RimWorld

RimWorld

Jurassic Rimworld 1.1
NineCities 26 Jun, 2018 @ 5:26am
bugs ive seen so far (found a fix - load right after core and hugslib)
EmbryonicChamber, LargeInfoBoard, SmallInfoBoard disappear on construction completion.
DNA ReconstructionBench isnt working for me even though i have the dna available.

I am running about 70 mods, just wondering if anyone else is having this problem. I installed this mod and used it on an existing save very late game.
Last edited by NineCities; 26 Jun, 2018 @ 3:43pm
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Showing 1-14 of 14 comments
Tried both building & using god mode on the said 3 items, having same issue. In god mode it won't even place. Also the mod removed the music from the game.
NineCities 26 Jun, 2018 @ 7:28am 
The music goes back and forth between vanilla and Jurassic for me. I kinda like that, keeps it fresh.
Serpy  [developer] 26 Jun, 2018 @ 7:38am 
That's really odd. I can both construct and use devmode to build every one of those items. Do you have any mods that effect building at all? I can't begin to think what might be causing that.

I know there was an issue with the DNA bench when I was testing that may still be lingering, where a colonist uses the bench, reconstructs DNA, then as soon as they finish the job they sit there still lingering while the progress bar disappears. Drafting and undrafting seems to fix this, but I still can't pinpoint what causes it.

Music may break if there's another mod that alters music too. If you want it back you can delete the SongDef.xml and delete the music subfolder in the sound folder.
Exception in Tick (pawn=Droid 0, job=FinishFrame (Job_94259) A=Thing_EmbryonicChamber_Frame69937, CurToil=1): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0 lastJobGiver=RimWorld.JobGiver_Work, curJob.def=FinishFrame, curDriver=RimWorld.JobDriver_ConstructFinishFrame
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

This is what shows in debug log when i try to build it. Trying to place it in god mode yeilds nothing in the debug log.

Edidet to include the whole thing. Didn't notice it was more.

Basically the same for all 3 items
Last edited by The Borax of greater conformity; 26 Jun, 2018 @ 7:49am
NineCities 26 Jun, 2018 @ 10:57am 
Originally posted by Serpy:
That's really odd. I can both construct and use devmode to build every one of those items. Do you have any mods that effect building at all? I can't begin to think what might be causing that.

I know there was an issue with the DNA bench when I was testing that may still be lingering, where a colonist uses the bench, reconstructs DNA, then as soon as they finish the job they sit there still lingering while the progress bar disappears. Drafting and undrafting seems to fix this, but I still can't pinpoint what causes it.

Music may break if there's another mod that alters music too. If you want it back you can delete the SongDef.xml and delete the music subfolder in the sound folder.

The only building mod I believe I'm running is Replace Stuff. Also running Metal Doesn't Burn.
Last edited by NineCities; 26 Jun, 2018 @ 11:00am
Serpy  [developer] 26 Jun, 2018 @ 11:12am 
I'll download both mods and see if anyone goes awry. I'll get back if I find anything out, I'm sorry about this! D:
NineCities 26 Jun, 2018 @ 11:18am 
Originally posted by Serpy:
I'll download both mods and see if anyone goes awry. I'll get back if I find anything out, I'm sorry about this! D:
Thanks much, I'll review what else I'm running great artwork and music!
FatherBeocca 26 Jun, 2018 @ 11:21am 
i know this isnt a bug or anything but it would be great if when you click on a dinousaur it says somewhere if it is a herbivore, carnivore ect... thanks so much and congrats on making this. such a good mod!!!!



NineCities 26 Jun, 2018 @ 2:48pm 
Originally posted by Serpy:
I'll download both mods and see if anyone goes awry. I'll get back if I find anything out, I'm sorry about this! D:

Ok, tested other things and getting the same issue (dissappears upon constuction complete) for the following items:

small rock, large rock, small plant, large plant, torch brazier, steel becon, land cruiser - all of these

these built ok: amber extract bench, holoscape, security gate, dna recon bench (dna bench doesnt currently work).

I'm going to try disabling some things to see if theres an effect.
Last edited by NineCities; 26 Jun, 2018 @ 2:51pm
NineCities 26 Jun, 2018 @ 3:14pm 
Update: looks solved: moving Jurassic Rimworld to load right after core and hugslib solved the build problems AND the dna bench worked and i produced my first dino egg. SWEET.
Havent tested it enough to see if there were any side effects to other mods but it wasnt replace stuff or metal doesnt burn (i tried it first by removing those and still had the same errors).

Thanks for this mod Serpy! Please make the big dinos WAY stronger!
Last edited by NineCities; 26 Jun, 2018 @ 5:28pm
BrenTenkage 26 Jun, 2018 @ 9:21pm 
I can confirm that Nine Cities has found a solution, it works for me too
Serpy  [developer] 27 Jun, 2018 @ 5:48am 
Oof, you got to it before I did. I'll add the solution to the mod description in case it helps anyone else, thank you for that!
monkeyfeet 30 Jun, 2018 @ 4:25pm 
removing this mod made it so that mechanoids unable to spawn, I tried using development mode but it produced an error.
NineCities 30 Jun, 2018 @ 8:17pm 
something that just happened recently... when a dino in the wild stalks one of my colonists, my turrets dont fire on the dinosaur throughout the encounter. If i fire on a dino (not a stalking one) and it enrages, turrets do fire on the dino like they are supposed to.
Last edited by NineCities; 2 Jul, 2018 @ 6:49am
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