RimWorld

RimWorld

Black Widows 1.1
 This topic has been pinned, so it's probably important
zamnath  [developer] 17 Mar, 2019 @ 12:48pm
Post bug reports here:
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zamnath  [developer] 17 Mar, 2019 @ 1:05pm 
@Viirin:

Mad Skills, Religions of Rimworld, Androids, Arachne, Crystal, Crystalloid, The Drow, Milkable Colonists, Animals Logic, A Dog Said, Chocolate BunBuns, Rodents of Unusual Size, SlimeMod, Pokemon, Pokemon A Dog Said, Yay Chocobos, Neutrolope, FloraTab, Blighted Alert, Rain Removes, Vegetable Garden, Peanuts, Glowroot, Harvest Organs, Repair Workbench, Infinite Turrets, Tranq Guns, Fire Extinguisher, Cloth Sandbags, Force Do Job, Wild Cultivation, Jelly Farm, RimFridge, RimWriter, BioReactor, Forbidden Temperatures, Harvest Everything!, Kill For Me, Hunt For Me, Recipe icons, Uninstall Rimworld, Dermal Regnerator, Power Alerts, Questionable Ethics, Fantastic Collectables, RimBees, Thanks for all the Fish, Gloomy Furniture, Common Sense, Roads of the Rim, Remove Gradual Relations Decay, Quarry 1.0, RPG Style Inventory, Prison Labor, Psychology Imprisonment, Bionic Icons, Leather Armor


RPG Style Inventory, the Race Mods, and Force Do Job stand out to me a bit as things that might cause trouble, as do the race mods (say if something's allowing you to build the statues out of Non-Widows materials, somehow, or something's changing the manner in which statues/statue ingredients are categorized). Moving Widows to the very end of the load order and testing then will help establish whether it's a load order conflict or something else. Following the linked explanation of printing out an error log could help, too. You might consider using the "spawn near thing" mod tool (available via the list behind the arrow icon in the dev menu when you enable dev mode) to see if the item will spawn if you place it directly. If it does, something's going on with the crafting process. If it doesn't, that's an indication something's happened to the item itself. Within my knowledge of these mods, I don't see much reason anything here should be interfering with your ability to craft widow art, but enough fiddling and we should be able to figure out what's generally going on.
Last edited by zamnath; 17 Mar, 2019 @ 1:06pm
zamnath  [developer] 24 Mar, 2019 @ 5:57pm 
A mod load order guide (taken from the Rim of Madness discord):
Mod Order Guide V4
Credit-'Chevalier XLIV' for readable format, as opposed to previous wall-of-text eye bleeding
Core
Hugslib
Jecstools
Humanoid
!Prepare Carefully!
Either here, or bottom of the mod list, occasional weird issues.
Libraries
Core file packets, if something says it has no content, just code for other mods to build from, that's a library.
Terra Core goes here.
THEN
immediately after libraries
Giddy-up Core
Giddy-up Addons
Exp. Doors
Third Age
If running Combat Extended, it is theorized that it should go right above Third Age, patch to both goes right below both.
In theory Rimworld of Magic goes here.
AFTER ALL OF THAT
Map Generation
Anything that adds biomes, messes with how maps work, or changes how the world map generates. Grand Rivers and Archipelagos go here.
Factions
Anything that ONLY adds new factions, not new races or types of pawns. Faction Control goes here.
Traits
Rainbeau's made a few of these. If it just adds traits, or adds slots, it goes here.
Medical
Yes this includes those that add new bionic parts. No it does not include mods that ONLY add medical tiems. EPOE and Rah's and A Dog Said and Archotech are examples of medical mods.
Game Behaviour/Mechanics Mods
While You're Up/Hand Me That Brick go here, but ALSO mods like Steel Isn't Flammable, Fewer Inferno Cannons and Greenworld, anything that changes how pawns, items, buildings, or events behave. Emphasis on GAME behaviour.
Items
Clothing, hair, buildings, items; hats, weapons, Vegetable Garden, nuclear power plants, Rimfactory, Climate Control and Advanced Bridges.
Race/Animal Mods
!!RACES GO AT THE BOTTOM THIS IS NOT A DRILL!!
Includes Animal Collab, Arachnophobia, Werewolves, Vampires, and other mods that make massive changes to pawns just by being loaded.
Sometimes two mods will conflict, and might be fixed by putting one of them above the other when it otherwise wouldn't be. Try this if you have done everything else here and the error still occurs.
FINALLY
IT ACTUALLY FITS
Arcanestomper 26 Mar, 2019 @ 7:25pm 
Ok so I tried loading this with the mods Hugslib, Humanoid Aliens, Jectools, and Black Widow in that order and the log is here.

https://www.dropbox.com/s/d5jvj5490xifuv7/output_log_BW.txt?dl=0

I have reinstalled the game and redownloaded all the mods. My best guess is that there is something going on with jecstools given that there seems to be an issue with JecsTools.HediffCompProperties_DamageOverTime.

