RimWorld

RimWorld

Variety Matters
Cozar  [developer] 16 Sep, 2020 @ 8:08pm
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Showing 1-11 of 11 comments
Diabolical damsel 24 Sep, 2020 @ 4:21am 
I will try to get a screenshot of the debug log in a test save but when I have this mod enabled it messes with pathfinding and causes pawns to stand in one spot indefinitely. It also interferes with trading for some reason, when I send a pawn to trade they get to the spot try to trade but the menu doesn’t open. It also sometimes causes pawns to get stuck in an endless loop of getting food and eating but their hunger doesn't change. Removing this mod seems to fix all these issues.
Cozar  [developer] 24 Sep, 2020 @ 8:04am 
Did this just start withing the past ~12 hours, or was it happening sooner? I did a very small update about the time of my last comment, so that will help me pinpoint where the problem is.
Diabolical damsel 24 Sep, 2020 @ 8:17am 
it started around September 13th
Cozar  [developer] 24 Sep, 2020 @ 9:02am 
Thanks. Make sure you have the latest version. The eating loop sounds like the same problem that was caused by steel being an ingredient in Vanilla Cooking cans. That's probably also the problem with traders - they have a food that isn't working right. I fixed the Vanilla can issue and and just confirmed the fix is working on my end. Do you have any foods with buggy inspect strings (mouse over the food and look at the text box in the lower left)? If you do, that's the food causing the problem. Let me know what mod it is from and I can probably fix it.

I'm not sure if the pathfinding problem is the same or different issue as the one causing the food loop. I haven't seen that particular problem. It might be an incompatibility with a mod affecting food choice behavior.
Last edited by Cozar; 24 Sep, 2020 @ 11:26am
tanyfilina 16 Oct, 2020 @ 9:14pm 
I'm getting the info on your mod update everytime I start a new game. How can I stop it?
Cozar  [developer] 24 Oct, 2020 @ 9:14am 
Hi trajda,

Did I miss something? I don't see any errors in that log related to this mod.
ChrisPikula 1 Nov, 2020 @ 10:36am 
I've noticed that having the Gourmand trait (on a prisoner, at least), gets rid of the variety need.

That seems a more Ascetic thing?
Last edited by ChrisPikula; 1 Nov, 2020 @ 10:49am
ZzZombo 25 Nov, 2020 @ 4:12am 
XML error: Duplicate XML node name comps in this XML block: <ThingDef ParentName="MealCooked"><defName>VCE_GourmetBake</defName><label>gourmet bake</label><description>A culinary work of art, characterized by refined, even elaborate preparation and presentation of an aesthetically balanced, albeit low quantity bake.</description><graphicData><texPath>Things/Meals/VCE_BakeGourmet</texPath><graphicClass>Graphic_StackCount</graphicClass></graphicData><statBases><MarketValue>70</MarketValue><WorkToMake>2250</WorkToMake><Nutrition>0.7</Nutrition></statBases><ingestible><preferability>MealLavish</preferability><optimalityOffsetHumanlikes>1</optimalityOffsetHumanlikes><tasteThought>VCE_AteGourmetMeal</tasteThought><ingestEffect>EatVegetarian</ingestEffect><ingestSound>Meal_Eat</ingestSound></ingestible><comps><li Class="VanillaCookingExpanded.CompProperties_StackByIngredients" /><li><compClass>QualityOfBuilding.QualityCheckComp</compClass></li><li Class="VarietyMatters.CompProperties_Variety"><varietyCategory>Prepared</varietyCategory></li></comps><comps><li Class="FreshlyCooked.CompProperties_Freshness"><leftoverType>MealLeftoversLavish</leftoverType></li><li Class="VarietyMatters.CompProperties_Variety"><varietyCategory>Prepared</varietyCategory></li></comps><modExtensions><li Class="VarietyMatters.MealCount_DefMod" /></modExtensions></ThingDef>

Repeated pretty much for each meal. Somehow this and the Freshly Cooked mod can't properly patch the definitions when used together, resulting in this.
DisKorruptd 18 Dec, 2020 @ 4:00am 
now, my game has had all kinds of interesting bugs, so I wouldn't put it past it for this to be on my end too, but it seem as if the desired and recently eaten meals numbers are being swapped, they're at 100% varieties when they've only had 4 out of the desired 6 varrieties...
Cozar  [developer] 18 Dec, 2020 @ 7:20am 
Most likely you checked recent varieties shortly after a pawn's memory cycle caused it to forget several varieties. If they are all 100% (and stay there), you either did a good job providing extra variety at the start, got lucky, or the formula needs tweaked.

You can confirm whether varieties expected is displaying the right number by looking at their expectation level and checking the mod settings. 6 is the default for low expectations.
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