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I tried the mod with a new game, and it seems to be working fine.
Now I'm getting an error when making a caravan with a pokemon outside of a pokeball now, iirc the error happens with the mod Rim War but I'm not a 100% sure. The mod about a "Safe House" is one that adds a quest, not sure if its this same Rim War, or a vanilla expanded mod. While I'm still not 100% sure which one it is, I'm pretty sure it's either "Vanilla Factions Expanded - Settlers" (which adds a bounty quest about a "hideout" which I think is also referred as safe house ingame) or "Rim War" (which also causes troubles with your mod, and also adds many world interactions and points of interest and I think a couple extra quests)
I just disabled the mod, since I didn't think it would go well with my current playthrough, but I can make a few tests if you want me to help you out with this poblems.
Something else I noticed is, animals wouldn't spawn when the mod is active, is this intended, was I just unlucky, or could this be a potential bug?
Thanks for the help, sorry I can't be of more help myself
Edit: More info about "Safe House" mod
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.ImportantPawnComp.CompTick () [0x00006] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Planet.WorldObject.Tick () [0x00010] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Planet.MapParent.Tick () [0x00000] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Planet.Site.Tick () [0x00000] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00029] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Planet.World.WorldTick () [0x00016] in <e13bd2f1929544099ed2b58e66ece833>:0
at (wrapper dynamic-method) Verse.TickManager.Verse.TickManager.DoSingleTick_Patch1(Verse.TickManager)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
will generate error if the mod loads first or last
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RitualBehaviorWorker.CanStartRitualNow (Verse.TargetInfo target, RimWorld.Precept_Ritual ritual, Verse.Pawn selectedPawn, System.Collections.Generic.Dictionary`2[TKey,TValue] forcedForRole) [0x00079] in <e13bd2f1929544099ed2b58e66ece833>:0
at Verse.Thing+<GetFloatMenuOptions>d__147.MoveNext () [0x0015e] in <e13bd2f1929544099ed2b58e66ece833>:0
at Verse.ThingWithComps+<GetFloatMenuOptions>d__40.MoveNext () [0x00078] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.FloatMenuMakerMap.AddHumanlikeOrders (UnityEngine.Vector3 clickPos, Verse.Pawn pawn, System.Collections.Generic.List`1[T] opts) [0x042fb] in <e13bd2f1929544099ed2b58e66ece833>:0
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch1(UnityEngine.Vector3,Verse.Pawn,bool)
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Selector.HandleMapClicks () [0x000a9] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000dd] in <e13bd2f1929544099ed2b58e66ece833>:0
at Verse.Root.OnGUI () [0x0003d] in <e13bd2f1929544099ed2b58e66ece833>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Root:OnGUI ()
(Edit) Okay looks like your not suppose to right-click the pokeball after capture, my bad I assumed since it comes up with an error something was going wrong. Just to make sure your suppose to open them right? Everything else seems to work perfectly after that.
The running issue is still that Ideology doesn't let me right click belts though, no chance to equip them, so the above error log is still my running problem, neat stuff in the mod though!
