RimWorld

RimWorld

Spawners and Drones
Alkolyte  [developer] 1 Apr, 2020 @ 2:32pm
Debugging Feed - Take issues here
Just to unclutter comments, take problem discussions here
Last edited by Alkolyte; 1 Apr, 2020 @ 2:33pm
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Showing 1-15 of 32 comments
SSGlidewell 6 Apr, 2020 @ 2:24pm 
here is my mod list thing

<?xml version="1.0" encoding="UTF-8"?>

-<ModsConfigData>

<version>1.1.2589 rev1331</version>


-<activeMods>

<li>brrainz.harmony</li>

<li>ludeon.rimworld</li>

<li>ludeon.rimworld.royalty</li>

<li>unlimitedhugs.hugslib</li>

<li>erdelf.humanoidalienraces</li>

<li>hoodie.whileyoureup</li>

<li>edb.preparecarefully</li>

<li>fluffy.blueprints</li>

<li>albion.goexplore</li>

<li>sarg.geneticrim</li>

<li>falconne.roomsense</li>

<li>saakra.factioncolonies</li>

<li>skullywag.extendedstorage</li>

<li>terragg.extendedstorage.extended</li>

<li>ratys.rtfuse</li>

<li>crlsniper.realisticrooms</li>

<li>dubwise.rimatomics</li>

<li>vanillaexpanded.vwe</li>

<li>jaxe.rimhud</li>

<li>fluffy.medicaltab</li>

<li>murmur.walllight</li>

<li>ykara.epoe</li>

<li>pinochemicali.moretradeships</li>

<li>fridgebaron.techsales</li>

<li>kentington.saveourship2</li>

<li>pinochemicali.cheapercomponents</li>

<li>erdelf.minifyeverything</li>

<li>notfood.researchpal</li>

<li>historic.industrialrollers</li>

<li>wexman.mines</li>

<li>syrchalis.setupcamp</li>

<li>infinitestorage.kv.rw</li>

<li>spdskatr.projectrimfactory</li>

<li>frozensnowfox.indoortreefarms</li>

<li>steelchicken.devilstrandhydroponics</li>

<li>fluffy.colonymanager</li>

<li>dubwise.dubsbadhygiene</li>

<li>rimfridge.kv.rw</li>

<li>unlimitedhugs.allowtool</li>

<li>dylan.csl</li>

<li>biomesteam.biomescore</li>

<li>biomesteam.biomesislands</li>

<li>alkolyte.spawners</li>

<li>wiseclock.ac.daysmatter</li>

<li>dninemfive.advancedshieldbelts</li>

<li>sumghaidubwise.replimat</li>

<li>fyarn.easyspeedup</li>

<li>razor2.3.anotherrimworldmod.autocutblight</li>

<li>arandomkiwi.guardsforme</li>

<li>automatic.highqualitytextures</li>

<li>jaxxa.ed.embrasures</li>

<li>orion.hospitality</li>

<li>vanillaexpanded.vwel</li>

<li>vanillaexpanded.vweq</li>

<li>crashm.colorcodedmoodbar.11</li>

<li>smashphil.boats</li>

<li>nilchei.dynamicdiplomacy</li>

<li>jaxxa.enhanceddevelopment.shields</li>

<li>mlie.reconanddiscovery</li>

<li>atlas.androidtiers</li>

<li>wemd.fastmoisturepumps</li>

<li>haplo.miscellaneous.robots</li>

<li>alaestor.miscrobots.plusplus</li>

</activeMods>


-<knownExpansions>

<li>ludeon.rimworld.royalty</li>

</knownExpansions>

</ModsConfigData>
Alkolyte  [developer] 6 Apr, 2020 @ 3:29pm 
thanks, ill make comparisons with the others
CYFire 22 Jun, 2020 @ 8:24am 
How do you even?
Can't find the spawners (guess security) nor any correlating research (ResearchPal). Have seen the same on yt at Mr. Streamers (R1D2 Games) current lets play.
So I guess maybe some issue with the mod order? Would like to know where and when I am supposed to be able to build these.

