RimWorld

RimWorld

Android tiers
 This topic has been pinned, so it's probably important
aRandomKiwi  [developer] 7 Aug, 2021 @ 11:37am
[Bugs Reports]
:biohazard: Rules to report bugs :biohazard:
  • 1) Make sure you have the latest version of Android Tiers by clicking on this link[github.com], you can compare with your version by clicking on the "mods" button (in Rimworld main menu) and selecting the mod, the version is displayed in yellow at the bottom of the screen.
  • 2) If the issue persists, then reproduce the issue you encountered (so that potential usefull errors are logged in the console)
  • 3) Transmit logs by clicking on "Share logs" button in rimworld's console, and copy/paste here the generated link (need HugLibs mod), and explain the way to reproduce your issue.
Last edited by aRandomKiwi; 10 Aug, 2021 @ 5:17pm
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Showing 1-15 of 168 comments
talekeeper14 7 Aug, 2021 @ 12:57pm 
Doesn't look like this subject was touched yet, but I had an issue with a T3 android slave in my Android only colony (all T1s and 2s so far) The T3 was a slave, but could not switch off the biomass fuel and use the android charging station assigned. The other conflict was with a minor thing with an Ideology it held that discriminated against other races, but seemed to count T1 and 2 androids as a different race. I don't know if this can be fixed, but I thought it should be noted. Thanks again, I love your Mod!
aRandomKiwi  [developer] 7 Aug, 2021 @ 1:17pm 
@talekeeper14 : Thanks for the report, issue reproduced and fixed into the latest update on GitHub : https://github.com/Atla55/Android-Tiers-Core/releases/tag/3.0.0.6
Mycroft 7 Aug, 2021 @ 4:07pm 
Hey, i was wondering if it would be possible for you to add "maxConfigurableAtWorldCreation" to the faction defs? I was having an issue with world generation and i tracked it down to having too many factions trying to spawn (well beyond the limit of 11). I would ordinarily just resolve these issues with [KV] Faction Control, but FC doesn't let you add/remove factions anymore since 1.3 ideology does that as vanilla.....buuuut this apparently doesn't apply to MOD factions unless they have that setting...so....yeahh....

would appreciate it. I would post a log, but i don't think this is actually a bug, it's just something that isn't set.
Last edited by Mycroft; 7 Aug, 2021 @ 4:07pm
aRandomKiwi  [developer] 7 Aug, 2021 @ 4:32pm 
Thanks for the tips, i updated the related factions defs on the 3.0.0RC rev6 release on Github : https://github.com/Atla55/Android-Tiers-Core/releases/tag/3.0.0.6
Diagan 7 Aug, 2021 @ 5:19pm 
looks like there's an issue with prepare carefully and the Androids Apocalypse scenario, in that you cant select a SX android body in the prepare carefully UI.

edit: also, robotic animals don't appear on the pen marker
Last edited by Diagan; 7 Aug, 2021 @ 5:55pm
FlyingDog 8 Aug, 2021 @ 12:16am 
Odd bug; upon rebooting Rimworld whatever settings I changed in the mod settings panel revert to their default values. However, it doesn't seem to apply to all the settings on offer. Some, like those related to low network penalties and whether or not androids can rust, save just fine, but off the top of my head the ones related to network security don't.

Things I've tried; Unsubscribing from the mod, deleting all relevant config files located in LocalLow/Ludeon Studios/Rimworld/Config then resubscribing, to no avail. I have also tried repeating the process above, but with the most recent version on the mod's github page rather than the steam workshop version too, but this didn't seem to achieve anything either. The mod's config file is not protected or set to read-only, as evidenced by the fact that upon booting the game the mod successfully replaced the file's contents, removing the junk I'd added at the end to test.

All required prerequisites are installed and active, using Fluffy's mod manager for 1.3, though this issue was also present in the 1.2 version of this mod.

Cheers.
aRandomKiwi  [developer] 8 Aug, 2021 @ 2:51am 
@b.leys : As the Prepare Carefully mod is not officially published for 1.3 and the current status of the unofficial 1.3 release is set on "Extremely unstable", I think it is better to wait for the release of the official version, but I will check anyway with the unstable when I have a little time.