I like the mod a lot but saved for my next playthrough
I've been having this problem despite disabling all incompatible mods ever since I installed this mod:
When my pawn is drafted, I cannot interact (I can't pick it up or open it) with a Pokeball containing a Pokemon. I can interact with it if my pawn isn't drafted. It's a bit immersion breaking and clunky to keep doing it like this. Does anyone have any ideas on how to fix this please? :c
Error Log:
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingDef.get_IsNonDeconstructibleAttackableBuilding () [0x00008] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.TargetingParameters+<>c.<ForAttackHostile>b__35_0 (Verse.TargetInfo targ) [0x00012] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.TargetingParameters.CanTarget (Verse.TargetInfo targ, RimWorld.ITargetingSource source) [0x00008] in <e13bd2f1929544099ed2b58e66ece833>:0
at (wrapper dynamic-method) Verse.GenUI.Verse.GenUI.ThingsUnderMouse_Patch0(UnityEngine.Vector3,single,RimWorld.TargetingParameters,RimWorld.ITargetingSource)
at Verse.GenUI+<TargetsAt>d__42.MoveNext () [0x00022] in <e13bd2f1929544099ed2b58e66ece833>:0
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.AddDraftedOrders_Patch4(UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool)
at (wrapper dynamic-method) RimWorld.FloatMenuMakerMap.RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch3(UnityEngine.Vector3,Verse.Pawn,bool)
at RimWorld.FloatMenuMakerMap.TryMakeFloatMenu (Verse.Pawn pawn) [0x000a1] in <e13bd2f1929544099ed2b58e66ece833>:0
at (wrapper dynamic-method) RimWorld.Selector.RimWorld.Selector.HandleMapClicks_Patch1(RimWorld.Selector)
at RimWorld.Selector.SelectorOnGUI () [0x00000] in <e13bd2f1929544099ed2b58e66ece833>:0
at RimWorld.MapInterface.HandleLowPriorityInput () [0x0000f] in <e13bd2f1929544099ed2b58e66ece833>:0
at (wrapper dynamic-method) RimWorld.UIRoot_Play.RimWorld.UIRoot_Play.UIRootOnGUI_Patch1(RimWorld.UIRoot_Play)
at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
I'm pretty sure with just vanilla you aren't supposed to interact with the PokéBall while drafted they are used to store Pokémon and be hauled to a stockpile or a PC but you can't pick them up normally.
Ahh I see, so this was intended then?
I do have a pick up mod that lets me hold things in my inventory, I think that's why I'm able to pick up Pokeballs when undrafted. I guess if this is how it works, I think I can work with it. Thank you! :)
Harmony |
BetterLoading |
Royalty |
QualityBuilder |
Sometimes Raids Go Wrong |
QualitySurgeon |
Recycle 1.3 |
HugsLib |
Search and Destroy |
Show Draftees Weapon |
Vanilla Expanded Framework |
Vanilla Furniture Expanded - Power |
RT Fuse |
Original Difficulty Names |
What's That Mod |
People Can Change |
Interaction Bubbles |
Miscellaneous 'CORE' |
Misc. Robots |
Misc. Craftable Robots |
Dual Wield |
Everybody Gets One |
[Kit] Graze up |
Change map edge limit |
DermalRegenerator |
Better Workbench Management |
Quarry |
Dubs Break Mod |
Better Vanilla Masking |
DontBlockDoor |
[FSF] Better Spike Traps |
Predator Hunt Alert |
Where is my weapon? |
Veinminer R1.1 |
Underground Power Conduits |
[WD] Partially-Passable Wind Turbines |
VGP Garden Fabrics Simplified |
Smart Speed |
I Clearly Have Enough! (Continued) |
Auto-Cut Blight |
Fahrenheit and Celsius |
[KV] RimFridge |
Vanilla Furniture Expanded |
Vanilla Furniture Expanded - Farming |
Vanilla Furniture Expanded - Security |
[FSF] No Default Shelf Storage |
Dubs Skylights |
Food Alert (Continued) |
Vanilla Fishing Expanded |
WanderJoinsPlus |
Smarter Construction |
Ideology |
[FSF] Filth Vanishes With Rain And Time |
VGP Vegetable Garden |
VGP Garden Gourmet |
What's Missing? |
