RimWorld

RimWorld

D9 Framework
 This topic has been pinned, so it's probably important
dninemfive  [developer] 27 Mar, 2020 @ 11:10am
Bug reports
Update: if you can, please create GitHub issues[github.com] instead of using this chat; other guidelines still apply.

Post bug reports here! Please follow the guidelines on the Rimworld discord[discord.gg]#troubleshooting - namely, provide a HugsLib log containing the error message.
Last edited by dninemfive; 1 Jul, 2020 @ 12:25pm
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Showing 1-11 of 11 comments
Lyra 19 Apr, 2020 @ 3:37pm 
Update: Apr 19 @ 2:29pm
- Fix several issues with PlaceWorker_OnWall. Due to a vanilla bug, still doesn't work without a significant amount of XML configuration.
- Attempt to patch the above issue, doesn't seem to work but has no side-effects either.

Bug: On new games, possibly existing ones as well, the build wall order no longer properly works. Attempting to place down build wall orders over grass, trees, or other plants gives the error "Space already occupied" and the intended blueprint cannot be placed down.
dninemfive  [developer] 19 Apr, 2020 @ 4:02pm 
@Lyra Please post a HugsLib log. Does turning off the Force Allow Place Over Fix patch in the mod options fix this?
Last edited by dninemfive; 19 Apr, 2020 @ 4:02pm
dninemfive  [developer] 19 Apr, 2020 @ 4:59pm 
@Lyra I have confirmed your issue and am working on a fix.
KDart 20 Apr, 2020 @ 7:45pm 
I don't know why but my colonists wont work on the geothermal generator blueprint. If there are trees or something in the way I can right click make them work on it but once it's clear and they should be starting to place the materials they stop. I can build other power sources just fine it seems to be just the geo. I have tried everything and the only thing that fixes it is to turn off this mod.

I don't really get an error message but if you still need anything let me know and I can get it. Thanks!
dninemfive  [developer] 20 Apr, 2020 @ 7:49pm 
@KDart Try disabling "Force Allow Place Over Fix" in the mod options and restarting the game. I've confirmed the issue, looking at a fix.

Edit: it seems I forgot to add that option, oops. Will have at least a hotfix out soon.

Edit 2: The option does exist, but it's unlabeled. Disable the fourth option in the menu.
Last edited by dninemfive; 20 Apr, 2020 @ 7:51pm
KDart 20 Apr, 2020 @ 8:00pm 
Just came back to ask if that was the one and saw your edit :p

Yes, that seems to work and I can now build the gen. Thanks for the quick reply too.
dninemfive  [developer] 20 Apr, 2020 @ 8:02pm 
@KDart No problem! Hopefully I can figure out why this little patch affects so many things lol
夜月重楼 1 Mar, 2021 @ 8:59pm 
After a lot of experimentation and learning over the holidays, I got my custom beacon to work. The "Prefix" method does not work, it must be "Postfix", and "__instance" must be "ref" for it to work. Just like your NegativeFertilityPatch type. But the [ref][__instance] of the "TradeableCellsaround" method returns an error, so I changed the property [Tradeableells] and overwrote the "placeWorker".
夜月重楼 1 Mar, 2021 @ 9:06pm 
I still don't understand why something like "Pawn __instance" doesn't need "ref". "Plant __instance" and buildings require "ref". Thanks for the example of "NegativeFertilityPatch".
夜月重楼 1 Mar, 2021 @ 9:41pm 
Also, it might be a problem with "ref__instance" that causes me to think "Prefix "doesn't work. That's how I did it anyway.
maledin 19 Dec, 2021 @ 9:23pm 
Originally posted by 夜月重楼:
After a lot of experimentation and learning over the holidays, I got my custom beacon to work. The "Prefix" method does not work, it must be "Postfix", and "__instance" must be "ref" for it to work. Just like your NegativeFertilityPatch type. But the [ref][__instance] of the "TradeableCellsaround" method returns an error, so I changed the property [Tradeableells] and overwrote the "placeWorker".

Would you mind sharing your solution with me? I’ve been trying to crack the trade beacon nut for a while to no avail.
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