Symptoms, what each one usually means, and what to send if it is ours.
Troubleshooting
Every refusal in the game names its own cause. Read it — the cause is the instruction.
The connection will not open
Operations names exactly one reason. Find it on the Machine pane, which numbers every step.
| It says | Do this |
|---|---|
| Not set to gate control | Check both — the machining table and the comms console each need it, separately |
| Assembly unfinished | Run the assemble gate section bill four times: 25 steel and 2 industrial components each |
| Nobody certified | Run the train gate operator bill. A machining table or a crafting spot will do |
| Out of calibration | Have a certified staff member calibrate it |
| No operator at the controls | Keep someone at the console — it is a job, not a checkbox |
| Reserve too low | More batteries, or more generation |
| No crew ready | Check the crew planner; it names who is not ready and why |
| No address to open to | Take one from a request, or dial an unknown address |
| No validated way home | The coordinate has no exit route yet |
| Gate damaged | Below half condition it will not hold. Repair it, then calibrate again |
| Connection was cut | Somebody threw the kill switch, or a containment breach cut everything |
| Too many places held open | You are at your allowance. Release one, or board up a free way in |
Every box is ticked and it still will not connect
Check gate control on both buildings. The machining table and the communications console are set to it separately, and setting one and not the other leaves a gate that looks finished and does nothing.
These are steps 4 and 8 of eleven, and the Machine pane names which one is outstanding.
Then check the address. A gate needs a registered coordinate to dial, and the Machine pane will say when the list is empty.
This gate is blocked — too many places held open
Every place you hold open costs a loaded map, and so does each colony. You are at your allowance, which is your own colony limit from Options.
Three ways on: Release a place you no longer need, board up a free way in for 25 wood, or raise the colony limit in Options.
The Places pane shows the count, so you can check before walking anywhere.
My crew is stuck on the other side
The return window expired. They are alive and their cargo is with them, at the saved address.
- Reopen that route. Fix whatever failed — power, calibration, the operator — and dial the same address again.
- Or send a relief trip. One extra person per run; the same relief member is reused for further attempts.
Nothing is lost by waiting, and the original crew is unchanged.
I released a place and my stock was in it
Release is permanent, and the confirmation says so. It counts the items first and tells you how many would be left behind.
A place you found rather than built is recoverable: it moves to a second list on the Places pane, and selecting the door that led there offers it back.
A place reached through a gate you built does not come back.
Other messages
| "A company is not established" | Overview offers to register headquarters. Do that first |
| "The save uses a different record version" | Keep the original save and use a matching build. Do not re-save it |
| "A coordinate failed to generate" | Atlas says so, keeps the address, and offers to re-address the survey. Your crew and stock are accounted for |
| A colony control is unavailable | Return to a colony map. Some tabs do not exist in the world view |
The Operations tab is missing
- You are in the world view. Return to a colony map.
- Or the mod did not load — see Install.
I sorted and the order did not change
Sorting arranges the list; saving is what writes it. In RimSort, sort, then save, then run — running without saving launches the order you had before.
If saving also appears to do nothing, RimSort's config folder is pointing somewhere other than the one holding ModsConfig.xml. That is the only one of its four locations a sort writes to. See RimSort setup.
The keybind does nothing
Another mod took \. Rebind Operations in your Key Bindings dialog; the Help pane will show your new binding.
Things moved while I was away
That is deliberate. Coordinates change between visits. Not every time, and nothing announces it.
Something followed my crew home
Also deliberate, at the deepest band through an advanced gate. Closing the connection before it arrives is what stops it.
I took too long and something is gone
Nothing in this mod runs out. No request, contract, offer, quote or trade stops being available because time passed, and nothing is penalised for delay. If something became unavailable it was not a clock — read the message, which names its own cause.
Everyone is down and the company turned up
Working as intended — see A branch never dies.
It costs you every bond on the map and up to 25,000,000 from the account. The letter gives you the figures.
This applies once a branch is in contact with the corporation. The Store and Lone survivor starts have no such protection until they earn it.
Reporting a problem
If you are on 1.7 unstable, say so. Include the exact build and branch; the retained 1.6 play observations do not establish 1.7 compatibility. Check that every optional mod supports the game version you actually launched, and keep original saves before trying another engine version.
Include your RimWorld version, your mod list, and the exact text of the message. See Links.