RimWorld

RimWorld

[WH40K]Adeptus Xenobiologis: Aeldari
 This topic has been pinned, so it's probably important
Ogliss  [developer] 23 Feb, 2020 @ 10:00am
Bug Reports
Somewhere to post Bug Reports, Please try to include as much relevent information as possible, including the version of RimWorld your using. (1.0, 1.1, etc), if your using Combat Extended.

Or via GitHubs IssueTracker at
https://github.com/Ogliss/AdMech-Xeno-AHR-Eldar/issues


If you have HugsLib you can press CTRL + F12 to copy the report and paste it here.

Alternatively click
https://gyazo.com/579d014e1fe4583c19c03ba6fe54e91d

which should open something like this
https://gyazo.com/fd6fbe3394b1f87805b05cd5e4ff4d93

in the bottom left is the share logs button, click that and copy the link and paste it into a comment here

or you can copy it from your log directory, which will be something along the lines of.

C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt

or

C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.tx

it can also be at

C:\Users\USERNAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\player.log


Known Issues
None Currently
Last edited by Ogliss; 21 Jan, 2021 @ 2:45pm
< >
Showing 1-15 of 33 comments
infernalistgamer 13 Mar, 2020 @ 11:54pm 
And how do you activate devmods for those of us who don't know?
Ogliss  [developer] 14 Mar, 2020 @ 12:29am 
Last edited by Ogliss; 14 Mar, 2020 @ 12:30am
Nom_nom_pies 20 May, 2020 @ 3:22am 
So I have all of the playable race mods for WH40K from you installed, and the Eldar, Tau and Ork versions say "Depends on HumanoidAlienRaces2.0, which is not loaded"? It is both installed and the Tyranid mod does not have this warning? I am also getting the "Invalid.package.id" warning, but you've said that's an issue with Fluffy's mod manager so I'm ignoring that, but including here in case it is important to know
Ogliss  [developer] 20 May, 2020 @ 3:27am 
@.PIE. nom_nom_pies
thats also just an issue with fluffys mod manager, fixed for the next update, the manifest file that tells fluffys what the mod needs hasnt been updated to the 1.1 format, it shouldnt cause any issues ingame, just errors on startup
N00b45454 6 Mar, 2021 @ 7:46pm 
Here's a link to my logs.
https://gist.github.com/ae976b75985dbfc8f8083de60b9cc759

I have the royalty DLC installed, and the only mods active (in order) are:
Harmony
Core
Royalty
Hugslib
Fluffy's Mod Manager
Jecstools
Humanoid Alien Races 2.0
Admech: Armoury
Admech: Xenobiologis
Admech: Eldar
Admech: Orks
Admech: Tau

Edit:
I forgot to mention that I used Fluffy's mod manager to create local copies of the mod so that I can use the mods while offline. The logs are from me loading the local copies of the mods

Edit 2:
I may have posted a bug report for the wrong addon. The issue with factions spawning with 0-1 bases is caused by the playable ork mod. The issue with the floating ears are still there but I can just ignore it. Shame the orks mod is the problem, I would've enjoyed trying out that race's mechanics.
Last edited by N00b45454; 6 Mar, 2021 @ 8:07pm
Ogliss  [developer] 6 Mar, 2021 @ 11:59pm 
can you try Not using local copies? i have a feeling that the mod manager changing the package ID's will be the problem
N00b45454 7 Mar, 2021 @ 8:54am 
Thanks for the help, using the steam version of the mod has fixed the issues. I didn't realize that feature of the mod manager is a bit unstable.
Ogliss  [developer] 7 Mar, 2021 @ 9:55am 
its not so much mod manager being 'unstable' but rimworld uses very specific PackageID's for mods, when its not EXACTLY the same as the one its looking for it assumes the required mod isnt present and doesnt react to it

for example, in my mods theres specific code that needs to run when alien races is loaded, it searches for the steam version of alien race's pacjkage ID, which is something like erdelf.HumanoidAlienRaces, your local copy via modmanager would have erdelf.HumanoidAlienRaces_local

since it wouldnt be an exact match, my alien races code wont get loaded
N00b45454 7 Mar, 2021 @ 11:09am 
Ah, I see. So in that case, the github version would be fine to use while offline?
Ogliss  [developer] 7 Mar, 2021 @ 12:31pm 
under normal circumstances youd be correct, but currently the githubs a bit of a mess (forgot to switch to the dev branch before commiting some serious changes)

the local copy modmanger makes will work fine, with a very small tweak to its about file, just remove the _local postfix from the PackageID, or you could copy paste the mod file from the steam downloads to your rimworlds local mods folder
N00b45454 7 Mar, 2021 @ 4:31pm 
Alright, thanks for the help and clarification
Raging Bull 7 Jul, 2021 @ 11:33am 
Could not find a type named AdeptusMechanicus.CompPowerPlantWind
Verse.Log:Error(String, Boolean)
Verse.ParseHelper:Verse.ParseHelper.ParseType_Patch1(String)
Verse.ParseHelper:FromString(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
Verse.DirectXmlToObject:ListFromXmlReflection(XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Im currently doing staging with your mods. and all warhammer mods as i want to do a 40k play through. This was the first error to pop up with the eldar mod specfically
Currently my mod load list is as follows :
Harmony
Core
Royalty
Humanoid alien races
Warhammer deathjacks
Warhammer Zhthy'l
Hugslib
misc. robots
Warhammer "ish"
Warhammer gor
Warhammer skaven
Astra militarum imperial guard core mod V2.10
Astra Militarum imperial guard factions v2.1
Astra Militarum imperial guard servo skulls v1.3
doublepopulation
Adeptus mechanicus armory
Adeptus mechanicus: magos xenobiologis
Adeptus xenobiologis eldar
and that is it for now.

The game version is 1.2.3005

Thank you for your time and hard work

Ogliss  [developer] 7 Jul, 2021 @ 12:54pm 
@Raging Bull
hmmm thats odd, i thought the last patch i pushed should have fixed that...did i forget to push the update for the eldar.....hmmmmm i might have..... ratz, that is rather awkward, im probobly not gonna be able to push a fix for a couple of days, as im in the process of updating it for 1.3(Tynan has the Worst timing when it comes to these updates, always hits when im in the middle of some changes).

On the bright side, its not that big an issue, its just the custom windmill for the eldar, which wont work atm, but other than that, it Should be fine
Raging Bull 7 Jul, 2021 @ 1:57pm 
Thank you for your quick response.

That is Okay as im still staging would you be alright if i posted anymore error messages i get onto your other discussion forums since they would be specifically for those mods? or is there a place where i can consolidate them so its more easily digestible instead of being scattered through out like 5 discussion forums.
Ogliss  [developer] 7 Jul, 2021 @ 2:03pm 
discord would be the one, if you use it you can hit me up there, if not, a google doc or in the relvent mods bug reports section, if unsure which of the 40k mods it is, the armoury is the sorta default, since its the core of my 40k mods
< >
Showing 1-15 of 33 comments
Per page: 1530 50