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Root level exception in OnGUI(): System.Collections.Generic.KeyNotFoundException: The given key 'Farinera' was not present in the dictionary. (Farinera is the refugee's generated group/faction)
When pressing call aid, the button simply does nothing. Not good at reading errors but this mod was mentioned in an error and when I removed it the button worked; it was the only mod I removed so I am unsure if it's a conflict with another mod or a conflict with 1.6 itself.
Not sure how to go about fixing it but figured I'd report the bug :p
only seems to impact the gravship scenario, but when generating world and getting to the option to choose ideology, the aspect ratio of the window is off for selecting ideological structure, some structure off screen, can't progress forward or backward from this point.
It is an experimental update, because it works completely differently compared the the previous version.
Old version was lazily written, and worked by replacing the icon in the faction's def. This caused problems when two factions used the same def (like you added an extra copy during world generation) but they had different ideoligions. New version should fix that.
Please report any bugs or errors. Or if you find anywhere that the old icon shows.
errors with Regrowth Expanded World Generation
i reckon its coz regrowth tries to preview the world b4 its actually generated (like map preview but for the world)
I read in the comments for the 'Custom player icon' mod that using it with the 'Faction Customizer' mod and using the former to change the player icon will cause the "Edit player faction" window on Faction Customizer to no longer work. Are you using either mod? Perhaps the conflict is similar?
1) Start a new game
2) Select tribal start
3) Continue through the new game process until the world map is generated
4) Exceptions start appearing in the log
The ScenPart error in the following log is just RimWorld complaining because it cannot understand one of my custom scenarios.
<https://gist.github.com/5e5b8340d75016651dbff70809af7a49>
After checking the github, it seems that the mod is assuming that the player's faction will have a FactionDef called "PlayerColony", but tribal and modded starts may use other FactionDefs. You could use "Faction.OfPlayer" instead, which should always return the player's faction.
https://gist.github.com/d116cafccdaa573bdbbd99b4dba47079