RimWorld
[PS] Reconditioning Pod
Neon1028  [開發人員] 2018 年 12 月 19 日 上午 6:14
Bug Reporting
Give info on any bugs you encounter
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JadedJade 2018 年 12 月 20 日 下午 6:49 
One of my colonists was being reconditioned when the power went out, so he was ejected. I sent him back in once the power was back, but when he hit 100%, he kept going. I tried different things, including letting him go further to see if it would complete. 200%, still not out. Once he was ejected manually, he got stuck at 97% conditioning and won't re-enter his pod, so I can no longer add or remove further traits.
Love the mod, though. Bye bye, body purists with no legs!
Allenjs 2018 年 12 月 21 日 上午 9:37 
Keep pausing my game, giving this error:
Exception ticking Winnie (at (140, 0, 203)): System.ArgumentNullException: Argument cannot be null. Parameter name: source at System.Linq.Check.SourceAndPredicate (object,object) <0x00072> at System.Linq.Enumerable.Where<PS_ReconPod.PS_Conditioning_Data> (System.Collections.Generic.IEnumerable`1<PS_ReconPod.PS_Conditioning_Data>,System.Func`2<PS_ReconPod.PS_Conditioning_Data, bool>) <0x00024> at PS_ReconPod.PS_ConditioningHelper.GetConditioningDataFromHediff (Verse.Pawn,bool) <0x0012a> at PS_ReconPod.PS_ConditioningHelper.GetNeedFallPerDay (Verse.Pawn) <0x00074> at PS_ReconPod.PS_Needs_Reconditioning.get_FallPerDay () <0x00028> at PS_ReconPod.PS_Needs_Reconditioning.get_FallPerTic () <0x0001c> at PS_ReconPod.PS_Needs_Reconditioning.NeedInterval () <0x000fd> at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () <0x0006c> at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00329> at Verse.TickList.Tick () <0x00487> Verse.Log:Error(String, Boolean) Verse.TickList:Tick() Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update()
Neon1028  [開發人員] 2018 年 12 月 21 日 下午 2:02 
@JadedJade Looking into it now. Your's seems a little different from the others, but I've got an idea of what it might be.

@Samathon Thank you very much, that helped narrow it down a lot.
JadedJade 2018 年 12 月 22 日 上午 5:36 
The reset helped, thank you :)
The_Johny_Way 2019 年 3 月 10 日 下午 1:34 
I have a problem displaying the reconditioning pod menu...
Screenshot here:
https://prnt.sc/mw0m8g
Rose 2019 年 3 月 16 日 上午 10:15 
Hi,
i'm not sure if it is a real bug but is it supposed to be that when i use a healer mech serum that the reconditionned effect goes away but the traits are now permanent?

Sry for terrible english xD (I'm german)
Neon1028  [開發人員] 2019 年 4 月 14 日 上午 7:52 
Sorry to you both for the long delay

@The_Johny_Way Judging by the MineCraft icons I'm guessing you are using some type of UI mod? If that's the case then I can't guarantee functionality across all graphic mods. If you link the name of the mod you’re using I *might* be able to go in and do an update to fix it. I’ve been busy with life lately so I don’t know when I’ll have time to focus on modding again.

@KnallMichAb This is a known bug that people seem to like so I’m leaving it in. I just did a small fix that will make it so the reconditioning pods un-link them selves if the pawn ever gets cured.
Gravydigger 2019 年 6 月 8 日 上午 3:14 
Hello, I found a way to remove the "Recondition" hediff without consequence, being able to permanently keep/remove the traits I want while still being able to be reconditioned again. I think what is happening is while using the mod Genetic Rim, the Hibernation Human Implant (or any brain implant) is removing all current hediffs (like bionics or ailments), and replacing it with the Hibernation Human Implant hediff instead.
Super Saiyan Jesus 2019 年 8 月 31 日 上午 12:27 
For some reason, the UI of the pod is squished together. I can't scroll down or up.

Managed to fix it. It doesn't play well with RimThemes
最後修改者:Super Saiyan Jesus; 2019 年 8 月 31 日 上午 1:42
Purrie 2019 年 12 月 4 日 下午 1:22 
The mod keeps spamming the console with exceptions. Not sure if it's harmful. I haven't noticed anything that would stop working other than my pod is permamently claimed by a colonist I no longer have.

PS_Needs_Reconditioning: Tau is not in a caravan or pod but map is null, not sure what this means but they can't find a pod
Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object at (wrapper dynamic-method) RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1 (object,Verse.Pawn,Verse.AI.JobIssueParams) <0x0051c> at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00130> Verse.Log:Error(String, Boolean) Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams) Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch4(Object, ThinkTreeDef&) Verse.AI.Pawn_JobTracker:TryFindAndStartJob() Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch3(Object, JobCondition, Boolean) Verse.AI.Pawn_JobTracker:JobTrackerTick() Verse.Pawn:Tick_Patch3(Object) Verse.TickList:Tick_Patch2(Object) Verse.TickManager:DoSingleTick() Verse.TickManager:TickManagerUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update_Patch1(Object)
The colonist got kidnapped in a failed world map quest. Also, if that is relevant, I play with Pawnmorpher and the colonist got hit by a mutagun and transformed into an animal before the quest failed when he got kidnapped.
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