RimWorld
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Mid-Save-Saver Continued
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Mod, 1.4, 1.5
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4 Thg06 @ 2:32pm
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Mid-Save-Saver Continued

Mô tả
Original Mod: https://gtm.you1.cn/sharedfiles/filedetails/?id=2921585989
Note: You must unsubscribe from the original mod, I use the same packageId to keep compatibility going!




"Don't add or remove mods mid-save". This is often the advice passed around within the RimWorld modding community. But what fun is that? These problems can be fixed with time and effort, and this utility mod's goal is to find those solutions.

Current list of fixes
⚠️Note! fixes are not enabled by default. Enable them in the mod options as needed.

Related to adding mods...
  • Hash collisions: This silent killer won't produce any errors but you'll notice problems such as stone cliffs and chunks having just disappeared, or deep drills mining up nonsense items. This patch fixes this by temporarily disabling lossy map compression.
  • Retroactive mineables: If a mod added new mineables (like metal ore), this patch can retroactively add them to existing maps.
  • Remap body parts: If a mod adds new body parts or prosthetic augments, this could scramble the save data, causing limbs and injuries to show up on the wrong body parts. This fix will record the before and after and remap the body parts accordingly.

Related to removing mods...
  • 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.
  • Corrupt areas or sectors: If you get the "grey screen of death" on loading your save, your areas or sections may be missing. This fix will regenerate them.
  • Corrupt weather: Removing a mod that added custom weather may also cause the "grey screen of death". This fix will reset the weather manager.
  • Corrupt ideologies: If you view your ideologies screen and get bombarded by UI errors, you may have a corrupt precept. This fix will remove them from ideologies across all factions.
  • Missing stuff material: If you remove a mod that added materials (metals, stones, etc), and things were made out of those materials, this fix will handle their fallback.

    FAQ
    Q. I got a ton of red errors after removing a mod, but I had this installed. Is it not working?
    A. Yes, you'll get errors, that's perfectly normal. The point of this mod is only to address the fatal errors that would prevent you from doing anything. The remaining errors are just pointing out that it can't find removed content, which is fine. Save your game, and then reload that save, and they should clear up (you may have to do this 2 times sometimes).

    Q. I read the above but I'm still getting serious errors.
    A. You either:
    1. Found an issue this mod has not addressed yet. Give me the details and I'll try to find the cure.
    2. Forgot to actually enable the fixes in the mod options.
    3. The errors are unrelated to mid-save complications, and would have happened even for a fresh save in a new colony, and it's just the regular mod problem you'll need to troubleshoot.
    Q. Any risks I should know about?
    A. Due to the chaotic nature of errors, there may be unknown unknowns. By ripping out mods mid-save, it is technically plausible there could be hidden problems that do not reveal themselves through red errors. These sleeper-bugs, if they exist, will need to be worked out as they're reported upon.
    Q. Can I remove <insert mod> with this?
    A. Two things to say here: One, it's not practical for me to know the answer to this for all the thousands of mods out there. And two, the goal here is to be able to remove any mod (I have, for instance, removed over 500 mods all at the same time when testing). The reason this works is because when mods are removed, you are left with predictable and finite vanilla components that just need some special attention to make sure they're still okay, so removal is not a mod-specific process.
    The only mods that are not removable are mods that involve a framework, and you leave the framework installed. This is because frameworks are not often designed with this sort of data sanity process in mind. If you remove the framework along with the mod, it'll work fine, though.

    Why I made this
    As a mod author myself, I dislike that people may feel discouraged from subscribing to a mod out of fear that they won't be able to remove it, or that adding it mid-save could cause issues. If I had it my way, we would be able to add or remove anything, anytime. In theory, these errors can be fixed, someone just needs to step up and do something about it.
14 bình luận
Lurmey 17 Thg09 @ 1:29pm 
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
我家的貓會後空翻 11 Thg09 @ 8:14pm 
This mod saved my 1000+ hour save from Giddy-up&Giddy-up2's BUG.
Thanks very much.
Sir_Trollman 21 Thg07 @ 2:14pm 
When 1.5 :troll:
LZIM 15 Thg07 @ 5:52pm 
Was still using the 1.4 version to try to fix an issue where pawns added to colony (not all of them) are not showing any controls. They can be controlled only by prioritizing them but cant be drafted since there is no button for it. Will try this mod but it probably cant fix the issue. Anyone else come across the same issue and know if any workarounds or solutions or to force regenerate a pawn with all the same attributes?
Elykdez 8 Thg07 @ 11:40pm 
Great mod saving my save after removing obsolete mods from 1.4 to 1.5!
Would be better if it's possible to add a "save player faction" feature that assign default story and faction then make player pawn colonists if player faction added by mod is removed. I did everything mentioned above with a text editor by hand to save my save completely.
nako 8 Thg06 @ 9:26am 
Thank you for the update. I don't know if you're planning to add features to this, but it's possible for player own mechanoids to get a little buggy if they have a deleted work/recharge mode, and some other cases related to available work types. I wonder if it would be possible to add fixes to reset buggy mechanoids.
XT489 8 Thg06 @ 6:38am 
Hero!!
Asteroid 25399 7 Thg06 @ 8:14am 
Thank you for the update!
rumble rumble 6 Thg06 @ 11:39pm 
Hero!:steamthumbsup:
galesdeloscien 6 Thg06 @ 11:23am 
this one was preety good and i used to use it a lot.