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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.)
Ah, yeah, that's gonna be a bit of a problem then. A tip for the future is to always start a game on the planet you've generated as well and then save it as a game save. Since WP allows saving a preset from an active game now (with the player faction being removed when such a preset is loaded) there is less of a risk of losing what you've made. (Because you could always just fallback to loading that saved game instead and then save a preset from that).
(I think it overwritten that save, despite a lot of the world-details and name locations being the same in the RWS file V_V)
Forgot to mention but thanks a lot for the quick fix!
The fact that you're getting a problem with a vanilla size though is weird. Could be that the mods you mentioned have their own Game.components that contains worldgen info the mods need for the planet to be able to generate properly. I dunno.
It even works when I design the planet on a 40 modlist, and then switch over to my 840+ modlist. No issues whatsoever on new planet saves.
The Bad: My previous world files are no longer able to be loaded, including the ones in Vanilla scale.
The Cause: I believe it's related either to "ReGrowth: World Generation (Continued)" or "ReGrowth: Core" (The BiomesKit related stuff. It could also be a local problem on my end, which can be fixed by simply remaking the planets.)
Hopefully other players won't run into the same issue, I can also provide the RWS file if you'd like to take a look.
LOG: https://gist.github.com/HugsLibRecordKeeper/f31bef85187d7d236470a404b7e15476
It should now both correctly read new preset saved with my little planet. As well as resetting the static variable before loading so as to not crash presets that have been saved without using my little planet.
Let me know if it still doesn't work.
On an unrelated note, I tested this mod with Save our Ship 2 and I believe it appears to be working perfectly.
I do still need to test this in an actual playthrough, but this means that planetary travel between two saved planets is possible and will not only restore TPS for longer-term playthroughs, but also save the previous planet that the player has travelled from.
Once I'm finished designing my planet mods, it should be able to offer the player a diverse pool of planets to travel to, much like many of the other space travel games like No Man's Sky & Starfield.
I'll post here when the changes are done.