边缘世界 RimWorld

边缘世界 RimWorld

Mid-Save-Saver Continued
63 条留言
Alexxxxard(rus) 2 小时以前 
uh.... It removed all mountain tiles... How do I fix this..?
KillHunter 12 月 9 日 上午 9:42 
Does this work for animals? I'd removed a few animal related mods.
D0gfcker 12 月 2 日 上午 7:43 
I NEED TO KNOW ABOUT COMBAT EXTENDED COMPATability MORE THAN IVEEVER NEEDED TO KNOW ANYTHINNNNNNNG
pgames-food 11 月 30 日 上午 8:37 
(@havenonline hi have you got an older save, or autosave from before you added that mod? have a look in the logs in case theres a particular entity reference maybe the fix i did can help you too, but make a backup first etc)
pgames-food 11 月 30 日 上午 8:35 
hi just to answer my own questions with results i found out..,

using this mod in a couple of ways, allowed me to see the tile id of the problematic blueprint, and a tile, and i was then able to edit the save manually, to delete those 2 xml entries form the save, and everything works great now (at least for the most part with 875+ mods) :o)
HavenOnline 11 月 30 日 上午 8:07 
it dont
HavenOnline 11 月 30 日 上午 8:00 
dose this work for prison labor making my screen rainbow and stuck after deleting it in a save
pgames-food 11 月 26 日 上午 4:20 
hi can i check if anyone was able to use this mod, to fix something like the following?

1) i made a blueprint wall to go around a generator, which doesnt show, but for some reason whenever bring the camera near it, it gives red errors and dev mode cant destroy the tile nor can i build on it as something is already there is says
&
2) in my base if the camera is in a certain area, the hud vanishes, until i scroll away from that area :o)
The Dutchman 11 月 13 日 下午 3:15 
@6James It means exactly what it sounds like it means. Adding mods to an existing save....
obsidian29 11 月 4 日 上午 5:07 
@6James Mid-save is a term that I've seen evolve in the RimWorld modding community to mean "not at the start of a game", so yes, loading an existing save with new mods enabled.

The general view is that a mod may or may not be safe to add mid-save due to the modifications it makes, and almost never is a mod safe to remove mid-save. This mod challenged both ideas and, instead of throwing its hands up and saying "wellp this is how it is", it was designed to fix what the author viewed as preventable issues that nobody had bothered to tackle yet.

TL;DR "mid-save" means "you already started this save with X mod list, now you want to add or remove a mod before heading back in".
6James 11 月 4 日 上午 2:50 
I hope I don't sound like a dumbass but what does "mid-save" mean? does it mean adding mods while IN-GAME? loading an existing save with the new mods enabled? or something else?

but this is a great mod I guess
jeffg10-TheDanceMaster 10 月 21 日 下午 7:45 
This is a premium S+ mod.
Lingyang crow 10 月 13 日 上午 7:50 
Thank you for saving my save file, you are my hero!!
Lil Kitty Girl 10 月 11 日 上午 5:33 
I have two bugged "OpportunitySite_AncientMercenaries" quests
Lil Kitty Girl 10 月 11 日 上午 4:46 
Also would be nice to have an option to delete quests with broken defs
Lil Kitty Girl 10 月 10 日 下午 10:48 
I was able to manually fix it using the remove area debug tool.
Lil Kitty Girl 10 月 10 日 下午 9:15 
FYI, this bug persist even through saves.
Lil Kitty Girl 10 月 10 日 下午 9:14 
Sometimes jumppack land sound can get stuck on repeat if a pawn is in mid jump but never finishes it lands (for example if it dies, teleports, or is no longer on the map). Mind adding a fix for this bug?
Kokoro 9 月 3 日 下午 1:16 
Seems to be incompatible with Worldbuilder, which will cause an error message failing to load the corrupt save file.
I'm experiencing severe graphical issues when it partly loads the save (despite it apparently failing to load it at all), and removing the DLCs seems to cause a separate issue for failing to load saves.
Tested on a minimal modlist of:
Harmony
Core
Vanilla Expanded Framework
Worldbuilder
Mid-saver Saver
Rage 8 月 26 日 下午 3:21 
never needed this mod. but ill give it a chance. i just have alway ran with the montra if it breaks from adding mods. you did it wrong not the mod
Toyota AE86 8 月 25 日 下午 7:39 
Quick question, I know this is meant for adding/removing mods but will this help with cases where a mod updates and then breaks an ongoing save?
FerrisCG  [作者] 8 月 4 日 上午 2:58 
@qux ill take a look at fixing that on 7th/8th when i have time ty for report
Snuggl 8 月 2 日 下午 2:46 
Tried it, works fine. This mod just saved my savegame! Thank you so much 😭
Snuggl 8 月 2 日 下午 2:22 
Does this help with plants too? I need to remove a mod that causes my dev console to not be openable anymore, hence i can't delete the plants with the mod loaded 😣
Terallis 7 月 29 日 上午 11:31 
Edit to my last message: Suddenly things started working out of nowhere and I don't even know how. Nothing changed. I guess I'll be grateful for "just mod things".
qux 7 月 29 日 上午 11:21 
Hi, potential conflict with world tech level :

[WorldTechLevel v1.1.6] Detected potential conflict: The mod "Mid-saver Saver" (Owlchemist.MidSaverSaver) adds a destructive patch that will likely override or break some functionality of WorldTechLevel.
Terallis 7 月 28 日 下午 10:49 
So I have no idea if I'm doing something wrong, but regardless of mod count and order, every time I add this, my entire game has troubles loading in some form. Whether it takes forever and the menu doesn't even show, or even most recently that it nearly crashed my computer itself to where I had to fully end the process of RimWorld and shut down because everything broke at the end of its startup.

