# Known Issues ## __Async__ - Quest sites containing smoke spewer, sun blocker, etc. are messy due to decoupled time. (Colonies in the past will have to catch up to the date it was destroyed before it is removed.) - If any negative condition camp appears on a world map when it's destroyed only the player who received quest for this camp will get rid of condition (if this camp affects more than 1 active map), other maps will still have this condition (EMI, sunblocker etc). **Fix** - remove either via dev mode tools (should be enabled when you're preparing host, not just in game settings) or edit save file (make a backup in case you break save file) ## __Mod Mismatch__ - Having a local copy of a mod alongside a steam workshop version of that mod will cause mod mismatches. Remove the local copy from the Mods folder. - Sometimes HugsLib will cause a mod mismatch (defs), this can be fixed by having the host send clients their HugsLib folder from: %userprofile%\appdata\locallow\Ludeon Studios\RimWorld by Ludeon Studios ## Def/Thing Mismatches These tend to be caused by mods updating, HugsLib, or local mods. If host and client are getting mismatches with the same mods, check for local mods in steamapps\common\RimWorld\Mods and remove them if using the Steam Workshop. If you're getting mismatches with the same mods and **DON'T** have local mods, then perform a core clear. Host and Clients must go to their Rimworld install and locate the "data" folder, this folder must be deleted, then Steam used to "Verify Integrity" to re-download it. ## __Desyncs__ If you encounter any of these, the host needs to save and the client needs to re-join; the host should NOT be re-hosting nor should the client simulate. - Most debug tools are fine, map altering can cause issues still. ## __General Issues__ - Pawns don't always have the same name across clients. (Purely visual, safe to ignore) ## __Unconfirmed issues__ - "Preferred player-created characters" may cause issues if the pawn has a preset background and traits. - Caravan UI not synced (check connection / try a direct connection) ## __Issues with Rimworld Version 1.5__ - Rituals are fixed with RELEASE 0.10.4 ,when you use the Prepatcher mod. Otherwise they will desync - For Marriage Name precepts the working ones are "always man's", "always womans", and "random". "Usually man's" or "usually womans" causes desyncs. - Most Anomaly interactions don't work and the DLC should be avoided until then ## __Issues with Multifaction__ - All multifaction players except the host start with the default scenario of three (3) normal Pawns - All multifaction players except start with crash landed research level - Sometimes when one player Tabs out of the game, the game freezes for all other players, until they tab back in - If the map is blank for any faction besides the first one, you need to unpause the game (on that specific map, if using async time) for a few seconds. Your colonists are most likely still in drop-pods and haven't revealed the area yet. If that doesn't work then you'll likely need to use dev mode commands to reveal the areas on the map. - In Multifaction, a quest is generated for the Spectator faction which causes it to generate with Errors and potentially cause a desync. Use the latest versions of Multiplayer Compatibility, Prepatcher and the latest test release of Multiplayer to reduce this to a minimal chance. - In Multifaction, Quests that offer pawns, e.g. fleeing from raiders, sometimes have them end up in the Spectator faction. You can use Development Mode > Debug Actions > Set Faction to set them to your faction... (or arrest them, we won't judge.) - The Host will not get a prompt to name their colony or Faction. In Multifaction, joining players will not get a prompt to name their colony. (You can use World Edit 2.0 as of 06/2025.) ## __Issues with Multifaction and DLCs__ ### Ideology DLC - In Multifaction, Relic Quests will not appear. - All multifaction players except the host can only choose a preset and cannot customize their ideology (using dev mode to change ideoligion still works) ### Anomaly DLC - Only the starting colony will have the monolith. Attempting to spawn in extra ones will cause issues, as RimWorld only supports 1 monolith in the game at the same time. ### Biotech DLC - Only the starting colony will have the ancient exostrider (mechanitor corpse). Additionally, mechanitor ship/complex quests require triggering or losing the ancient exostrider, so they may not appear for anyone besides the starting faction. - In Multifaction, Calling Mech Threats increases that threat summon count for all players. Meaning that if Player 1 summons a Diabolus, it now counts as if all players had summoned a Diabolus for the purposes of determining the difficulty of next threat. - In Multifaction, one player analyzing a mech chip for the purposes of unlocking Mech Tech, unlocks it for all players. ## __Commonly Encountered DLC Issues__ ### Royalty DLC - Bestowal Ceremonies must be started by selecting the bestower and then using the Gizmo in the bottom. Right-Clicking will not work. - Quests involving lending colonists via a Shuttle cannot be completed, the shuttle will never register as fully loaded and cannot leave. Simply ingore these quests. ### Ideology DLC - Start Role Changes over the Social tab instead of the ritual spot to avoid a potential desync and failure to change the role. ### Anomaly DLC - Void provoke can desync - Async Pit gates can cause issues