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Error when atempting to unload asteroid base named "Eden": https://gist.github.com/HugsLibRecordKeeper/7b1d415936e9b317aec6c57fd2d5627a
Logs (test with the ancient stockpile entrance, 1 pawn in the stockpile when I unload the map the entrance is on):
https://gist.github.com/HugsLibRecordKeeper/37df5bf96ca084f06b243626086a0bd1
I suspect the relevant parts of the log are around lines 289 and 799, the pawn in the stockpile was named Galvin. The pawn named Shigeko was in the settlement map the entrance was on, they loaded just fine of course. Interacting with the ancient stockpile entrance after reloading the settlement seems to generate a new unique ancient stockpile sub map.
UnloadedWorldObjectComp(parent=Settlement Purple Mabarbecó (tile=75161,0) at=75161) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Purple Mabarbecó (tile=75161,0) at=75161) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp(parent=Settlement Eraarethad (tile=12636,0) at=12636) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Eraarethad (tile=12636,0) at=12636) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp(parent=Settlement Hien Stronghold (tile=256217,0) at=256217) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Hien Stronghold (tile=256217,0) at=256217) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp Init
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=142388,0) at=142388) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=142388,0) at=142388) :: Have 0 unloaded pawns.
UnloadedWorldObjectComp Init
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=71449,0) at=71449) :: Have 0 unloaded buildings.
UnloadedWorldObjectComp(parent=Settlement Settlement (tile=71449,0) at=71449) :: Have 0 unloaded pawns.
Is this your mod simply being a bit overzealous with logging, or is there something else wrong with my save?
11/07/2025:
- RimWorld 1.6 support. (minus SetupCamp, which has not been released for 1.6 yet.)
- Updating an existing save from 1.5 to 1.6 with any colonies unloaded is not supported.
- [1.6+ only] Fixed drop pod workaround: droppods will now only be used when a pawn cannot be respawned at that specific spot, or if they're inside a building that isnt a (crypto)casket or holding place/spot.
Compatibility with existing v1.5 saves is still TBD. Either way, they will have pawns that are inside a cryptosleep casket still spawn using a droppod if they're unloaded using v1.5. When unloaded in v1.6 that will not occur anymore.
Fixes for droppod workarounds might be fixed and in v1.5 as well, depending on demand. Let me know if anyone wants it, it's more a matter of finding time to test the v1.6 update *and* v1.5 fixes.
SetupCamp mod support *should* still work, but there's no 1.6 build yet so I can't test it.
Also no support for the build-in v1.6 camps yet, although I might implement that before release if it is as straightforward as it sounds.
I personally use Linux nowadays so I'd need to do more testing for stability then usual, but I'm going to try to get on it as soon as I can! <3
Github:
https://github.com/FilUnderscore/PersistentRimWorlds
Forum:
https://ludeon.com/forums/index.php?topic=46072.0
Video:
https://www.youtube.com/watch?v=zbBpCu11GYA
Every time a map is unloaded you will lose everything that's not on ground level, including your pawns if they are in the upper or lower floors. Stairs will remain there and interacting with them recreates the next floors from zero. Everything needs to be rebuilt and reassigned. I haven't noticed red errors or any kind of error spamming.
I don't see a solution. This mod is not exactly popular for people to try to build some kind of integration so maps can load with all levels intact, nor think it's even possible, and Lumi is not active here.
Tip for everyone: You can use a teleport mod (like Character Editor teleport command) to put animals back in their places. You can teleport ancients, insects and mechanoids (don't know if they are pod-dropped as well) inside ancient dangers again and they should behave :)
Not the sexiest of solutions, I know
Also, for some strange reason, all vehicles, wildlife and ancients fall along with the peons. Apart from the rest, it's a great mod that if these little things were patched, I have no doubt that it would be one of the best out there.
I am having this issue as well. What appears to be happening is all pawns including animals, colonists, and even the pawns in the cryosleep caskets from the ancient danger are dropped in a single area from transport pods (strangely this didn't move the mechanoids or insects within the ancient danger for me)
I didn't have any mods or DLC loaded except for harmony and faction manager