Without the mod in the active list, this doesn't happen with the mods I use. But I really honestly have no idea if I'm just not doing something a certain way or whatever, as I just add the mod and go for the usual restart to apply. I can't get a proper log either, due to it usually just freezing, crashing, or other issues similarly. Maybe I'm overlooking something about it needing to be in a specific spot of the load order that the ingame mod list doesn't detect?
magic man 7 月 27 日 上午 1:29 
I have a bugged map with no ores but when I use the generate missing mineables option it only generates compacted machinery? If I click generate on everything but skip compacted machinery, it does nothing. Generate compacted machinery seems to be the only option that actually does anything.
Nate700 7 月 25 日 下午 10:41 
also god tier mod and literal life/game saver.
Nate700 7 月 24 日 下午 3:36 
Does this work with removing gene mods?
McLets 7 月 23 日 下午 6:51 
soooo... how do I use this? It's not appearing in the mod options.
Awein 7 月 19 日 下午 11:01 
My FPS was tanking with all the mods installed and uninstalled and I figured my save most likely have issues and I should give this mod a try.

Helped a LOT with the stuttering. Thanks for the update!
WJSabey 7 月 12 日 下午 10:02 
Can you help with a loading problem I'm having please? When I try to load a save, it crashes back to the main menu and fills the logs with "Could not regenerate layer" errors. I've tried activating all of this mod's functions, but it still doesn't help.
Log [gist.github.com]
Saigo 6 月 27 日 下午 1:13 
this actually solved my grey screen problem, thanks for updating
FerrisCG  [作者] 6 月 21 日 上午 5:11 
@The Leper Can you send me a latest.log from the collisions before and after loading the mod as well as a modlist (hugslib log pref)
The Leper 6 月 19 日 下午 11:31 
my hashes are still coliding and not fixxed after putting mineables or/and hash colllision on :dos2skull:
Chelovechek 6 月 16 日 下午 12:18 
There's a starman waiting in the sky
He'd like to come and meet us
But he thinks he'd blow our minds
There's a starman waiting in the sky
He's told us not to blow it
'Cause he knows it's all worthwhile
He told me
Let the children lose it
Let the children use it
Let all the children boogie

thanks for creating this mod:steamthumbsup:
WJSabey 6 月 15 日 下午 4:30 
I have to ask, when adding new mineable, it says we have to refog the map. Why is that? What happens if we don't?
FerrisCG  [作者] 5 月 26 日 下午 12:31 
Its safe to leave on just don't leave things enabled unless you want them to run as it will impact performance heavily
Andreas 5 月 26 日 上午 11:42 
Is it safe to leave this mod on all the time, or should I only use on specific saves when explicitly needed?
Bon 4 月 30 日 下午 9:04 
Faction removal: Removing factions can corrupt the faction data of world objects. This fix will prune the object registry of any such cases, such as broken faction settlements.

Could it be this one?
FerrisCG  [作者] 4 月 30 日 下午 8:52 
Yes it should help with most invalid references on load (if enabled in settings cant remember which one handles that off top of my head xD), but assuming the references are not done in a non standard way it should work fine for it
Bon 4 月 30 日 下午 8:48 
Does this mod help fix issues with leftover mod data? Like a removed mod trying to find references to a soldier unit but failing and causing lag?
Sentrymon 4 月 30 日 上午 5:29 
@UselessGoddess69 Did you perhaps read the instructions incorrectly before using? Have you tried using the map hash fix in this mod? It is supposed to prevent issues with rocks disapearing
General Shyguy 3 月 8 日 下午 2:07 
Followed the instructions for removing a mod, Kraltech Rebalanced in this case, now im getting issues with caravans not moving on the world map and this for a number of settlements.

System.NullReferenceException: Object reference not set to an instance of an object
[Ref 816B394F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

Can't say i've ever seen this happen before when removing a mod in 1.4 using mid-save saver but the save is non-functional now.
FirstandLastBAC 1 月 25 日 上午 9:43 
Dude thank you, my grey screen is gone!
UselessGoddess69 2024 年 12 月 30 日 上午 3:32 
My Mountains literally just vanished when I used this mod. All of my previous saves all of the sudden has the same issue.

Anyone knows how to fix this?
sweetbun 2024 年 12 月 16 日 下午 1:53 
@LZIM while it might be a bit late I did earlier today have the same issue with a recently recruited pawn not having any controls.

I did find a way to fix it by:
enabling dev mode,
going to the dev actions menu and selecting "T: Pass To World",
clicking the bugged pawn (make sure you remember the pawns name before doing so),
going back into the actions menu and selecting "Spawn world pawn..." and finding the pawn in the next menu,
selecting any of the next options (unsure if it makes a difference which; I chose colonist),
then finally using "T: Recruit" on them.
ShadowH4nD 2024 年 11 月 21 日 下午 2:51 
Just saved my colony with 386 mods from a CTD on load. Awesome!!
Lurmey 2024 年 9 月 17 日 下午 1:29 
Just putting this here as a warning to others - as tempting as it may be don't leave the hash collisions fix turned on when it's not needed, it seems to cause a conflict with FisheryLib (required for Performance Fish) and possibly other mods. Unconfirmed as yet but I was getting error spam mentioning hash codes and it seems to have gone away after turning off the hash collisions fix, saving, and reloading the save.

https://gist.github.com/HugsLibRecordKeeper/5db801dc775d2b6238f92a0dec65daee in case anyone wants to see the errors idk