@FlyingDog : Just fixed some missing settings in the master branch on GitHub : https://github.com/Atla55/Android-Tiers-Core/archive/refs/heads/master.zip
Missing ones where :
-disabled Skymind security stuff
-ransomware settings (min silver, max silver, silver to pay to restore skill per level)

Please let me know if there are still missing, but I think not
Viking170 8 Aug, 2021 @ 10:04am 
Since the 1.3 update I'm not getting the t5 strange crash event. It doesn't show up in debug incidents anymore either
aRandomKiwi  [developer] 8 Aug, 2021 @ 11:02am 
@Viking170 : There is a change in how Rimworld 1.3 organize incidents, this one is now available thought the "World" menu then click as usual on the first cog icon then "Do incident (World)" then "Strange Crash".
Malkiot 8 Aug, 2021 @ 5:41pm 
I have installed rev6 manually. There is an incompatibility between previous version and this version on existing saves. All surrogate connections should be severed before saving and updating the mod on the existing save.

When moving to rev6 to fix the surrogate ideoligion, in an existing save, when disconnecting the surrogate, the empty surrogate ideoligion will overwrite the pawn's ideoligion (effectively removing it). The now disabled surrogate will adopt the pawn's ideoligion, while the pawn ends up having no ideoligion.

To fix:
1. with rev6 enabled, toggle connect (reconnect / connect) all surrogates such that your bio pawns have the ideoligion.
2. Save.
3. Disable rev6, enable previous version (rev3 in my case).
4. Restart.
5. Load save.
6. Disconnect all connected surrogates. All surrogates should be disabled, without ideoligion and your bio pawns should have the ideoligion.
7. Disable old version, enable rev6.
8. Restart.
9. Load save.
10. Reconnect all surrogates. Surrogates should now have the ideoligion.
Last edited by Malkiot; 8 Aug, 2021 @ 5:56pm
Jim Teacher 10 Aug, 2021 @ 10:19am 
I created a T1 android at the robotics production casket, but I didn't get an android. Like, the materials were consumed and my colonist finished the job but nobody's there. I'm still using 1.2, so could that be the problem? Or are there any incompatible mods that would be the cause?
AmCh 10 Aug, 2021 @ 11:38am 
Am on v3.0.0RC Rev6
There is no option for Chemical Processing Units to use battery, and there is no "Increase of power consumed when a ### is charging" setting or Chemical Processing Units in Mod Settings.
Instead, there are two identical "Increase of power consumed when a NSolution is charging" settings in Mod Settings.
aRandomKiwi  [developer] 10 Aug, 2021 @ 4:59pm 
@Fenekku, @birb daniels : Thanks to follow Bugs Reports rules, without concrete data, no fixes.

@Amch : The issue will be fixed in the incoming update.
ivan 10 Aug, 2021 @ 10:15pm 
Originally posted by aRandomKiwi:
@Fenekku, @birb daniels : Thanks to follow Bugs Reports rules, without concrete data, no fixes.

