RimWorld

RimWorld

Nature's Pretty Sweet
tkkntkkn  [developer] 27 Nov, 2017 @ 4:50am
Bugs - OLD
This thread is too long to handle :) Please post new bugs in the new thread.

I'll delete this thread once I finish all the bugs listed here.

If you're having the "raining lava" bug or the "rain turning the ocean and rivers into dirt" bug, please post in the other discussions.

Bugs that should be fixed:

Roe missing image
Amber/petrified wood wrong color
Custom floors, waters, etc were turning to dirt in the rain
Redwood biome temperatures
Redwood biomes raining all the time
Frost performance issues
Couldn't build on wet sand
Redwoods/fallen redwoods ugly & too hard to tell where to click to interact with them
Steam vents spawning outside volcanic fields
Redwood/petrified wood floors using bad material
Last edited by tkkntkkn; 10 Dec, 2017 @ 1:40pm
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Showing 1-15 of 100 comments
tkkntkkn  [developer] 27 Nov, 2017 @ 4:55am 
Giant crab meat gives insect debuff
Roe missing image
Last edited by tkkntkkn; 27 Nov, 2017 @ 5:03am
Red Shirt 27 Nov, 2017 @ 1:22pm 
I've noticed a bit of a bug with the amber and petrified wood.. For some reason they are white, I don't know if this is intended or a work in progress
Flesh Forge 27 Nov, 2017 @ 8:53pm 
https://i.imgur.com/WweNbzT.png

I think that might be ruins built from basalt when the map is generated? Rainbeau's Configurable Maps mod attempts to make ruins out of local stone and it examines which stone is available when the map is generated, it's probably that.
Last edited by Flesh Forge; 27 Nov, 2017 @ 9:54pm
Necril 28 Nov, 2017 @ 3:01am 
Here's a few problems that I ran into

In redwood forests:
1) Summer never ends. The temeprature is constantly 24C even during the winter (norther hemisphere)
2) It rains 80% of the time

General issues
1) Plants spawn all over the place, even in complete darkness
2) Over an entire one year period not one caravan passed through. There were 2 visitors and 3 raids, but no caravans or traders
Lt. Sniffles 28 Nov, 2017 @ 7:43am 
Hello, when I have the mod activated it throws up thousands of this particular error message:

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[Verse.IntVec3,TKKN_NPS.cellData].get_Item (IntVec3 key) [0x00000] in <filename unknown>:0
at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Any idea? I have several mods installed, but I can't seem to figure out which ones are causing this conflict.
Vanthrys 28 Nov, 2017 @ 7:58am 
Snails apparently are in constant "NaN%" pain, have zero conciousness caused by 0/0 brain, but otherwise move around and eat as normal.
Possibly a mod conflict? Sister has the same problem, but no-one here has mentioned this yet.
Sarcastrophy 28 Nov, 2017 @ 2:15pm 
@NITROFISH383: Got the same errors, usually accompanied with lots of lag and pawns doing absolutely nothing. Still trying to find the clashing mod(s) but so far no luck. Will report back if I found something useful...
tkkntkkn  [developer] 28 Nov, 2017 @ 3:07pm 
Originally posted by Vanthrys Kreath:
Snails apparently are in constant "NaN%" pain, have zero conciousness caused by 0/0 brain, but otherwise move around and eat as normal.
Possibly a mod conflict? Sister has the same problem, but no-one here has mentioned this yet.

I think this is on my end, I had a similar problem waaaay earlier in the testing. I'll look into it. Thanks!
tkkntkkn  [developer] 28 Nov, 2017 @ 3:10pm 
Originally posted by NITROFISH383:
Hello, when I have the mod activated it throws up thousands of this particular error message:

System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
at System.Collections.Generic.Dictionary`2[Verse.IntVec3,TKKN_NPS.cellData].get_Item (IntVec3 key) [0x00000] in <filename unknown>:0
at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Any idea? I have several mods installed, but I can't seem to figure out which ones are causing this conflict.

Sooo the way that the code works is it makes a big list of all the cells on game load and then runs doCellEnvironment on them. So it sounds like it's missing that list, which should not be happening, because it should've just made the list when you opened the game.


Questions:
What biome and is it a new save? And if it's a new save, is it brand new, you just made the world, or did you make it like, yesterday, and then reopened the same save? Thanks, sorry this is happening
tkkntkkn  [developer] 28 Nov, 2017 @ 3:10pm 
Originally posted by Sarcastrophy:
@NITROFISH383: Got the same errors, usually accompanied with lots of lag and pawns doing absolutely nothing. Still trying to find the clashing mod(s) but so far no luck. Will report back if I found something useful...

Questions:
What biome and is it a new save? And if it's a new save, is it brand new, you just made the world, or did you make it like, yesterday, and then reopened the same save? Thanks, sorry this is happening
tkkntkkn  [developer] 28 Nov, 2017 @ 3:11pm 
Originally posted by Necril:
Here's a few problems that I ran into

In redwood forests:
1) Summer never ends. The temeprature is constantly 24C even during the winter (norther hemisphere)
2) It rains 80% of the time

General issues
1) Plants spawn all over the place, even in complete darkness
2) Over an entire one year period not one caravan passed through. There were 2 visitors and 3 raids, but no caravans or traders

Hi, working on this tonight. Thank you!
tkkntkkn  [developer] 28 Nov, 2017 @ 3:11pm 
Originally posted by Flesh Forge:
https://i.imgur.com/WweNbzT.png

I think that might be ruins built from basalt when the map is generated? Rainbeau's Configurable Maps mod attempts to make ruins out of local stone and it examines which stone is available when the map is generated, it's probably that.

Yikes, I'll fix that tonight. Thanks!
Nechrom 28 Nov, 2017 @ 3:35pm 
I got permanent frost effects (even indoors, despite high temperatures), so I tried to fix it by disabling cold effects. But now I instead have permanently frozen water/swamp regardless of outdoor temperature. And since the ice doesn't play well with other ground-changing mods like bridge mods and ground relamation mods, it's really messing with my game.
Enabling the cold effects again does nothing.

Is there a way to force the ice to turn back into the original ground type?
lucas41205 28 Nov, 2017 @ 6:38pm 
1. Roe eggs are invisible
2. Crab meat has insect debuff
3. I lost my save file because I got the event that makes all the animals of one type in the map go manhunter and the animal was giant crab. I recommend not playing on ocean maps untill this is fixed
Cecelia Crescent 29 Nov, 2017 @ 6:03am 
Oasis sometimes fails to spawn. I'm not sure what causes this.

Love your mod, and thanks for doing this.
Last edited by Cecelia Crescent; 29 Nov, 2017 @ 6:10am
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