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For moving your ship, it might not help but save the game, quit to the menu, disable all your other mods that you can (except SOS2, of course), and try again. It could be a conflict, in which case there might be no solution.
(if there is a conflict, and you can work out what mod is causing it, you MIGHT be able to disable that one mod, move/launch things where you want them, then re-enable it again)
Even large ships, or having multiple ships should work (at least, they're working for me), so it sounds like it's a problem caused by something specific to your game or mod setup.
the flight check says the ship is ready to launch. the thrust to weight ratio is over 1 so that shouldnt be a problem. I had no problem before in moving the ship around in space, i even moved some salvaged ships around and it was fine. it started after i took on the alien ship for the core.
i even went into debug mode and change the nuclear engine with normal chemfuel engines, thinking since its calculating the thrust/weight in chemfuel, that there might be an issue with nuclear engines, but it still didnt launch.
i didnt even install any additional mods since the last time i played which was yesterday. and before that i only installed like 4 qol mods
Worse comes to worst, you might have to abandon your ship and rebuild it with dev mode, see if that fixes the problem. Hopefully not.
As for not being able to launch...
Since it's NOT launching it doesn't matter what it tells you. No, really, because...
...the thrust to weight ratio only counts whether or not you have enough engines to provide thrust for a ship that size, nothing else (also, outside of getting off the ground it's also only relevant for dodging in combat).
But you need FUEL, not just engines, and each type of engine can only hold so much fuel. And you said you've been building more onto your ship, so just because it worked before doesn't mean it'll work now.
The flight check shows how much chemfuel is needed for takeoff, and you can compare that to how much fuel (chemfuel or nuclear, it doesn't matter) your engines actually contain. As in, add up your small engines (500 fuel) large engines (1000 fuel) and nuclear engines (2000 fuel) and make sure the amount of fuel you have is equal to or greater than the amount needed for takeoff.
It probably is, I'm just suggesting you double check just in case. It's the small things we overlook that are the most annoying.
Fortunately i had a backup save from 3 in game days ago and i tried comparing the 2 saves to see what the problem could be. I fiddled with devmode, replacing or deconstructing certain stuff i had built after the "good" save. Nothing was working.
But then i noticed an debug log that was getting spammed, something about a blueprint that couldnt be built. It was on the space map.
This is what happened, and what i think caused the later issue:
1. it happened after i won the achotech ship battle and tried to capture the ship
2. i placed it but when it got transferred over, it was missing a small part (dont know why that specific part or anything about that)
3. i then cut it down to size to land it on my colony tile to start deconstructing it (this was while my smaller ship that i built was landed on the colony tile)
4. i finish cutting it down to size to fit on an area of the map and then land it. this is were, i think, the problem started.
You know how when you try to move a ship it shows the starting point somewhere in the bottom left, thats where this "thing" was, invisible, when clicking it, it showed nothing. The debug log i was checking was showing a ship position in space that couldnt be built. It was the archotech ship's new position from when i captured it.
So then i tried to cancel it and see if that fixes it. On the "good" save i could cancel it no problem, but when i loaded the last save, i couldnt cancel it, nothing was happening when i tried cancelling it. After all this testing im thinking because i had already sent the archotech ship down with the core, this "thing" was stuck.
Now all i need to figure out is how to cancel/remove that "new ship position" event...
SO, TLDR:
i had issues capturing the archotech ship (the spore quest ship) after winning, the ship didnt transfer over properly (some parts getting cut off) and basically after transferring over, it made a move command of the ship on its current location. i landed the ship and the move command on the space map got stuck preventing other ships to be moved.
EDIT Here's a link to what the debug inspector was showing me https://i.imgur.com/DRkkjwD.jpg
I tried changing map with a tanaka jump, but if the planet get renewed, the space map stays the same (even the steel chunks and other materials floating outside my spaceship are carried over).
I guess a proper fix would be either to find a way to reset the move system, reset the space map (or regenerate or whatever), or export the space ship in a new start scenario like the old version used to do or something.
