consistent with vanilla.