RimWorld

RimWorld

Star Trek: Races
 This topic has been pinned, so it's probably important
juvia  [developer] 1 Feb, 2019 @ 3:10pm
Bugs
Report bugs I've missed here.
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Showing 1-15 of 18 comments
doriansachio 6 Feb, 2019 @ 4:10pm 
at the moment the uniforms appear as totally black when worn by my colonists.

Love this mod though, so excited to see it grow
juvia  [developer] 7 Feb, 2019 @ 6:05am 
If they use the thin bodytype then that's because I underestimated how much of it to make black and will be fixed in the next update.
Panther92 23 Apr, 2019 @ 2:02pm 
Nice mod so far, but I have some flaws:
- Commando Uniform appears all black insead of red and black
- Uniforms giving hypothermia
D10z 8 May, 2019 @ 12:12pm 
Please correct this one "<Insulation_Cold>-45</Insulation_Cold>" to a positive number in the uniform definitions. Or remove them completely and refer to the Star Trek: Uniforms mod anyway.
D10z 8 May, 2019 @ 1:15pm 
OR make sure that the def_names are the same in both Races and Uniform: Apparel_Command -> Apparel_STCommand, etc.
juvia  [developer] 9 May, 2019 @ 1:21am 
I've answered this before, I can't update this mod until I've finished the other things I have in progress.
D10z 16 May, 2019 @ 11:14am 
Thank you for fixing the insulation bug! :steamhappy:
mattdanw 29 Mar, 2020 @ 7:31am 
Great mod, thanks for the work you've put into it.

While poking around the Def files I noticed that in 1.1 folder ST_Apparel_Starfleet.xml, the work to make the Science Uniform is only 500, whereas command and operations require 6500 work.

Hope that helps.
mattdanw 2 Apr, 2020 @ 1:49pm 
Hi again, I'm not sure this is a bug or just something off an oddity, but I was hoping you might have some insight? I've been working on a Hazard Team armour mod and am just in the process of finalising the design and early testing for a helmet. Anyway the helmet I've created has a semi transparent visor which let's you see the pawns face. I've tested this on a few species from your mod but have noticed that on the hulking body type for Trills that the face is completely missing, and you can actually see the floor texture throught the helmet and not the pawns face. It's odd as it works with other Trill pawns correctly. Also as this is the early stages of the helmet, there is only one variant helmet created, so I cant figure out why it works on one Trill and not the next? Any ideas what's going on here?
juvia  [developer] 2 Apr, 2020 @ 2:05pm 
Thank you for pointing out the work issue, I'll fix it when I next update. As for your second issue, sorry but I have no idea what's going on there as the body and head textures are separate so a particular body type shouldn't affect the head like it does in your case.
mattdanw 2 Apr, 2020 @ 3:18pm 
Thanks for coming back to me so quickly Juvia. I've got more testing to do myself but I'll try to see if I can narrow it down to a particular head type. If I can spot any obvious corroraltions with specific head types I'll let you know but will trying scaling the helmet up to identify if it's an issue my end with the model in my mod.
Belhun 19 Apr, 2020 @ 2:54pm 
Hello so iv found an issue, and iv nerrowd it down to this mod. iv found when createing a game the world dose not populate with any faction more then once.

