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it worked.
it was realllly bugggy for me, sure, about 3/4ths of my pawns lost the ability to go to sleep until they passed out (so i just slapped the never sleep gene into them with character editor), anyone with arm and leg bionics had them rearranged into a non functional state, and a couple pieces of my ship (save our ship 2) spazzed out...
But it WORKED and i was able to get around a save-specific issue I was having and ALSO regained some of my tps from ditching a lot of the world clutter (some of which even save file shrinkers won't touch, like completed quests) without having to start a brand new colony.
(normally save our ship 2 has its own way of transferring your ship around, but that ties into the save-specific issue i was having. long story and maybe there was another way around it...but this worked. )
Mlie, do you know what these errors might be related to? What do these kinds of errors even mean?
Would probably helped if you said what mod you had an issue with, as its a server that gives support for hundreds of mods.
Or if you followed the few steps described under the Reporting Issues section, instead of posting in the general chatting channels.
One could say that its pretty arrogant to demand that others should read your information when you skip theirs.
This shows in log for hundreds of different objects.
Cannot register Verse.Building Wall24713, (id=Thing_Wall24713 in loaded object directory. Id already used by Verse.Building Wall24713.
Exception registering Verse.Building SteleLarge24710 in loaded object directory with unique thing ID 24710: System.ArgumentException: An item with the same key has already been added. Key: 24710
[Ref D9A0254E] Duplicate stacktrace, see ref for original
It should be done by SM-script itself! SM should change the loaded object ID if this ID is already in use. Like Character Editor does.
In its current state, Save Maps is unusable. I've been trying to use it for many years, and every time I finish one colony, I want to move it to a new one. But it never worked out. Visually, the transfer is done, but it is impossible to play because the objects are bugged and the save file is too.
It could be a conflict with map reroll and map preview of you are trying to retrieve a map from 1.5
The new version of map preview has a reroll option now.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref C6B7658E] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GameComponentUtility.GameComponentTick_Patch1 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch10 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
at Verse.GenAttribute.TryGetAttribute[T] (System.Reflection.MemberInfo memberInfo, T& customAttribute) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.DebugTabMenu_Actions.InitActions (LudeonTK.DebugActionNode absRoot) [0x00080] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.Dialog_Debug.TrySetupNodeGraph () [0x00040] in <981a33edf24d499488b0f820d94638e1>:0
at LudeonTK.Dialog_Debug.SwitchTab (RimWorld.DebugTabMenuDef def) [0x00000] in <981a33edf24d499488b0f820d94638e1>:0
<0x2728d36fd40 + 0x0013a> <unknown method>
at Verse.DebugWindowsOpener.ToggleDebugActionsMenu () [0x00013] in <981a33edf24d499488b0f820d94638e1>:0
at Verse.DebugWindowsOpener.DrawButtons () [0x000dd] in <981a33edf24d499488b0f820d94638e1>:0
[Ref 33D49705]
(wrapper managed-to-native) System.MonoCustomAttrs.IsDefinedInternal(System.Reflection.ICustomAttributeProvider,System.Type)
at System.MonoCustomAttrs.IsDefined (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) [0x00027] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Reflection.RuntimeMethodInfo.IsDefined (System.Type attributeType, System.Boolean inherit) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Attribute.IsDefined (System.Reflection.MemberInfo element, System.Type attributeType, System.Boolean inherit) [0x00088] in <51fded79cd284d4d911c5949aff4cb21>:0
Also, do you think the new terrain generation from the DLC will mess with the world generation much?