yea i hear you, i meant to come delete my comment anyway since it turns out it was a different mod causing my problem and it was just really inconsistent (Better Pawn Control) if i do ever have a bug though i will be sure to provide solid data and info! great mod!
plastmastick 11 Aug, 2021 @ 12:52pm 
catch some errors, seems like game can't find textures for femal android (T1)
Logs:
1)
Failed to find any textures at Things/Droids/tier1/body/Naked_Female while constructing Multi(initPath=Things/Droids/tier1/body/Naked_Female, color=RGBA(1.000, 0.937, 0.745, 1.000), colorTwo=RGBA(1.000, 0.937, 0.745, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
AlienRace.AlienPartGenerator:GetNakedGraphic (RimWorld.BodyTypeDef,UnityEngine.Shader,UnityEngine.Color,UnityEngine.Color,string,string)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch3 (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnAt_Patch4 (Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
Verse.Pawn_DrawTracker:DrawAt (UnityEngine.Vector3)
Verse.Pawn:DrawAt (UnityEngine.Vector3,bool)
Verse.Thing:Draw ()
Verse.ThingWithComps:Draw ()
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
2)
Failed to find any textures at Things/Droids/tier1/body/Naked_Female while constructing Multi(initPath=Things/Droids/tier1/body/Naked_Female, color=RGBA(0.341, 0.322, 0.298, 1.000), colorTwo=RGBA(0.341, 0.322, 0.298, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get (System.Type,string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color,Verse.GraphicData,System.Collections.Generic.List`1<Verse.ShaderParameter>,string)
AlienRace.AlienPartGenerator:GetNakedGraphic (RimWorld.BodyTypeDef,UnityEngine.Shader,UnityEngine.Color,UnityEngine.Color,string,string)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch3 (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnAt_Patch4 (Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
Verse.Pawn_DrawTracker:DrawAt (UnityEngine.Vector3)
Verse.Pawn:DrawAt (UnityEngine.Vector3,bool)
Verse.Thing:Draw ()
Verse.ThingWithComps:Draw ()
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
3)
Failed to find any textures at Things/Droids/tier1/head/Female_Average_Normal while constructing Multi(initPath=Things/Droids/tier1/head/Female_Average_Normal, color=RGBA(1.000, 0.937, 0.745, 1.000), colorTwo=RGBA(1.000, 0.937, 0.745, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get<Verse.Graphic_Multi> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,UnityEngine.Color)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch3 (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnAt_Patch4 (Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
Verse.Pawn_DrawTracker:DrawAt (UnityEngine.Vector3)
Verse.Pawn:DrawAt (UnityEngine.Vector3,bool)
Verse.Thing:Draw ()
Verse.ThingWithComps:Draw ()
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
4)
Failed to find any textures at Things/Droids/tier1/head/Female_Average_Normal while constructing Multi(initPath=Things/Droids/tier1/head/Female_Average_Normal, color=RGBA(0.341, 0.322, 0.298, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Graphic_Multi:Init (Verse.GraphicRequest)
Verse.GraphicDatabase:GetInner<Verse.Graphic_Multi> (Verse.GraphicRequest)
Verse.GraphicDatabase:Get<Verse.Graphic_Multi> (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnGraphicSet:Verse.PawnGraphicSet.ResolveAllGraphics_Patch3 (Verse.PawnGraphicSet)
(wrapper dynamic-method) Verse.PawnRenderer:Verse.PawnRenderer.RenderPawnAt_Patch4 (Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)
Verse.Pawn_DrawTracker:DrawAt (UnityEngine.Vector3)
Verse.Pawn:DrawAt (UnityEngine.Vector3,bool)
Verse.Thing:Draw ()
Verse.ThingWithComps:Draw ()
Verse.DynamicDrawManager:DrawDynamicThings ()
(wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map)
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
5)
Error rendering pawn portrait: Object reference not set to an instance of an object
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.PawnRenderer:RenderCache (Verse.Rot4,single,UnityEngine.Vector3,bool,bool,bool,bool,bool,System.Collections.Generic.Dictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)
RimWorld.PawnCacheRenderer:OnPostRender ()
(wrapper dynamic-method) RimWorld.PawnCacheRenderer:RimWorld.PawnCacheRenderer.RenderPawn_Patch2 (RimWorld.PawnCacheRenderer,Verse.Pawn,UnityEngine.RenderTexture,UnityEngine.Vector3,single,single,Verse.Rot4,bool,bool,bool,bool,bool,UnityEngine.Vector3,System.Collections.Generic.Dictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)
RimWorld.PortraitsCache:RenderPortrait (Verse.Pawn,UnityEngine.RenderTexture,UnityEngine.Vector3,single,Verse.Rot4,bool,bool,System.Collections.Generic.Dictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)
RimWorld.PortraitsCache:Get (Verse.Pawn,UnityEngine.Vector2,Verse.Rot4,UnityEngine.Vector3,single,bool,bool,bool,bool,System.Collections.Generic.Dictionary`2<RimWorld.Apparel, UnityEngine.Color>,System.Nullable`1<UnityEngine.Color>,bool)
Sandy_Detailed_RPG_Inventory.Sandy_Detailed_RPG_GearTab:DrawColonist (UnityEngine.Rect,Verse.Pawn)
Sandy_Detailed_RPG_Inventory.Sandy_Detailed_RPG_GearTab:FillTab ()
Verse.InspectTabBase/<>c__DisplayClass14_0:<DoTabGUI>b__0 ()
Verse.ImmediateWindow:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
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