RimWorld

RimWorld

Kijin Race
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SSulungE  [developer] 4 May, 2019 @ 9:01pm
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Showing 1-15 of 68 comments
Ali50 4 May, 2019 @ 1:23pm 
Bug: Missing Textures for Kijin body
I added Kijin to my heavily (300+) modded game and spawned a few of them for testing, but i get the following exception hundreds of times per second as soon as one of them is on the screen:
Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Pants/Pants_FemaleBB, color=RGBA(0.549, 0.333, 0.141, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000)). Filenames have changed; if you are converting an old mod, recommend renaming textures from *_back to *_north, *_side to *_east, and *_front to *_south. Verse.Log:Error(String, Boolean) Verse.Graphic_Multi:Init(GraphicRequest) Verse.GraphicDatabase:GetInner(GraphicRequest) Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color) GraphicApparelDetour.ApparelGraphicRecordGetter:TryGetGraphicApparel(Apparel, BodyTypeDef, ApparelGraphicRecord&) Verse.PawnGraphicSet:ResolveApparelGraphics() RimWorld.Pawn_ApparelTracker:<ApparelChanged>m__1() Verse.LongEventHandler:ExecuteToExecuteWhenFinished() Verse.LongEventHandler:ExecuteWhenFinished(Action) RimWorld.Pawn_ApparelTracker:ApparelChanged() RimWorld.Pawn_ApparelTracker:Notify_ApparelAdded_Patch1(Object, Apparel) Verse.ThingOwner:NotifyAdded(Thing) Verse.ThingOwner`1:TryAdd_Patch1(Object, Thing, Boolean) RimWorld.Pawn_ApparelTracker:Wear_Patch0(Object, Apparel, Boolean) RimWorld.PossibleApparelSet:GiveToPawn_Patch0(Object, Pawn) RimWorld.PawnApparelGenerator:GenerateStartingApparelFor_Patch5(Pawn, PawnGenerationRequest) Verse.PawnGenerator:GenerateGearFor_Patch3(Pawn, PawnGenerationRequest) Verse.PawnGenerator:TryGenerateNewPawnInternal(PawnGenerationRequest&, String&, Boolean, Boolean) Verse.PawnGenerator:GenerateNewPawnInternal(PawnGenerationRequest&) Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest) Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest) Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction) Verse.<DoListingItems_MapTools>c__AnonStorey36:<>m__0() Verse.DebugTool:DebugToolOnGUI() Verse.DebugTools:DebugToolsOnGUI() RimWorld.UIRoot_Play:UIRootOnGUI() Verse.Root:OnGUI()

Also only the head, weapon and armor are visible, no body benath (it shows that nice pink "missing textures" rectangle below the pawn) except when they are hit in a fight - then the kijin body replaces the pawn for < 1 sec (without head, or armor) and return to the bodyless one until hit again.
This throws following exception:
Exception drawing Montes: System.ArgumentNullException: Argument cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2<UnityEngine.Material, UnityEngine.Material>.TryGetValue (UnityEngine.Material,UnityEngine.Material&) <0x00208> at Verse.DamagedMatPool.GetDamageFlashMat (UnityEngine.Material,single) <0x0006e> at Verse.DamageFlasher.GetDamagedMat (UnityEngine.Material) <0x00055> at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch3 (object,UnityEngine.Vector3,single,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x00465> at Verse.PawnRenderer.RenderPawnInternal (UnityEngine.Vector3,single,bool,Verse.RotDrawMode,bool) <0x000a9> at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00196> at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081> at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d> at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x0004b> at Verse.Thing.Draw () <0x00052> at Verse.ThingWithComps.Draw () <0x0001c> at (wrapper dynamic-method) Verse.DynamicDrawManager.DrawDynamicThings_Patch1 (object) <0x00484> Verse.Log:Error(String, Boolean) Verse.DynamicDrawManager:DrawDynamicThings_Patch1(Object) Verse.Map:MapUpdate() Verse.Game:UpdatePlay() Verse.Root_Play:Update()


Also - it might be connected to the problem or not - using RPG Style Inventory ONLY shows the pawn body and not the head and if they wear a duster / jacket then the body shows naked instead of skimpy.

Picture of what I tried to describe: >Link< [abload.de]
The "beheaded" body on the right was just hit by a bullet.

I put the Kijin mod right below all my other race mods (Orassans, Kurin, Ratkin, Thrumbo, etc.) but still around the 50% part of my mod list.

Any Idea what the problem might be or what I can provide / test to figure out the problem?

Edit: I am using "Medieval Times" which shows the pants for all your pawns - that might be the culprit for the problem. And the bug only happens if a Kijin is wearing pants, t-shirts or vanilla power armor.
Last edited by Ali50; 4 May, 2019 @ 5:04pm
SSulungE  [developer] 4 May, 2019 @ 8:58pm 
Thanks for the report. I'll look in to it.

