RimWorld

RimWorld

Zombiefied (Zombie Apocalypse)
Sirreal 1 Jul, 2019 @ 1:24pm
Short Hash Collisions
Trying to put together a modpack around this mod since I like it quite a bit in concept. Every time I load a save I get a ton of hash collisions from Zombie versions of animals and different mods. When these zombies are on the map pawns do not respond to them at all, no fleeing or shooting, although they still hunt colonists/animals.

List of hash collisions:
https://pastebin.com/MtuyeRLh


Conflict Mods that I can identify are: GeneticRim, Arachnids 5.0, Rim of Madness:Cults, Horses, Dragon Mod, Red Dragon, Alpha Animals, Dinosauria, The Zerg!
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Zombiefied  [developer] 2 Jul, 2019 @ 2:35pm 
The hashes are actually not hashed but hardcoded because i couldnt figure out how to find out the correct hashing algorithm. I never had any problems with hash collisions so thanks for the heads up.
Sirreal 3 Jul, 2019 @ 12:33am 
No problem!

There's another error I'm coming across pretty frequently, they seem to be related to a failure at "Verse.Pawn.Discard". One being when I try to run RuntimeGC to clean up world pawns:

Exception filling window for RuntimeGC.UserInterface: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn.Discard (bool) <0x001fb>
at RuntimeGC.WorldPawnCleaner.GC (bool) <0x01070>
at RuntimeGC.UserInterface.GC_wrapped (bool) <0x0008a>
at RuntimeGC.UserInterface.<DoComponents>b__10_0 () <0x0001e>
at Verse.ListableOption.DrawOption (UnityEngine.Vector2,single) <0x0015e>
at (wrapper dynamic-method) Verse.OptionListingUtility.DrawOptionListing_Patch1 (UnityEngine.Rect,System.Collections.Generic.List`1<Verse.ListableOption>) <0x00183>
at RuntimeGC.UserInterface.DoComponents (UnityEngine.Rect) <0x00826>
at RuntimeGC.UserInterface.DoWindowContents (UnityEngine.Rect) <0x0064a>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00882>

Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Then another set of 3 that occasionally happen when the game seems to be trying to execute a raid. I'm not noticing any less faction raids than usual, but maybe it's a zombie generation issue, since my map is pretty low on zombies and it follows "[Zombiefied] Setting up zombieraid for map 0." in dev log.

https://pastebin.com/cumGcWRF
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