Edit: nevermind. Just read they are supposed to be quest rewards.
Last edited by CYFire; 22 Jun, 2020 @ 8:54am
Alkolyte  [developer] 7 Jul, 2020 @ 10:32pm 
At the moment I am trying to work out a way for the drones to die when downed rather than do nothing when on the repair platform, this may take some time though
Firathmagi 12 Jul, 2020 @ 2:06pm 
https://gist.github.com/ff0a30f3c8d8c2076bf44413a554bde0
D:\SteamLibrary\steamapps\workshop\content\294100\2037551307\1.1\Defs\ThingDefs_Races/Races_DroneMechs.xml: unknown parse failure
Verse.Log:Error(String, Boolean)
Verse.LoadedModManager:CombineIntoUnifiedXML(List`1, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

dunno what this is but i think its a problem
Last edited by Firathmagi; 12 Jul, 2020 @ 2:07pm
Alkolyte  [developer] 12 Jul, 2020 @ 3:02pm 
Did you add harmony to your modlist?
I changed that recently
Firathmagi 12 Jul, 2020 @ 3:04pm 
harmony is there yes since i use a crap ton of other things dependant on harmony
the whole modlist should be in the hugslog if you feel like reading like 400 lines of crap
saw this error in the main menu log after i was forced to close my game because the ui bugged out so i honestly dunno how much of a problem this is or if its related to the ui problem i had at all
didnt look at the xmls at all in depth but that unknown parse failure thing came up all the time when i was screwing with ARoM custom classes so it may just be a minor typo some where or something
Last edited by Firathmagi; 12 Jul, 2020 @ 3:08pm
Alkolyte  [developer] 12 Jul, 2020 @ 3:33pm 
I just updated the mod again, can you try again?
Firathmagi 12 Jul, 2020 @ 3:43pm 
whatever you did fixed the error at least
reth 20 Jul, 2020 @ 5:08pm 
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object at Verse.Pawn_HealthTracker.NotifyPlayerOfKilled (System.Nullable`1[T] dinfo, Verse.Hediff hediff, RimWorld.Planet.Caravan caravan) [0x00227] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 at Verse.Pawn.Kill (System.Nullable`1[T] dinfo, Verse.Hediff exactCulprit) [0x006f6] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 at Verse.DebugToolsGeneral.Kill () [0x00028] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 at Verse.DebugTool.DebugToolOnGUI () [0x00018] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 at Verse.DebugTools.DebugToolsOnGUI () [0x00007] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 at RimWorld.UIRoot_Play.UIRootOnGUI () [0x000b4] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0 at (wrapper dynamic-method) Verse.Root.DMD<DMD<OnGUI_Patch1>?-289111296::OnGUI_Patch1>(Verse.Root) Verse.Log:Error(String, Boolean) Verse.Root:DMD<DMD<OnGUI_Patch1>?-289111296::OnGUI_Patch1>(Root)
Occurs every time a friendly drone dies?
Alkolyte  [developer] 20 Jul, 2020 @ 5:43pm 
That error is harmless (unless it lags Idk if it does)
That error throws because a mechanoidlike does not have a relationship setup when spawned
The alternative is getting deathletters everytime one dies (which is annoying)
Im working on a way to override death letters atm
Alkolyte  [developer] 27 Jul, 2020 @ 11:52pm 
I've noticed this bug before when I test the mod

I think it may have something to do with the repurposed ai, maybe the ai found a loophole to give itself an excuse to leave.

Thankfully this bug seems to be very rare, if it starts to happen everyother day I will put it at a higher priority. (right now I am just handling the small errors created when you butcher Tynan's code for unintended purposes)

For now, this bug is relatively harmless, any new mechs created don't try to leave (until it happens again)
Last edited by Alkolyte; 28 Jul, 2020 @ 12:03am
Alkolyte  [developer] 28 Jul, 2020 @ 2:23pm 
If it is happening that often then Factions core may be doing something to the ai, I will have to check that out or write up a custom ai for the mechs
Could you link the mod?
btw if the ai decides to "flush" the mechs you have to let all of them leave or any new ones will just join the group that wants to leave
Last edited by Alkolyte; 28 Jul, 2020 @ 2:28pm
Alkolyte  [developer] 28 Jul, 2020 @ 7:45pm 
From what I can see from this It appears that the factions core only patches the siege AI

I am not exactly too clear on what your specific situation is
Is the game giving you the notification that the mechs are leaving multiple times or has it only happened once?

If it has only happened once then you need to let all of the mechs in your base leave

AI pawns that are not player controlled are all connected to one AI "lord" that coordinates their movement (fleeing, rally locations etc)

When all the pawns connected to that lord are gone then the lord is reset

In this case the AI lord found a loophole or expired in its runtime and that is what is making the pawns want to leave

To fix this I would need to either create a new lord for the mechs to use or patch the current one
Alkolyte  [developer] 28 Jul, 2020 @ 10:21pm 
I may have to get ahold of your save file to see what is going on with the AI, This bug is rather difficult to recreate under testing circumstances.

Given that I haven't seen this specific problem with such severity before I suspect it should be a mod compatibility issue.

I will have to do some more coding to get a custom ai working but I suspect it will be a difficult task.
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