And you guessed it right, what I can tell about first texture bug is compatibility issue with mods that 'shows pants'
For quick fix on your local use, you can just simply copy female pants and flakpants texture and rename 'Female'->'FemaleBB'
SSulungE  [developer] 4 May, 2019 @ 11:41pm 
@Ali50
Mod is updated and it should be working now. Let me know if bug isn't fixed
Have fun with Kijin knee socks
Last edited by SSulungE; 4 May, 2019 @ 11:42pm
Proxyer 5 May, 2019 @ 1:02am 
Hello, author.
I will report on some things I noticed.

A blank space remains at the beginning of the following description in Backstory.xml.
KIJIN_BackstoryChildhood_08.baseDescription

A blank space remains at the end of the following description in Backstory.xml.

KIJIN_BackstoryAdulthood_10.baseDescription
KIJIN_BackstoryAdulthood_14.baseDescription

As it will become a red error, please fix it. Thank you.
SSulungE  [developer] 5 May, 2019 @ 1:54am 
@Proxyer
Much appreciated for the report. It has been fixed!
Proxyer 6 May, 2019 @ 9:34am 
Thank you for the fix. :)
MP 8 May, 2019 @ 10:14am 
In regard to headless Kijin issue, I've figured something out: if I use the Kijin storyteller, they have heads, but if I use any other storyteller, they all lose their heads.

Weird as heck.
Last edited by MP; 8 May, 2019 @ 10:30am
SSulungE  [developer] 8 May, 2019 @ 10:36am 
Did you mean Kijin Scenario?
MP 9 May, 2019 @ 7:52am 
No, in this case I used a custom scenario. When I select Kijin storyteller, Kijin have heads, if I use other storyteller, they are missing heads.
SSulungE  [developer] 9 May, 2019 @ 12:30pm 
Never heard of such a thing and I can't imagine how can it possibly work.
It's sure weird
Let me know if you find anything new, or share me your settings.
Also, check if my recent update fixed it
Stickman 21 May, 2019 @ 12:33am 
Character Editor, Simple Slavery[1.0], Faction Blender, [1.0]Kan Colle hair style (Female),
Gradient Hair, More Slaves [1.0], [NL] Chibi Face Female only, [NL] Compatible Body -WIP, [Uru] Rim Seraph hair (1.0), [Beta]Anime Hair Ver 2.0,
Psychology, Children school and learning, [SS]Lovely Hair Style, Dubs Bad Hygiene, Search and Destroy, Humanoid Alien Races 2.0, [KV] Show Hair With Hats or Hide All Hats - 1.0,
Roppoi hair 1.0,HugsLib

It might have something to do with the original size of the Kijin or the horns.
SSulungE  [developer] 21 May, 2019 @ 12:42am 
@Stickman84
Horns are fixed (If what I'm talking is same as what you are talking about.)
Thanks for the report. I'll grab those mods and test see what's wrong
SSulungE  [developer] 21 May, 2019 @ 5:54am 
Thanks to Stickman87, I was able to find what happened there.

It was "Children, school and learning" and "Show hair with Hats"

ok, so can I fix it? sadly no. But I have alternative way how to make looks alright.

1. go to Steam\steamapps\workshop\content\294100\1730054284\Defs
that is Kijin mod folder
2. open Race.xml with notpad. or notpad++ if you have one
3. go to line near the bottom find <baseBodySize>2</baseBodySize>
and change that value to 1

This will take away nearly half of Kijins race advantage but I do not have any other solution in hand.


Case closed
Last edited by SSulungE; 27 May, 2019 @ 11:03am
SSulungE  [developer] 21 May, 2019 @ 10:49am 
Just for record, writing down what I've understood about the bug with my very low understanding of programming :X

Apparently they both patched very same drawing method.
1. Children school mod calculates basebodysize when drawing. Normally basebodysize doesn't affect any of drawing stuff, I guess they needed it for drawing child.
2. Show hat mod reads the bodyscale that was modified by Children school mod(which is basebodysize * bodyscale)

In result? nothing happens. because most of the time the pawn's basebodysize will be 1.

But Kijin have bigger basebodysize : 2 that's why when the hair is drawn by Show hat mod, it shows up 2 times bigger(which looks like floating overhead)

so this isn't just Kijin mod issue, any race mod that has basebodytype not 1 has this issue.
and it's hard to say whom to ask for fix. It's all mixed up incompatibility between more than two mods

I conclude that manual patching Kijin mod is best way to solve this problem
(it's easy just change basebodysize to 1)
I'm not making this official patch since Kijins will lose following identities

having bigger basebodysize has following adventage:
bigger hp
bigger caravan carrying weight
bigger max nutrition (you don't need to eat often but you'll eat a lot)

Greatheart 25 May, 2019 @ 8:25am 
For whatever reason, Kijin never make Recruitment attempts with prisoners but default pawns are fine. Wondered why I couldn't recruit someone I'd broken over a month ago lol.
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