mod list that am useing
Version: 1 Name: MP Main Test Mods: - Id: brrainz.harmony Name: Harmony - Id: ludeon.rimworld Name: Core - Id: fluffy.modmanager Name: Mod Manager - Id: rwmt.multiplayer Name: Multiplayer - Id: unlimitedhugs.hugslib Name: HugsLib - Id: jecrell.jecstools Name: JecsTools - Id: killface.facialstuff Name: Facial Stuff 1.1 - Id: edb.preparecarefully Name: EdB Prepare Carefully - Id: erdelf.minifyeverything Name: MinifyEverything - Id: dismarzero.vgp.vgpvegetablegarden Name: VGP Vegetable Garden - Id: dismarzero.vgp.vgpgardenfabrics Name: VGP Garden Fabrics - Id: dismarzero.vgp.vgpgardentools Name: VGP Garden Tools - Id: dismarzero.vgp.vgpgardencanning Name: VGP Garden Canning - Id: jecrell.doorsexpanded Name: Doors Expanded - Id: oblitus.animalslogic Name: Animals Logic - Id: haplo.miscellaneous.training Name: Misc. Training - Id: mehni.pickupandhaul Name: Pick Up And Haul - Id: vanillaexpanded.vfecore Name: Vanilla Furniture Expanded - Id: vanillaexpanded.vfeproduction Name: Vanilla Furniture Expanded - Production - Id: vanillaexpanded.vfefarming Name: Vanilla Furniture Expanded - Farming - Id: vanillaexpanded.vfemedical Name: Vanilla Furniture Expanded - Medical Module - Id: vanillaexpanded.vfesecurity Name: Vanilla Furniture Expanded - Security - Id: vanillaexpanded.vfespacer Name: Vanilla Furniture Expanded - Spacer Module - Id: jaxe.rimhud Name: RimHUD - Id: syrchalis.harvestyieldpatch Name: '[SYR] Harvest Yield' - Id: extracting.organs Name: Prisoner Harvesting - Id: ogre.ogrestack Name: OgreStack - Id: hoodie.whileyoureup Name: While You're Up (Continued)[1.1] - Id: ratys.rtfuse Name: RT Fuse - Id: ykara.epoe Name: Expanded Prosthetics and Organ Engineering - Id: erdelf.humanoidalienraces Name: Humanoid Alien Races 2.0 - Id: juvia.startrekraces Name: 'Star Trek: Races' - Id: brrainz.cameraplus Name: Camera+ - Id: murmur.walllight Name: Wall Light - Id: ogliss.toastehs.veinminer Name: Veinminer R1.1 - Id: mattdanw.rimtrek Name: RimTrek - Id: rimfridge.kv.rw Name: '[KV] RimFridge - 1.1' - Id: ogliss.thewhitecrayon.quarry Name: Quarry 1.1
I am useing Multiplayer mod but i also tryed it without the mod as well
Etheiy 8 May, 2020 @ 1:48am 
This specific mod seems to cause crashes on planet gen for me, too. The worst part is, it generated the planet at the start of the game fine! But now I'm 1.5 years in and about ready to start looking around for trade routes... And the planet generation at that point crashes (you know - when you go to 'world' to set up caravan routes or whatever)

I did also note that there's someth up with the faction generation at original world gen - there weren't many even on higher crowdedness settings, and no visible non-trek factions, but I didn't mind as I was just doin a star trek pioneer crew (+drow bc why not) anyway.

What information can I give (and, uh, how) to help you source the bug?

...I've never bothered before, usually when a mod breaks I just get rid and try again in a few months, but I'm a big fan of star trek and am really excited to watch a federation pioneer colony get mauled by bears and exploded during weddings by mad boomrats.. :')
Last edited by Etheiy; 9 May, 2020 @ 1:08am
Pandora Fay 15 May, 2020 @ 7:43am 
Same issue. Other factions not spawning on world gen, and adding this mod eventually breaks the world map making it not load properly. Starting a new game without this mod fixes the problems.
Lightart 31 May, 2020 @ 3:01am 
Hi, I got a similar issue with the Star Trek Races mod crashing the world map. I played around with my mods to figure out why my save games crash and here is what I managed to recreate:

I start a fresh game with following mods in this order:

- Harmony
- Core
- Royalty (tried also with Royalty off - same effect)
- HugsLib (tried also with HugsLib off - same effect)
- Humanoid Alien Races 2.0
- Star Trek Races

Just started a game with standard settings and pawns. Once the game was started, I opened the world map and it loaded, I saw the camps created by the Star Trek Races mod but non other from NPC factions created by Core and Royality mod. While playing the season, even after 2 hours I could still open the world map and it was loading fine.

Here is what crashes my world map:

Saving the game, closing the game, reopening the game and loading the save. The save loads just fine, but trying to open the world map after loading in crashes the game. By the way this also happens when you start a brand new game with these mods, save after 1 second in the game and reload, it crashes.

My guess: Since Core and Royality are not able to create NPC camps even tho the factions exists (they send caravans, raids etc.) the save game gets corrupted and afterwards the game crashes.

Hope this helps recreating the bug and solving it :)
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