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You can try toggling on dev mode in rimworld options. Then you will probably see whatever error that happens when you try loading the preset.
I try to avoid fixing compatibility issues with other mods, since there are like a million of them out there and I’d probably end up doing nothing else if I did.
i fiddled and i managed to get the load screen appear but when i try to load one of my saved worlds i just puts me back instead of fully loading the world
Try to run the game without one or both of those mods and it should work. (Keep in mind though that presets saved with those mods active still might not be loadable even if you were to deactivate those mods. As i suspect they could be altering planet data too much for it to be compatible with the games default planet generation)
https://pastebin.com/z6byPfgg
The second and last messages are red.
Say if the factions in the saved preset contains ideology stuff the game will try to load defs for those which wont exist because Ideology has not been loaded. Leading to an immediate crash.
I have yet to find a solution that would fix this in a way that won't lead to me having to code DLC/mod specific fixes for this for each and every DLC/mod. Which wouldn't really be sustainable.
Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F1448497]
at WorldPresets.Pages.Page_WorldPresetSelect.HandleModSpecificActions (System.Xml.XmlDocument doc) [0x00053] in <df2484a10b754367bbd21498b5c753a5>:0
at WorldPresets.Pages.Page_WorldPresetSelect.LoadSelectedPreset () [0x000ff] in <df2484a10b754367bbd21498b5c753a5>:0
...
Exception filling window for WorldPresets.Pages.Page_WorldPresetSelect: System.NullReferenceException: Object reference not set to an instance of an object
[Ref ACD33EAC]
at RimWorld.Page_SelectStartingSite.PreOpen () [0x0000b] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.WindowStack.Add (Verse.Window window) [0x0001f] in <fcfab19af5d14a608a65ebd77f29482f>:0
...
https://gist.github.com/HugsLibRecordKeeper/876d142acb61b007b9176052dc1944c7
Yep
Generating a world from the preset would straight up crash to main menu after world generation, and loading an exact preset would make the world void (and remove most pawns).
Still a great mod, thank you for it!
The XML files don't support the MayRequire tag. Do you have any idea why?
I'm trying to add traits from mods to pawns.
<li MayRequire="VanillaExpanded.VMemesE">
<def>VME_Elder</def>
</li>
They should only load if the mod is present, but even if it isn't present, the game loads the <li>, and I get error messages.
I also use WorldEdit, in fact it was the sole reason that i made this mod. Because the template save/load function of worldedit did not work as well and it kinda seemed like it started the simulation a bit before save/load which caused some weird quirks.
If I have some time later this week I'll check if WorldPresets has been broken due to a RimWorld patch or WorldEdit change or something. But I'm abit doubtful. Are you sure you're actually using WorldPresets save/load and not WorldEdit's save/load (template)?
[WorldTechLevel v1.1.4] Detected potential conflict: The mod "World Presets" (azravos.worldpresets) adds a destructive patch that will likely override or break some functionality of WorldTechLevel.
Patch method: static System.Boolean WorldPresets.Patches.Page_CreateWorldParams_Patch::CanDoNext(System.Boolean __result, RimWorld.Page_CreateWorldParams __instance, System.String& ___seedString, System.Single& ___planetCoverage, RimWorld.Planet.OverallRainfall& ___rainfall, RimWorld.Planet.OverallTemperature& ___temperature, RimWorld.Planet.OverallPopulation& ___population)
Target method: virtual System.Boolean RimWorld.Page_CreateWorldParams::CanDoNext()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
<loadBefore>
<li>FunkyShit.Mods.WorldEdit</li>
</loadBefore>
This issue appeared after installing this
I was just banging my head against the wall, thinking I must be an idiot because I couldn't figure out how to load the presets I saved. Thought I'd share the info to save others from that same frustration.
Update: I have moved this mod to my main steam account.
I was wondering what was going on. I was looking at my mod list notes and then looking for this in the inactive list so I could enable it, but it wasn't there. I couldn't figure out why they weren't there. No worries, it's just one of those great "see I knew I wasn't imagining things" moments.
The Outposts won't work, but you'll still be able to visit the sitemaps as if they were there in the previous playthrough.
(Outposts will have the pawns from previous playthroughs stored, but you won't be able to control them as packing it up will create a bugged caravan, even after recruiting said pawn with DevMode. Honestly, I wouldn't bother trying to fix it, just a funny interaction I noticed.)