NoizeDaemon

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About NoizeDaemon

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  1. Haven't played in a while. Tried starting a new survival colony today - it crashed and prompted me to disable all mods. Done that - still crashes once I select "Survival". Here's the log: Assert failed: subworlds/barren/LargeChasmStart (subworld) referenced a missing biome named biomes/Forest/Chasm at UnityEngine.Debug.LogError (System.Object message) [0x00000] in <b8388ffefd6046f8a7b4080349da72eb>:0 at Debug.LogError (System.Object obj) [0x00000] in <2b62282b98e74183b88777eeac42c29a>:0 at Debug.Assert (System.Boolean condition, System.Object message) [0x00000] in <2b62282b98e74183b88777eeac42c29a>:0 at DebugUtil.Assert (System.Boolean test, System.String message0, System.String message1, System.String message2) [0x00000] in <2b62282b98e74183b88777eeac42c29a>:0 at ProcGen.SettingsCache.LoadSubworlds (System.Collections.Generic.List`1[T] subworlds, System.Collections.Generic.List`1[T] errors) [0x00000] in <2b62282b98e74183b88777eeac42c29a>:0 at ProcGen.SettingsCache.LoadFiles (System.Collections.Generic.List`1[T] errors) [0x00000] in <2b62282b98e74183b88777eeac42c29a>:0 at ProcGenGame.WorldGen.LoadSettings () [0x00000] in <7b5fa782022149a99d44b48cd9e7c13a>:0 at ModeSelectScreen.LoadWorldsData () [0x00000] in <7b5fa782022149a99d44b48cd9e7c13a>:0 at ModeSelectScreen.OnClickSurvival () [0x00000] in <7b5fa782022149a99d44b48cd9e7c13a>:0 at MultiToggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <7b5fa782022149a99d44b48cd9e7c13a>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent () [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <5037134658f24388b37f5fd649e657a6>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <5037134658f24388b37f5fd649e657a6>:0
  2. I agree with the previous posters about vents needing an "automated" checkbox.. same situation: now not accessible rooms contain vents that where originally shut off with shutoffs - a lot of the automation for that overlaps now with the vents & makes them either permanently open, closed or dependant on singular sensors instead of the whole logic setup.. basically this update kills my base.. please release a hotfix for this.. it's incredible frustrating to lose a base you invested countless hours in, because of an update.. EDIT: I guess I can use debug mode to fix stuff.. but that will disable achievements & it still feels ****** having to do that in the first place.. I really love you guys - you make great games & you keep updating them - even the new update looks awesome, I'm just incredible frustrated atm.. maybe the next time you update existing stuff in a potentially basebreaking way, do it like Slarti-Bartfast suggested :/