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The timeline was that I bonded with it after the first or second quest,
when the message popped up and I received the Ancient Gift (?).
As I mentioned before, I accidentally stopped the quest system,
and now the anima grass no longer grows and I cannot interact with the tree (the connector).
Maybe it is stuck in the same bug as well.
Should I cut down this tree and use dev mode to spawn a new one,
so that I can have a “clean” anima tree that corresponds properly with the quest mechanics?
Do you mean that I should manually click [The Story; which is basically default X (off)],
turn it on again, then exit debug mode and restart RimWorld (or reload the save file),
so that The Story mod will appear again?
Which means, in a new save file, The Story mod is basically on by default.
However, if something happens and The Story mod stops working in a save file,
I should do [Enable debug mode > press {The Story} > restart the game],
and then The Story mod will start working again. Is that correct?
@Triel yup.
@Anker setting up camp at adjacent maps to questmaps would probably be the smarter move.
@ggfirst u'll have to return to CA's modsettings and reenable all categories, that you want to use. The story should then trigger again, when the story category is enabled and you restartet the game. If not you can try to "reset story" button in debug mode, but disable debug mode afterwards, as it accelerates events and spawns them very close.
And Somehow ACCIDENTLY used debug mod and pressed the [Remove Mod] button,
(I was testing what mod was causing my certain bug, since I recently added this mod newly)
And the quests, and the Anima tree stuff got removed, I thought everything, quest, award
were reseted, so I decided to re-active the mod via Debug mod, and did exactly as [Some issue came up and i wanna reset the story, what can i do?] But new quest won't pop up.
Is it correct? or does this function malfuction time-to-time?
I really want the quest to pop up agian
@GFreenD hm, on rare occasions the pawn may run into a map corner and may be easily overlooked, haven't tracked that issue down yet. If the pawn doesn't spawn entirely, it may be some compatibility issue. However if you wait long enough, the event should progress anyway.
caravanadventures_ancientgiftremonved message
how to solve it?
However where is an issue due to the newly added spacer weapon Beam repeater from Odyssey, many hunter faction pawns somehow only equip with Beam repeater, causing them great disadvantage vs Mechanoids since it only does heat dmg..
Would you please fix the weapon preset of the hunter pawns so that they no longer equip beam repeater? Thank you!
@Anonimase that's... indeed interesting. xD There should be other caravans until the quest has been accepted. If you don't wanna wait, you can reset the story enabling the debug mode in CA's mod settings and then using he "reset story" button. But disable the debug mode again after the caravan spawns.
@тетеря, блин ah, i'd need more info on that. Do you know under what circumstances those appeared? Mechanoids aren't affected by temperature normally. Any mod that changes that?
Config error in CABossMechDevourerBody: no parts vulnerable to frostbite
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
...
Config error in CACrystalScytheBody: no parts vulnerable to frostbite
UnityEngine.StackTraceUtility:ExtractStackTrace ()
...
https://gist.github.com/HugsLibRecordKeeper/5a9338cf8c0f453f565af951ec548404
Can't tell you much about the other messages, they're also not related to CA.
https://gist.github.com/HugsLibRecordKeeper/2a9f3c1feca87492913dec3835b22a30
Any help would be greatly appreciated!
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
CaravanAdventures.CaravanStory.StoryUtility:EnsureSacrilegHunters (System.Nullable`1<RimWorld.FactionRelationKind>,bool,bool)
CaravanAdventures.CaravanStory.StoryWC:WorldComponentTick ()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick (RimWorld.Planet.World)
RimWorld.Planet.World:WorldTick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
So I set up camp right? It works, magicall have a map full of honestly better settlement than my main one. Then my stupid brain can't comprehend how to exit so I just form caravan to go somewhere else. I saw the camp became a new settlement and I don't like it so I Abandon it, creating an abandoned settlment.
Then my neuron firing up, seeing this shouldn't be right so I read up the guide, found where I went wrong, and I sent my caravan there again to camp thinking it might clean it up. This time I pack up....but not leave immediately. I am confused so I had to leave again using form caravan and abandon it again...creating DOUBLE abandoned settlement in the same tile somehow.
....I haven't test leave immediately option because I fear it will just make a third abandoned settlment somehow
@Raith both work separately. So if you wanna use the vanilla feature, u can, but if you want to create an actual CA camp with prebuilt tents, you can do that too.
@Captain Rex glad you enjoyed it. :)
Leaving that disabled will lead to the apocalypse not starting if you play the story again, so you may want to change it back.
Did you receive any errors when you killed the ancient coordinator and got the 5th psycast?