Pawn Name Variety |
Infestations Spawn in Darkness |
Quality Cooldown |
Misc. Robots++ |
MiscRobots WorkTab support |
Vanilla Cooking Expanded |
Stop, Drop, And Roll! [BAL] |
Vanilla Weapons Expanded |
Vanilla Books Expanded |
Vanilla Brewing Expanded |
Vanilla Cooking Expanded - Stews |
Realistic Human Sounds (Continued) |
Vanilla Traits Expanded |
Vanilla Weapons Expanded - Coilguns |
Vanilla Weapons Expanded - Grenades |
Vanilla Weapons Expanded - Heavy Weapons |
Auto-Mortars(Unofficial) |
Medical Tab |
JecsTools |
VGP Garden Resources |
Vanilla Furniture Expanded - Spacer Module |
Vanilla Armour Expanded |
Trait Rarity Colors |
Snap Out! |
We Had a Trader? (Continued)
LWM's Deep Storage
Plasteel Surgery (Continued)
Various Space Ship Chunk (Continued) |
[T] MoreFloors |
Wall Light |
Super Soil |
Haul to Stack |
In-wall coolers and vents |
More Linkables |
Rimsenal - Core |
Mad Skills |
ShowModDesignators |
MinifyEverything |
Simple sidearms |
CM Color Coded Mood Bar [1.1+] |
Vanilla Weapons Expanded - Laser |
Deep Stack |
Vanilla Furniture Expanded - Production |
CleaningArea |
High quality textures |
VGP Garden Medicine |
Ugh You Got Me |
Allow Tool |
ItemListSelector |
MendAndRecycle |
Misc. Training |
Reasonable Components |
Recipe icons |
Replace Stuff |
Simply More Bridges (Continued) |
Synergistic Traits |
Vanilla Apparel Expanded |
Draggable Corners |
[KV] Consolidated Traits |
[KV] More Trait Slots |
More Vanilla Turrets 1.1+ |
Bionic icons |
Impassable Chest-deep Water |
Designator Shapes |
GlitterNet |
CyberNet |
Vanilla Cooking Expanded - Sushi |
Vanilla Brewing Expanded - Coffees and Teas |
Vanilla Furniture Expanded - Props and Decor |
Vanilla Plants Expanded |
Defensive Positions |
Master of Cooking |
Mass Graves |
Rimsenal - Augmented Vanilla Pack |
Rimsenal - Security pack |
Supreme Melee (Continued) |
Combat Readiness Check (Continued) |
Cybernetic Warfare and Special Weapons (Continued) |
[O21] Toolbox |
FSharp.Core |
Infusion 2 |
Vanilla Weapons Expanded - Non-Lethal |
Vanilla Social Interactions Expanded |
Smarter Deconstruction and Mining |
Simple Recycling |
Proximity (Continued) |
EdB Prepare Carefully |
Character Editor |
1-2-3 Personalities |
Door Mat |
Subsurface Conduit |
Just Ignore Me Passing |
Dubs Rimatomics |
Statue of Colonist |
Vanilla Furniture Expanded - Medical Module |
Cut plants before building |
DE Surgeries |
Open Door Manually |
Vanilla Furniture Expanded - Art |
Statue of Animal |
Vanilla Weapons Expanded - Quickdraw |
Better ModMismatch Window | r
Blighted Alert |
My Little Planet |
PokéWorld |
RenameColony |
RimSaves |
Colony Manager |
Harvest Organs Post Mortem |
[FSF] Complex Jobs |
RunAndGun |
Camera+ |
ResearchPal - Forked |
Dubs Mint Menus |
WeaponStats |
Stabilize |
[JDS] Simple Storage |
Mod Manager |
RimHUD |
Is this intended? Do mons have body parts?
You are right about the eggs, i'll have that fixed by the next update
With Pokeworld installed, putting pawns in the bioreactors does not pause reduction in need -- food, rest, etc continue to go down which is not intended. Bioreactor has been in my load order since 1.2 and generally worked fine. When I recently returned to Rimworld to try out Pokeworld and some other mods, I noticed bioreactor had issues with pawns losing needs. I figured it was something due to the bioreactor update or other mods. However, I just removed Pokeworld from my mod list (no other changes), and bioreactor is working again in the existing game save where I was playing with Pokeworld. I assume it has something to do with the code with keeping pokemon in pokeballs since pawns in the bioreactor are considered to be in stasis, but that's just a wild guess. Thanks!