RimWorld

RimWorld

Alpha Animals
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] 21 Oct, 2018 @ 6:07am
Bug reports
This is a centralized topic to report bugs, since the new topics created don't send you a notification.

If you want me to take a look at your error, I NEED you to submit error logs. It is crucial you provide me with Hugslib logs - I am not interested in comments ‘X doesn’t work because Y’, and I will not reply to those, even delete them if they hide proper bug reporting. Hugslib logs are what tells us, devs, what went wrong, and what mods you were using.

IF YOU DON'T POST A HUGSLIB LOG, YOUR REPORT WILL BE DELETED FROM NOW ON TO AVOID CLUTTER.

To get hugslib logs, make sure you have a Hugslib mod running, then press CTRL-F12 while in game and copy the link to us.

If Hugslib is not an option:

Note that you can find your logs at \steamapps\common\RimWorld\RimWorldWin64_Data\output_log.txt and you can share it with me by uploading it to https://pastebin.com
Last edited by Sarg Bjornson; 21 May, 2021 @ 1:57am
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Showing 1-15 of 2,076 comments
Gavril 21 Oct, 2018 @ 11:07am 
Dunno if its a bug or feature, but my feralisk clutch mother is eating her eggs, so its not as much of a problem as its description suggests. lol
Sarg Bjornson  [developer] 21 Oct, 2018 @ 11:09am 
Originally posted by Gavril:
Dunno if its a bug or feature, but my feralisk clutch mother is eating her eggs, so its not as much of a problem as its description suggests. lol

hahahaha. Ok, bugfixing is sometimes exhausting, but at least it sometimes makes me laugh :D
Shackleberry 21 Oct, 2018 @ 2:28pm 
Not sure if a bug or intended but when a Summit Crab has been downed but not killed it still crushes everything nearby, was a little annoying when all of my melee colonists were downed immediately when trying to finish it off... :P
Zerachiel 21 Oct, 2018 @ 2:34pm 
Not sure if it's a bug but cactipines just walked through my gates and swarmed everyone.
Hunter69 22 Oct, 2018 @ 4:48am 
Irun Husk raid... they come to my village, in great numbers, ingnore all doors and bash all, get inside and die all from my people... now I can't butch they dead bodies or move in any direction, bugged or just this mode not done yet???
Sarg Bjornson  [developer] 22 Oct, 2018 @ 4:58am 
Ironhusk beetles won't raid, that was a manhunter pack! They will be butchered like any other creature if you set the rules in the butchery table. Same for stockpiles to store their corpses. This is all vanilla behaviour!
Corb 22 Oct, 2018 @ 7:59am 
There is a problem with launch pods with this mod, someone already wrote about how Tetraslugs are stuck in their pods but this also happens with colonist when starting a new colony: I started a custom one with 7 colonists and two of them were stuck in their pods in midair and I couldnt recover them in any way.
Sarg Bjornson  [developer] 22 Oct, 2018 @ 8:10am 
That doesn't sound like this mod's fault! TetraSlugs were failing because the pod were falling close to the map's borders, and it doesn't touch the droppod code at all!
Ennismore 22 Oct, 2018 @ 10:17am 
Seems the most recent update (was working fine last night, broken today, alpha animals only mod to update) has entirely broken a couple saves. All meals stored have null references and I can see a bunch of errors in logs involving alpha animal meats, as well it is breaking pawn AI so they don't know how to find food. I'm not 100% sure if it is specificaly the mod itself breaking or an interaction with another mod, but I don't have anything else installed that should have any effect on this. It also only effects previous saves, new saves work fine.
Sarg Bjornson  [developer] 22 Oct, 2018 @ 10:20am 
Uhmmm, I consolidated all insect meats, so maybe meals using previous insect meats are giving errors.... Damn, didn't think about that, I'll be more careful about it in the future... For now, it should fix your save if you just use the mod tools to destroy all meals that had modded insect meats in them
Ennismore 22 Oct, 2018 @ 10:28am 
Can confirm that deleting all effected meals in dev mode, saving and reloading does fix pawns not eating. The problem is those meals are completely broken, and the moment a pawn looks for a meal and sees them, their 'looking for food' AI breaks and turns off so they litearly don't know how to find food hah
Sarg Bjornson  [developer] 22 Oct, 2018 @ 10:30am 
Yeah, it's because meals store as a variable the items that were used to make them, so if an item dissapears from the game, it freaks out.
Hunter69 22 Oct, 2018 @ 11:07am 
Originally posted by sarg.auxiliar:
Ironhusk beetles won't raid, that was a manhunter pack! They will be butchered like any other creature if you set the rules in the butchery table. Same for stockpiles to store their corpses. This is all vanilla behaviour!
no one wan't touch this corpses, AI don't know what to do... maybe I should play fresh save. It's normal, to animal from mod, to break all doors, when manhunting?
Sarg Bjornson  [developer] 22 Oct, 2018 @ 11:11am 
Manhunting animals shouldn't ever attack doors, but there is literally nothing special in the Ironhusk beetles to avoid that. They are one of the less modified creatures in the mod. You might have some other mod messing things up!
Regularity 22 Oct, 2018 @ 4:37pm 
Bug/exploit: The overgrown drop pods. You can seal it in a 3x3 room with walls, and they'll keep spawning. Eventually they're overhead and die (not sure if their collective body heat does it, or if enclosed rooms are just natural greenhouses jungle biomes). They corpses will then start dropping outside the enclosed room because there's no room left inside. Basically, you can get free corpses with no work, no combat, and no risk. I'd recommend giving the pods a slow health decay or time-limited lifespan. Not just for this issue, but in the unlikely event they crash into an enclosed space, they won't keep spawning forever and potentially generate lag.

Also, manhunter packs... of herbivores. Apparently creatures that can't eat meat get a taste for human flesh? (Bouldermits, specifically). Which are pretty awful manhunters anyway since you can outrun them by crawling.

Actually, Bouldermits in general need some tweaking. I once managed to tame a pair, and they constantly stuck in a loop. They move so slow, by the time they reach grass it's time to go home to their beds. And then by the time they reach their bed, they're hungry again and go back to the grass. (And they never even bother filling up their food bar; they normally stay at 20-30% food before quitting eating, even with plenty of grass nearby). I'm not sure how to fix them... maybe much higher eating speed, or much larger stomachs, or something? That way even if slow they won't starve themselves simply walking to food.

Last edited by Regularity; 22 Oct, 2018 @ 4:43pm
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