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Nina, any interest in updating that one
?
@GetUrAssToMars Investments? But prisoners are people too! It's not like they're a walking organ farm or something. Good thing they got healed up!
It was very endearing but a little odd/humorous. Protecting potential investments? lol
If i can get the save it may be a good case of it since it was happening just after reload but it might have been an autosave.
It was just whacky as hell and idk how something like that could even happen and it's nice to see I wasn't the only person in all of rimworld who had that happen cuz I've never seen someone who had that same bug in any comment sections before.
I loaded an older save cuz I was waiting last second to accept a quest with a good reward cuz my main fighter was in a catatonic breakdown and I needed him for the fight. Totally forgot about the quest for like 2 IRL hours and ended up putting some bionics in my main fighter while he was catatonic. When I realized I forgot to do that quest I loaded an older save. My top fighter was still catatonic in bed but there was a clone of him walking around my colony in my faction. The clone wasn't controllable and it had the bionics I recently put into the guy in the future save I abandoned. I ended up just using character editor to remove him from existence, but that bug always perplexed me cuz I have no idea what mod caused it.
This spawned them with wounds from that fight, as a duplicate of my own faction but not part of my colony (something that does not otherwise happen).
I am guessing the mod duplicates the state of a pawn into a task-like thing for the ally and removes the old pawn once they move them. Im unsure how data from after the autosave was even accesible to the mod unless it runs multithreaded and whatever happened just got hanged up but the mod does not handle pawns safely through save loading.
Of course no problem if you are on full commitment saves. May also have been extreme corner case.
@Kingbuddy06 @ttyet @Scorpio It might be fixed. I added a bunch of cushioning for null errors like the paranoid turd monkey goblin I am.
For my playthru in 1.5, caravans just come and stay to be starved to death SOMETIMES. I tried to dig. What I found is that once they break a fight between two pawns and someone injured, the issue appears. I cannot 100% confirm this is the reason, because there is still ~20% chance I cant reproduce it this way. But I can 100% confirm the workable solution is to delete all diseases/wounds hediffs of all pawns via God mode and add their food and sleep bars to 100, and then they will go.
The author doesn't seem to update it to 1.6.
So I created a mod " Allies are Helpful_zh
" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!