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Just post the text here or upload the file somewhere and post the link here.
But your info above was probably enough for me to find it.
I left a surprise item ( an unstable power cell ) in the shuttle when deconstructing it, not realizing it is content of the Royalty DLC. So I was able to recreate a crash without the Royalty DLC and fixed it.
Please let me know if this has also solved the problem for you or if it is something else.
Yes, the problem is solved, now everything starts, thanks for sorting it out.
Thanks!
Sadly there is nothing related to the crash in the log.
Only thing that could be releated, is that the skillgain is throwing errors:
The crash should be a mod conflict as it does only happen for a few people.
I've loaded a few of the mods you are using but could not recreate the crash.
But obviously I'm not loading 260 mods.
I'm also assuming the mods from 1.4 (like zombieland) are not active and only listed in the log anyway.
Do you mind also sharing a hugslib log?
The harmony patches loged in there are more detailed.
I found an issue with your mod that prevented me from opening dev tools's Spawn Thing menu. Your mod should be loaded after Mechanoid Upgrades mod otherwise it fails with null thingClass as MU_MechUpgradeItemBase is not yet available when its defs are loaded.
I'm using RimSort to manage mods (which relies on RimWorld loadAfter/loadBefore combos to sort the mods) and I can see that your mod is missing loadAfter entry for Mechanoid Upgrades.
Could you add such entry to About.xml so it gets sorted correctly?
PS: Sorry for adding some comments and removing them afterwards but I just noticed that there's an discussion for bug reports so I cleaned and moved this here.
I've added it to the About.xml :)
or just pause before creating them
I'll not bother to change something if an autoclicker is needed to break it.
At worst you just ignore the cooldown ¯\_(ツ)_/¯
This surprised me, I don't touch speed at all.
I can't recreate that issue. It works fine for me with smart speed.
Sorry, but I don't think I can help you there^^'
Looks like something in your modpack seriously f***** up jobs.
That is likely caused by a coding mistake in the job. It checks if it can assign the job to the minurchin -> succeeds (which it shouldn't) -> then tries to do the job and fails -> restarting job search -> find the same object to mine and fails again, the cycle is complete...
I doubt that this error could crash the game though. It should 'only' slow down to a non-fun speed.
I don't add or edit jobs with this mod. But there is a slight chance that some other mod is adding or editing a mining job and expects that the minurchin has some special thing which it has not.
Can you confirm that this only happens to minurchins? Does it happen if you set normal pawns to mining or with a tunneler?
If it happens only with minurchins then I will need the full player.log (after the crash) and in addition your hugslib log (after the errors are starting to add up).
The hugslib logs lets me check which mod might harmony patch a job, while the player.log can show potential crash data.
If it also happens for non-minurchins, then you are on your own - I won't debug other mods for you.
Probably a conflict with another mod, considering that no one else has reported such an issue, but its whatever, I'll disable this mod for the time being.
I WOULD upload logs but hugslib log uploader is very finicky on Linux and sometimes doesn't log, which is the issue I'm facing right now.