RimWorld

RimWorld

Autocleaner
Erbse 14 Jun, 2020 @ 1:20pm
Incompatibility with Faction Bender
Hey,

this mod in conjunction with Faction Blender causes Rimworld to die a horrible death.

Mods such as Faction Blender may draw on your vacuum unit(s) to have it join raids. However, your unit is defined with a <combatValue> of 0. Rimworld does not like a 0 value here and freezes forever while sporadically running into out of memory exceptions.

The way to ensure compatibility is two-fold:

1. The autocleaner unit/faction needs to be put onto Faction Blender's default black list

2. The combatPower must be at least 1, so that mods which might pull your unit into raids do not cause the game to go haywire.

Specifically for Faction Blender option 1 is preferred but option 2 should likely be implemented too, to avoid potential errors of the same kind down the line with other mods.
Last edited by Erbse; 1 Aug, 2020 @ 5:46am
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Showing 1-9 of 9 comments
Thanks for the head's up. You probably just saved me from a huge headache.
Tiny4741 1 Aug, 2020 @ 5:17am 
In Faction Blender's mod options, you can set certain pawns to never spawn in raids. By default it includes xenomorphs, star vampires, etc. Does it work if you just manually add the autocleaner to that list?
Erbse 1 Aug, 2020 @ 5:46am 
Yes it does, did that myself.

Wasn't sure which was has to go where so I opted to put all sensible values in both fields:

https://imgur.com/GrzUuFN.png
Last edited by Erbse; 1 Aug, 2020 @ 5:51am
AUTOMATIC  [developer] 9 Sep, 2020 @ 11:13am 
I think that should be treated as a bug in the other mod, because it's their code that locks up for no good reason, but I changed combatPower to 1 for now.
Hcup 10 Sep, 2020 @ 7:14am 
I think it's more likely FB fault because I have a horrible lag spike when the game tries to generate raids or caravan from the union faction. The lag spike ended when I removed all FB's faction outposts so they can't spawn anymore.
Erbse 10 Sep, 2020 @ 7:48am 
More than anything I'd think that RimWorld's core shouldn't attempt to infinitely pull 0 power units to reach a certain threshold and run out of memory in the progress and then just go ahead and repeat the process ad infinitum.

That, of course, is under the assumption that the unit pulling happens in core rather than some custom implementation(s) done by Faction Blender. I'm not particular familiar with RimWorld's inner workings and/or modding.

I wholeheartedly agree with you that this mod bears the least fault, if any at all, in all of this. I just went around looking for solutions and as an end user I'm more interested in a functioning result than the technicalities. From a dev perspective however I am fully with you.

Cheers!
Last edited by Erbse; 10 Sep, 2020 @ 7:51am
albucc 14 Mar, 2021 @ 11:36am 
To me what happened was something slightly different: A caravan from the Faction Blender came with 3 "autocleaners" as "pets(?)"... and they started trying to clean my home area.

I've discovered that I could "deactivate" them by simple interaction (as if they were actually mine) and then I could SELL THEM to the caravan :steamhappy:

But it got worse: I sold all three in a single transaction (stripping the caravan from all their money in the process) and then I bought 1 back...

The autocleaner "kept the caravan faction" , and kept cleaning my home area (wouldn't leave)...

Which is making the caravan to wait forever in place for their pet autocleaners to join back, each one of the members slowly dying of starvation :D
Hypnopazūzu 7 May, 2021 @ 11:40am 
Originally posted by abmpicoli:
To me what happened was something slightly different: A caravan from the Faction Blender came with 3 "autocleaners" as "pets(?)"... and they started trying to clean my home area.

I've discovered that I could "deactivate" them by simple interaction (as if they were actually mine) and then I could SELL THEM to the caravan :steamhappy:

Basically just had the same thing happen to me except I opted for incinerating them and it triggered a literally endlessly repeating notification about that faction leaving the map. Had a feeling the blender was at fault... Also interesting was that when they were running around cleaning for me, when a pawn became idle they (the pawn) would pathfind to a single specific spot and just sit there 'wandering' until I drafted them or gave them a job etc (lost one to toxic fallout thanks to this), a behavior which would end immediately after deactivating them.

Anyway thanks for saving me from guesswork with 374 active mods lmao..
TurtleShroom 10 May, 2021 @ 2:43pm 
Seconded. I am experiencing the same glitch. The Roombas need to be added to the exceptions list of spawning.
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