But I really have no idea since no one else seems to be having an issue.
Last edited by Arcanestomper; 26 Mar, 2019 @ 7:26pm
zamnath  [developer] 26 Mar, 2019 @ 7:45pm 
hmm. The first thing I think when I see that issue is the possibility that you're running the wrong version of Jectools. If you're running an old version, it could be the DoT property that relies on Jec's was not implemented by the time that version was released. Can you please confirm that you are running the most recent version of jecs tools?
Arcanestomper 26 Mar, 2019 @ 8:07pm 
I'm using 1.1.0.15 which is the latest as far as I can tell.
zamnath  [developer] 26 Mar, 2019 @ 9:25pm 
speaking to some folks on the race framework discord, it was suggested that you try to switch Jecs and the race framework in your load order and see if that helps.
Arcanestomper 26 Mar, 2019 @ 10:32pm 
Unfortunately I get the same errors after switching the load order.
zamnath  [developer] 26 Mar, 2019 @ 11:41pm 
Hmm. At this point, there are no easy solutions I know of to recommend. That said, since the issue seems to originate from the DoT property in Jec's tools and the MPC assembly as implemented in my mod, you could, with enough effort, tweak the mod's files to remove those elements. If enough other people encountered the error, I'd remove it and rebalance it, but since you're the only person who's reported encountering the issue right now, I'm reticent to make those changes for everybody.

If you're willing to try tweaking the files to get the mod working, get your hands on a copy of notepad++ or an equivalent code editing software, then locate my mod in your mod folder in steam. Go to the Defs folder, then to the Damage Defs folder, then open the BW_Slash.xml file in your chosen editing software. Make sure to save a copy of the unedited file to have something you can revert to if you wish (save it outside the mod directory). Find all elements of "JecsTools.HediffCompProperties_DamageOverTime" and delete the library (starts with "<li ..." and ends with "</li>). This should delete all references to the assembly that is causing you problems. After you've done this, go back to the base black widows mod folder and find the assembly folder. In the assembly folder, you'll find a copy of the "MPC.dll" folder. Save a copy of that dll somewhere outside the mod and delete MPC.dll from the assemblies folder. Once you've done this, try loading the mod into the game again.

If it works, you'll have to make these changes each time I update. I'm likely going to slow down with the updates once I've gotten the bugs ironed out of the current version of the Widows Mod, but this might still be annoying. Another thing you might do, if you wish, is download the Ludeon version of the mod (https://ludeon.com/forums/index.php?topic=40837.0), following the installation instructions there. That version will not update automatically and, as a result, you can choose to update at your leisure.

If it doesn't work, let me know. It might be we can figure out some minor additional tweak to get it working, or that one of the more knowledgable coders in the discord channel that I've posted your issue to will propose another solution.

There's a chance none of the above works. If it doesn't, you have my sincere apologies. I'm striving to make the Widows mod as accessible for folks as possible, and am quite stumped over why you'd be experiencing the problems that you are.
Robin 26 Mar, 2019 @ 11:45pm 
https://imgur.com/a/q0yDPHw I don't know if this is still helpful even after you already fixed it, but this is what I had a few days ago.
zamnath  [developer] 26 Mar, 2019 @ 11:57pm 
@Robin: Certainly doesn't hurt (nice base, btw). You still won't see the caterpillar's silk production levels in the new update until you tame them, just to warn you. The bugs emerging from the portals will be wild and need to be tamed, though they should tend to be easier to tame than equivalent creatures. Once you do tame them, if you don't see them producing silk (it will call it wool until I can find a way to get it to do otherwise, but should produce the silk just fine), let me know and I'll do some more testing.
Arcanestomper 27 Mar, 2019 @ 2:24pm 
Well that seems to have worked. I get some terrain definition errors from MPC missing, but the mod does load and I can start a new colony with the Black Widows.
zamnath  [developer] 27 Mar, 2019 @ 4:03pm 
coolio--let me know if you run into any errors (mpc controls the floor speed for widow floors. Shouldn't cause crashing or anything, but you might get some angry red line errors if you build those floors)
chainsaw 27 Mar, 2019 @ 8:28pm 
Installing a brood mind into one of them (if they somehow lose it) doesn't work.
https://i.imgur.com/1e5GfAZ.png
zamnath  [developer] 28 Mar, 2019 @ 5:54pm 
Thanks for letting me know. Will see what I can do.
16th 3 May, 2019 @ 10:42pm 
had the exact same problem as spellbook23 and changing the code as described fixed the issue
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