Anyway, if you have more infos on the matter, feel free to add to the topic, its the first post i can find that adresses the issue without being an abandonned post with 0 answers. Id like to have more imputs on this before this discutions gets swallowed by new ones and forgotten.
And no, before anyone asks, i dont use minify thing mod.
but before that i tried pretty much everything in devmode to try and delete that "new ship position" marker from the map, nothing worked.
the problem was "fixed" when i abandoned ship and relaunched the ship i had on the ground tho, since it reset the space map.
After this, i built a simple ship on my ground colony and instead of the usual "freeze then nothing happen" this time i was sent to the world map... but then nothing more happened. Prety much when you launch a shuttle or SRTS and then you are being sent on the world map to iinput a destination. I can only guess, but in this case, it seems like the space map was already occupied by my derelict ship, hence why (imho) nothing more occured. Really need a way to reset this space map.
Since then am back to square one with this glitch. That being said, this is one of the most popular mod for rimworld, i cant believe there is only 3 players with this issue on the whole workshop from all around the world. 3 + those few posts with no answers on google.
I abandoned it from the world map. if you go on the world map and click on your orbiting ship, you can choose to abandon it, just like you can with ground colonies.
well, i didnt have this issue before when capturing ships, only after the new archotech patch did this start, and im not positive, but it might have had some compatibility issues with the rest of my mods, since when i was moving the ship back, it was shifting away from the initial position i moved it to. thing i fixed by moving and reloading every time it shifted too much until it shifted to a decent spot.
so im guessing nobody experience it so far because 1, they didnt move the archotech ship to their map for mat farming after hacking, or 2, they didnt have alot of mods or compatibility issues.
The problem im having now is with an item from a different mod (RIMkea). I was in the process of rebuilding rooms and was moving items between the old spot and new. I had queued up some reinstalling of items and also some uninstalling of items. I used HomeMover for moving the items and that mod works like a queue (if the item youre trying to move isnt able to be placed at the time, it will remember the location and be placed when that spot is open, but not all the time) but i dont think this is the real issue with this error.
Now, since i had queued up a lot of reinstalling, i left and when i came back i saw i had some of those items in my stockpile and since i had some uninstalling ordered, i thought it was one of them. Because of that, i ordered them deconstructed. This is what i think caused the error, deconstructing things that get stored awaiting to be installed or having their install queue be stuck (which you can fix by cancelling the installation and doing it again).
TLDR: If youre queuing something to be installed in a new place, make sure the installation is done before starting to deconstruct.
* Search for "ShipMoveBlueprint" in your save file.
* There should be multiple finds, but look for a find within a </thing> ... </thing> code section. It should look like this:
<thing Class="Blueprint_Install">
<def>Blueprint_Install_ShipMoveBlueprint</def>
<id>Blueprint_Install_ShipMoveBlueprint1287904</id>
<map>0</map>
<pos>(17, 0, 12)</pos>
<faction>Faction_14</faction>
<questTags IsNull="True" />
<miniToInstall>null</miniToInstall>
<buildingToReinstall>null</buildingToReinstall>
</thing>
* Make sure you delete ONLY this section without touching any of the rest.
* Save as a new file in case it causes any more problem, and then load the new save file.
* You should be able to move your ship again.
Got the same "cannot move ship" issue after I moved a small part of a derelict. I guess the blueprint was installed but never removed properly.
I had a similar problem (only part of a captured ship showed up, agricultural one for me) then could not capture the next ship soon after. Deleting the line allowed me to capture; the ship jumped a distance after moving to the main space area (half out of the space area) so I had to reload and try a couple times but a different spot worked; it still jumped but moved to an empty space and it could be moved without incident after (a portion of the captured ship was gone though, just like last the previous ship, I'm calling it damage from the recovery so assume its a feature and not a bug :)
Someday this save is going to crash/break, but today is not the day. Thanks again :)