RimWorld

RimWorld

Zombiefied (Zombie Apocalypse)
 This topic has been pinned, so it's probably important
Bugs/Problems
Welp, I created this for everyone that wants to say a bug or problem he/she found :v


Mine is that my turrets won't fire at incoming zombies, a horde appeared at my base, wich is defended with lots of modded turrets (Vanilla Turrets + I think the mod is called), and they won't fire at them because they are animals, I don't know if marking them as hunting prey will work, but i want that my turrets just fire at zombies (make them a hidden faction and they will be marked as enemies). Away from that, great mod ;D
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Showing 1-15 of 50 comments
Megafuana, Dinosauria, all my modded animal mods dont work. The zombies turn into human form zombies.
Yeah all the modded animals and races don't have the compatibility promised. They all have the "Zombieland Problem"; I.E. they all turn into human zombies.
Zombiefied  [developer] 17 Feb, 2019 @ 5:23pm 
Most modded animals should turn into modded animal zombies
Last edited by Zombiefied; 4 Mar, 2019 @ 4:45am
Dr. Quackers M.D. 20 Feb, 2019 @ 2:28pm 
Animal Colab project is the only mod with animals that this works with all other animal mods, megafauna, dinosauria, alpha animals, man bear pig all dont work. Now that I know that you know I can wait patiently for a solution.
Zombies tend to retreat back a small distance when they get shot. Im not sure why; there isnt anything in the console referencing it.
Dude_Geode_Miner 25 Feb, 2019 @ 1:38pm 
(Edit): it maybe that i am using your mod AND Zombieland, i now bleve it is Zombieland not yours Sorry :-/
i do not know if this bug is because am running a LOT of mods in 1 game or if it is just the Zombie mod but 1 of the Zombies is a pink box and a head. I have sum pics with the console showing the Errors if that helps? :-)

1 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1666948451
2 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1666948590
3 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1666948644
Last edited by Dude_Geode_Miner; 25 Feb, 2019 @ 1:57pm
Dr. Quackers M.D. 25 Feb, 2019 @ 5:51pm 
The purple box is often caused by a texture conflict. I had two tribal head ware mods back in the days of .16 and it did the same thing. The body textures for zombies from both mods are conflicting. May I ask why you would even feel the need to run both. They do the same thing but zombified does it better!
Mod has been running very good so far, but [some] zombies still seem to retreat a tiny distance when being shot at. They turn around right quick but its still strange to see.
Last edited by Depraved Arachnophile; 3 Mar, 2019 @ 11:04am
Zombiefied  [developer] 4 Mar, 2019 @ 4:44am 
Sometimes the zombies just get distracted by small sounds like breaking sticks! (I have no idea why they do it)
When zombies wander in, small amount of yellow error spam.

at < 0
Verse.Log:Warning(String, Boolean)
RimWorld.LovePartnerRelationUtility:MinPossibleAgeGapAtMinAgeToGenerateAsLovers(Pawn, Pawn)
RimWorld.LovePartnerRelationUtility:GetGenerationChanceAgeGapFactor(Pawn, Pawn, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Harmony.Traverse:GetValue(Object[])
Psychology.Harmony.LovePartnerRelationUtility_GenerationChancePatch:PsychologyFormula(Single&, Pawn, Pawn, PawnGenerationRequest, Boolean)
RimWorld.LovePartnerRelationUtility:LovePartnerRelationGenerationChance_Patch1(Pawn, Pawn, PawnGenerationRequest, Boolean)
RimWorld.PawnRelationWorker_ExSpouse:GenerationChance_Patch1(Object, Pawn, Pawn, PawnGenerationRequest)
Verse.<GeneratePawnRelations>c__AnonStorey4:<>m__2(Pair`2)
Verse.GenCollection:RandomElementByWeightWithDefault(IEnumerable`1, Func`2, Single)
Verse.PawnGenerator:GeneratePawnRelations_Patch1(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch2(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and

Getting random element from empty collection.
Verse.Log:Warning(String, Boolean)
Verse.GenCollection:RandomElement(IEnumerable`1)
CommonSense.ThingMaker_MakeThing_CommonSensePatch:Postfix(Thing, ThingDef, ThingDef)
Verse.ThingMaker:MakeThing_Patch4(ThingDef, ThingDef)
RimWorld.PawnInventoryGenerator:GiveRandomFood(Pawn)
RimWorld.PawnInventoryGenerator:GenerateInventoryFor(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:GenerateGearFor_Patch2(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch2(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
SquareToeJoe 27 Apr, 2019 @ 2:16pm 
I've got 3 problems so far.

1. Zeds ignore animals it seems.

Either that or their path finding has been really ♥♥♥♥ since the first one I ran into because the one really chased me lol

2. I enabled Human Zombies only but a dead timberwolf just resurrected into a zed. Does Human only mean Human Spawn only?

3. New problem, apparently bows count as noisy, which makes 0 sense. Had hunters assigned to bows to keep from luring zombies from edge of map. As soon as my hunter shot an animal they all started heading in that direction.
Last edited by SquareToeJoe; 1 May, 2019 @ 1:02pm
Extinction 5 May, 2019 @ 4:58am 
Exception drawing ZombieAA_FissionMouseThird130060: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.PawnKindLifeStage>.get_Item (int) <0x00083>
at Verse.Pawn_AgeTracker.get_CurKindLifeStage () <0x000d5>
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveAllGraphics_Patch1 (object) <0x004a4>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x000fa>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x0004b>
at Zombiefied.Pawn_Zombiefied.DrawAt (UnityEngine.Vector3,bool) <0x00065>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x00468>
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

also this error when one of the alpha animals ressurects
Demonlord09 5 Jun, 2019 @ 10:11am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761685309

When an animal tries to eat a Zombie corpse, an error is thrown and the job fails.
Demonlord09 5 Jun, 2019 @ 10:14am 
We've also got this one:
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn.Discard (bool) <0x001f3>
at RimWorld.Planet.WorldPawns.DiscardPawn (Verse.Pawn,bool) <0x0009e>
at RimWorld.Planet.WorldPawns.PassToWorld (Verse.Pawn,RimWorld.Planet.PawnDiscardDecideMode) <0x00209>
at Verse.PawnGenerator.DiscardGeneratedPawn (Verse.Pawn) <0x000c7>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00ab9>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

Which goes with this one:
Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=5430.133 )
Verse.Log:Error(String, Boolean)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
Last edited by Demonlord09; 5 Jun, 2019 @ 10:15am
Demonlord09 5 Jun, 2019 @ 10:21am 
32 counts of this one:
Error in WorldPawnGCTick(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn.Discard (Boolean silentlyRemoveReferences) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.DiscardPawn (Verse.Pawn p, Boolean silentlyRemoveReferences) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.RemoveAndDiscardPawnViaGC (Verse.Pawn p) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawnGC+<PawnGCPass>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawnGC.WorldPawnGCTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
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