RimWorld
Alpha Mythology
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Sarg Bjornson  [ontwikkelaar] 29 apr 2021 om 23:43
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
Laatst bewerkt door Sarg Bjornson; 21 mei 2021 om 1:58
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Hey Sarg, sorry to bother you, but it seems like the automatic toggle option for Chimera's fire breath doesn't work (?) I've tried to toggle it on and off multiple times but every time they still breathe fire. Of course, I didn't manually choose a target for them for clarity. It scared the ♥♥♥♥ out of me when they tried to burn down my colony. If it is possible, could you look into it? Or maybe corporate a melee only mode for them? Thank you in advance.
(No error appeared on my debug log, in case you are wondering)
Sarg Bjornson  [ontwikkelaar] 28 mei 2021 om 23:10 
That happens because you are using another mod that uses the old ranged attacks system. It can be Genetic Rim or Forsakens: Fauna, which I'm updating soon
Hey, I got the logs from the thing I mentioned in my comment, made a new colony just to try it out

https://gist.github.com/d7b1b702c12e80b52803d1b133f3a4ef

Seems to be related to a missing sound of some sort? Made a new colony and spawned a few basilisks to test it and all 3 colonists + a few more had this happen when they cut the grass.

As for the grass not disappearing, I obscenely sped up time and triggered a long night event from Vanilla Events Expanded so all the plants would die from lack of sunlight and the rotted plants are still there :/
Sarg Bjornson  [ontwikkelaar] 25 jun 2021 om 0:30 
"Tried to PlayOneShot with null SoundDef" Yeah, but I'm not sure which mod may cause this, I'm sorry. No sounds should play at all when cutting plants in vanilla, so look for mods that add something like that.

The ruined vegetation takes a LONG time to disappear, yeah. That's just the way it is. You can burn them with molotovs
Laatst bewerkt door Sarg Bjornson; 25 jun 2021 om 0:32
Origineel geplaatst door Sarg Bjornson:
"Tried to PlayOneShot with null SoundDef" Yeah, but I'm not sure which mod may cause this, I'm sorry. No sounds should play at all when cutting plants in vanilla, so look for mods that add something like that.

The ruined vegetation takes a LONG time to disappear, yeah. That's just the way it is. You can burn them with molotovs
Oh that's true, I didn't think of that, thanks! I'll get back to you if I find out which mod is causing the sound error.
Tlilcoatls are no longer trainable in 1.3 (can only learn tameness, not guard or attack) -- not sure if other animals in this mod also had their train-ability lowered, haven't tamed any others yet.
Sarg Bjornson  [ontwikkelaar] 21 jul 2021 om 11:36 
Oh ♥♥♥♥, trainability defaults to None instead of Intermediate now! Thanks for pointing that out, I'll fix that tomorrow
Sarg Bjornson  [ontwikkelaar] 24 jul 2021 om 10:59 
No errors on that log...
Sarg Bjornson  [ontwikkelaar] 24 jul 2021 om 12:14 
Can't say I've knowingly used that method in any of my mods...
Not something that an error log will help with.... ;)

Gryphons are marked as corpse/meat, animal products, processed food, kibble, and meal-eaters... but they aren't marked as predators so they cannot fend for themselves unless they can successfully scavenge or rummage for trash like large feathered raccoons. Powerful and majestic beasts indeed! Is this intentional? ;)
@Sarg Bjornson

The Basilisk is bugged; well not them but the "dead" versions of plants they passively create, I assign my pawns to go chop them as they spawned in the middle of my crop fields before initial sowing and they get stuck in a plant cutting loop on the spot and the plant refuses to be removed short of burning it.

Didn't notice any red errors, can take another look and post if the issue is not replicate-able.
The Salamander when dead will still generate the intense heat it normally so I ended up with a kitchen with a temperature of 60C
Sarg Bjornson  [ontwikkelaar] 11 mrt 2022 om 23:16 
Yes :)
Sarg Bjornson  [ontwikkelaar] 30 mei 2022 om 22:33 
Those seem to be caused by some other mod that is patching my defs badly and duplicating a tag
Best I can figure is it's a conflict with Rimworld of Magic. If I turn that mod off, the errors go away. I have to assume many people use both these mods though, so if no one else is reporting this on either mod page, maybe it's something else?
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