RimWorld

RimWorld

Vanilla Factions Expanded - Ancients
VelxraTV 24 Nov, 2021 @ 3:38pm
Powers missing from game and powers tab missing
I run with a solid 500 mods, including all the VFE mods. So if VFE in general has any conflicts this will likely be the source to discover them. Right now there is a conflict with one of the mods preventing pawns from appearing with powers and the powers tab is missing in an existing save. Perhaps caused by mint menus? Ancient pawns do spawn, including the caravan detected event. Though none of them will have powers and their ideology seems to be random for each pawn. They do spawn as part of the ancient faction.

Could you browse through my log and see what the issue is? Also if you see which other mods are conflicting I would appreciate knowing what they are. I really struggle reading the error log from rimworld.


Two logs for double reference
https://gist.github.com/HugsLibRecordKeeper/d678fb48b659a7ea4e26b8d48e99edda

https://gist.github.com/HugsLibRecordKeeper/976a2e5bea3d59625866176017126e0b
Last edited by VelxraTV; 24 Nov, 2021 @ 3:49pm
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Showing 1-3 of 3 comments
VelxraTV 26 Nov, 2021 @ 10:48am 
Started a vault playthrough with the same mod list above. Turrets still do not work at all and powers were missing. Removed mint menus and the powers tab reappeared. So there is a conflict there. Now if the powers function correctly I have yet to reach that far. As all five of my test pawns have died or only passive powers were given.

Ancient pawns may or may not join the faction. And they do not spawn with powers still.

For turrets, I am going to assume they conflict with combat extended and dont function. I removed everything else turret related and the problem persisted.
Last edited by VelxraTV; 26 Nov, 2021 @ 10:51am
Gilly 26 Nov, 2021 @ 6:56pm 
Turrets work for me with CE running, but the powers don't.
VelxraTV 26 Nov, 2021 @ 7:08pm 
Originally posted by Gilly:
Turrets work for me with CE running, but the powers don't.

Huh CE was my best guess for the turret issue. *sigh* Another many hours of reloading the game to test mods with a 15 minute load time. :barotrauma:

When I have CE running I do see the powers tab, the powers and their stats. I havent been able to test if they actually work yet.

Oh and for anyone else reading this. The gene tailoring pod does work for me. Pawns can enter and I can start the process.
Last edited by VelxraTV; 26 Nov, 2021 @ 7:10pm
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