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https://github.com/ViralReaction/RealRuins-Sans-Hugslib
In the time that I landed my gravship at a ruin and fought of 1 wave of a raid, 3 more raids were triggered and it's absolutely unplayable. I'd understand if it was like, every 48h you're there a new wave spawns but this many raids is unplayable
I distinctly remember it working last update, so something must have broke.
This is what it spams:
Exception in Verse.Window.InnerWindowOnGUI: System.NullReferenceException: Object reference not set to an instance of an object.
[Ref F90B38C]
at RealRuins.RealRuins_Mod.DoSettingsWindowContents (UnityEngine.Rect rect) [0x00c9d] in <409562a1f3a24d539f4bb5498a7d2581>:0
at RimWorld.Dialog_ModSettings.DoWindowContents (UnityEngine.Rect inRect) [0x0007c] in <cb53cd4422904947932d33f561ad8d15>:0
- POSTFIX ModSettingsFrameworkMod: Void ModSettingsFramework.Dialog_ModSettings_Patch:Postfix(Rect inRect, Dialog_ModSettings __instance)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
it is a sad video :) im sure there could be an upbeat version of finding ruins - maybe chicken plucker could make one :)
@Sanakara: yes, it's not something I intentionally do in my code, but there is a chain of events which originates from my mod, which ends up making ancients/mechanoids to "leave". I do not yet know how it exactly happens, but I definitely know it is done at the moment the old prisintine ruins event expires (which should not show actually anymore, because afair it was replaced with the new quest-system based, but that quest-based only shows in debug menu. I had some harsh times when I did that quest system update, so probably I f*d up there a bit and that all is kinda consequences)
I cannot generate new worlds or load existing saves
Btw I was finally able to catch that "Mechanoids are leaving" bug and I hope I'll fix it shortly. Quest system got a bit messed up at some point and when an old styled pristine runis event expire it also tries to remove associated quest which is not spawned on some reason and causes all that wreck.
It was really surprising, as usually even low value Pristine Ruins offer a few dozen components and a few hundred silver, both of which I was in desperate need of. Is there some sort of weird interaction happening with merged vanilla sites? If so, I'll be avoiding them in future. Just not worth the travel time.
@VitaKaninen: oops, thanks, will check
Without this mod it works just fine, so it has something to do with this one. Probably adding and loading a game would work just fine though, not tested yet...
Mod Real Ruins dependency (brrainz.harmony) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
Thankfully it's noted its performance impact is rather low, but general consensus seems to be that it is unnecessary nowadays as all features it has can be done differently. The only remaining really useful thing seems to be the log paster, but that can be done manually as well.
@lobosan: Hugslib was not updated for a relatively long time when 1.6 came out, and I decided to proceed without it just because my mod really did not need it. I used it just because when I started six years ago I used HugsLib based template.
Of course, if you don't like it, there is a switch in options allowing to disable it and revert back to the original.
@Ing: sure you can, just post a PR with translation on the github
@OttersHoldHands: I don't have any blacklists for items/creatures, but you can turn off the whole hostile creatures thing in the settings
@Croctus: no specific on/off switch, but you can set ruins density to 0 which will indeed do the same.
@ZPaul: someone wrote that there are some issues with settings of the older versions of the mod. You can try to remove the whole settings file (back it up just in case), and see if it recreates the file and show more options. (I still have no idea how and why can it act that way)
@Auspician: you don't need "www" part in the address
@wood goblin: if you're talking about planetary ruins, yes, it does not work well with odyssey yet.
@Jack of All Worlds: can you exit via the map edge?
@tianming: can you send me your autosave prior to mechanoids are leaving event? I heard about it, but I could never experience it myself, so having a save which can reproduce this reliably would be a great help.
Core reason i have stopped using this mod, i spent far too long bughunting to figure out why all the hostiles in my games would become completely passive (wont even attack back when shot at) after a week or so on the map, finally found out it was this mod a year ago.
No clue why not more people complain about it too, as far as i can tell (just as you said) people have just been dealing with the bug for 1.5 years.
It ruins so many events and situations:
Ancient danger: all the enemies inside will after about a quadrum will go completely passive, dig out of the ruin and leave the map.
Infestations: if you let them build up for awhile....they will all again turn completely passive and go for the edge of the map, leaving all the hives undefended