RimWorld

RimWorld

TD Enhancement Pack
Uuugggg  [developer] 30 Mar, 2018 @ 2:25am
Bug Reports
Let's keep the comments clean, report bugs here!

=========================
When submitting bugs
1) post debug log
2) be specific
3) don't be vague
4) post debug log
5) maybe explain why you think this mod is causing the problem

( I am honestly going to ignore things if I don't get these )
=========================

Vague reports can only get the response " well, that doesn't happen here "

---

The game produces log files. These are essential for debugging.

Get HugsLib, press ctrl-F12 to upload logs.
Last edited by Uuugggg; 29 Feb, 2020 @ 1:23pm
< >
Showing 1-15 of 124 comments
Rock5 17 Oct, 2018 @ 12:15am 
I noticed a bug that the deep drills no longer turn off when the resources run dry. This causes a whole pile of chunks to be mined until I notice it and stop it. I was able to narrow it down to your mod because if I remove your mod only then the original functionality returns. No error happens so I'm not sure if you need my log file but I'll include it anyway. {LINK REMOVED} Thanks.
Uuugggg  [developer] 17 Oct, 2018 @ 12:50am 
BUG FIXED.

Awaiting 1.0 to release
Toby 17 Oct, 2018 @ 9:54am 
A Pyromaniac on a fire starting spree can be made to stop the current fire
So, spamming X makes it possible to have an entire spree without any fire
Uuugggg  [developer] 17 Oct, 2018 @ 11:49am 
That's probably true. That's easily fixable.
Cecil_FF4 29 Oct, 2018 @ 8:06pm 
I've got a lot of mods, but I was able to narrow down a bug to yours. My map scrolls way too fast with the mouse wheel button. I've tried changing the toggleable options to see if I could fix it but it's persistent unless I remove your mod. Log here: https://drive.google.com/open?id=1_Jcg_b76ZeeJNBaKDrwjvKLVV5LHjZQ4
Last edited by Cecil_FF4; 29 Oct, 2018 @ 8:07pm
Uuugggg  [developer] 29 Oct, 2018 @ 8:14pm 
It's really a vanilla problem whenever there's low fps

so of course that means this is causing low fps

but of course I am not seeing this low fps issue :/
Mlie 22 Nov, 2018 @ 10:21am 
Found a bug with the latest (?) update of this mod. The warning for empty workbench warns for benches without the capability for recepies.
For example the "basic manager desk" in Colony Manager (by Fluffy) has an interraction spot but works like the researchbench, it does not have any bills.
Perhaps you can check if the workbench has
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
since that is the part that seem to be different about this type of workbenches?
Uuugggg  [developer] 22 Nov, 2018 @ 10:49am 
Really, that mod shouldn't use workbench as a base building if it's not a workbench.

Workbenches exist for bill lists, so yea it should be like research bench which isn't a work bench
Last edited by Uuugggg; 22 Nov, 2018 @ 10:51am
Mlie 22 Nov, 2018 @ 11:41am 
Ok, I was hoping for a way to ignore that but Ill just disable the alert then.
tg9 28 Nov, 2018 @ 5:36pm 
I'm pretty sure his mod doesn't like colonists because i'm 90% sure sure this mod is the culprit for breaking the entire game
A: The mod does not allow pawns to generate when creating a world.
B: This mod, if disabled when creating a world then, save the world then turn this mod back on, and the colonists disappear.
C:This mod doesn't allow colonists to be spawned using dev mode, either. It DOES allow animals/pets to spawn. Note your animal does spawn (colonists not so) if following what i said in problem B.
The mods i can think of off the top of my head that also affect something to do with pawns are Alien Races Framework, Android Tiers and NightVision, though i have maybe 200-500 other mods lol. Also, i have Mehni's Misc Modifications, however these mods have been working in sync for a long time so i don't think it is the culprit.
Asiltic 2 Dec, 2018 @ 5:46am 
There seems to be a problem with "Rainbeau's Fishing", where the "Empty Workbench" alert comes when you build a fishing spot, even tough there are no bills for it. Fixable by disabeling the option, but I would like to keep that feature
Uuugggg  [developer] 2 Dec, 2018 @ 6:18am 
These modders making workbenches that don't need to be workbenches :/
Pickle_Surprise 15 Dec, 2018 @ 6:06pm 
Do mod conflicts count as bugs?

Was having a 'ten jobs in ten ticks' error and was able to narrow it down to this mod. Pretty sure the Psycology mod gave one of my pawns anxiety and was having a Panic attack(after disabling every mod and reinstalling them 10 at a time) but the option "Stop fleeing if threat is gone" was conflicting with the Cowering ativity.

Really glad deselecting that option stopped all the errors and I can keep this mod.

Great mod by the way :D
Uuugggg  [developer] 16 Dec, 2018 @ 2:43am 
Hm - that'd mean Panic attacks are counted as "fleeing" - so I'm gonna blame Psychology there for re-using a real simple action of "run and hide" and forgetting it's "flee from danger"
mason.lee 21 Feb, 2019 @ 12:56pm 
Hello! The 1.2.1.0 update from today is still buggy/crashy for me. On mac. Here's the logs: https://pastebin.com/zkm6xCKH
< >
Showing 1-15 of 124 comments
Per page: 1530 50