RimWorld

RimWorld

Rimedieval
 This topic has been pinned, so it's probably important
Ogam  [developer] 14 Jun, 2021 @ 12:51am
Bug report
Send your log and we will take a look. Any bugs or mods incompatibilities.
Last edited by Ogam; 14 Jun, 2021 @ 12:51am
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Showing 1-15 of 91 comments
BGAI 21 Jun, 2021 @ 6:33am 
Hi @ogam

I've tried several times but the mod installation fails.
What's wrong?

https://photos.app.goo.gl/8ZYsmVpFdL5J4KBGA

debug log
RimWorld 1.2.3005 rev1190
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

[Rimedieval] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationAdd(/Defs/PawnKindDef[@Name = "ImperialFighterBase"]/apparelTags)) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2516523040\1.2\Patches\AddArmour.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
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()

[Rimedieval] Patch operation Verse.PatchOperationSequence(count=23, lastFailedOperation=Verse.PatchOperationReplace(/Defs/PawnKindDef[defName="Empire_Common_Lodger"]/apparelTags)) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2516523040\1.2\Patches\PawnKindsMedievalPatch.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
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()

Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab.
Verse.Log:Warning(String, Boolean)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
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()

thanks for advance.

Ogam  [developer] 21 Jun, 2021 @ 6:44am 
Originally posted by csakura38:
Hi @ogam
I've tried several times but the mod installation fails.
What's wrong?


We already fixed it, will be in next steam update. You just dont have Royalty but even with this errors you can keep playing.
BGAI 22 Jun, 2021 @ 5:52am 
@Ogam Thank you.
I will wait next update.
Belgian Waffle 23 Aug, 2021 @ 6:35pm 
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.
Last edited by Belgian Waffle; 23 Aug, 2021 @ 6:35pm
Ogam  [developer] 24 Aug, 2021 @ 1:29am 
Originally posted by The Belgian Waffle:
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.


Yes we aware of this problem, it take some time to be fixed.
Belgian Waffle 24 Aug, 2021 @ 5:30pm 
Originally posted by Ogam:
Originally posted by The Belgian Waffle:
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.


Yes we aware of this problem, it take some time to be fixed.
Alright, thank you!
SolidLiquid 3 Sep, 2021 @ 2:11pm 
Hi,

I downloaded the newest 1.3 version from github today and i'm having a problem with research restrictions; I can still research industrial techs, even when i have ticked the option for disabling everything other than medieval tech.
I'm running a metric ton of mods, and am uncertain if there are any conflicts.

Sorry for not having a clear idea of what's causing the problem.
Here's the log if it helps https://pastebin.com/9eCGXJEK
pone 4 Sep, 2021 @ 2:30am 
me too

I think it is because of ResearchPal, it shows the hidden mods
Last edited by pone; 4 Sep, 2021 @ 3:13am
Ogam  [developer] 4 Sep, 2021 @ 11:50am 
Yeah, we need to patch ResearchPal again
ShadowVVolf 27 Sep, 2021 @ 10:40am 
Originally posted by Ogam:
Originally posted by The Belgian Waffle:
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.


Yes we aware of this problem, it take some time to be fixed.

That explains my World Gen issue, is this the same cause of the inability to open the research menu (Debug log below) or was this fixed?

Root level exception in OnGUI(): System.TypeInitializationException: The type initializer for 'Rimedieval.Utils' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at Rimedieval.Utils.DoIdeologyPatches () [0x00053] in <dc4353b6962d4d1eb19e3990f5b50143>:0
at Rimedieval.Utils..cctor () [0x00281] in <dc4353b6962d4d1eb19e3990f5b50143>:0
--- End of inner exception stack trace ---
at Rimedieval.VisibleResearchProjects_Patch.Postfix (System.Collections.Generic.List`1[Verse.ResearchProjectDef]& __result) [0x00001] in <dc4353b6962d4d1eb19e3990f5b50143>:0
at (wrapper dynamic-method) RimWorld.MainTabWindow_Research.RimWorld.MainTabWindow_Research.get_VisibleResearchProjects_Patch1(RimWorld.MainTabWindow_Research)
at (wrapper dynamic-method) RimWorld.MainTabWindow_Research.RimWorld.MainTabWindow_Research.ViewSize_Patch0(RimWorld.MainTabWindow_Research,RimWorld.ResearchTabDef)
at RimWorld.MainTabWindow_Research.get_InitialSize () [0x0002e] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Window.SetInitialSizeAndPosition () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainTabWindow.SetInitialSizeAndPosition () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Window.PreOpen () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainTabWindow_Research.PreOpen () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.WindowStack.Add (Verse.Window window) [0x0001f] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at (wrapper dynamic-method) RimWorld.MainTabsRoot.RimWorld.MainTabsRoot.ToggleTab_Patch1(RimWorld.MainTabsRoot,RimWorld.MainButtonDef,bool)
at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x00005] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x0008d] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainButtonWorker.DoButton (UnityEngine.Rect rect) [0x000ee] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainButtonsRoot.DoButtons () [0x0010c] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at (wrapper dynamic-method) RimWorld.MainButtonsRoot.RimWorld.MainButtonsRoot.MainButtonsOnGUI_Patch1(RimWorld.MainButtonsRoot)
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00037] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
Ogam  [developer] 28 Sep, 2021 @ 6:18am 
@ShadowVVolf if you use ResearchPal just disable group by tech level feature in mod settings. We cant patch it, this is a ResearchPal side problem
Jan 12 Oct, 2021 @ 11:20am 
I don't have the option to feed prisoners. Any ideas what might be causing this?
Ogam  [developer] 12 Oct, 2021 @ 11:50am 
@Janessa Rim73 is your troublemaker, place stockpile near prison
KhanKanin 12 Oct, 2021 @ 7:10pm 
I just want to start out by saying that this is a really great mod and just the feature of making it so the empire doesn't roll in with full power armor and laser rifles against my knights is just amazing, thank you so much for the mod!

But sadly I do have a bug to report otherwise I wouldn't be posting here.
When loading new saves it gives you the option to add 3 new factions each saying it's added in from this mod and the people from these 3 factions will spawn in with guns, flak armor, and other modern items.

Since this is an easy bug to avoid since you can just choose to ignore the option when asked I don't see it as much of a big deal. I just thought I'd write about it since I think having the Adventurer's Guild is pretty cool.

If it helps any I've never seen any of these factions through enemy bases or caravans, I've only seen them around my base through the mod 'Factional War" where one of those 3 factions will show up with guns to fight some tribals, suprisingly the tribals won but they were the bun race so they caught up with them and overwhelmed them.

Here is my log, hopefully it helps.
https://gist.github.com/f59c3e7c5d6b2ba972798b50879a890a
Ogam  [developer] 12 Oct, 2021 @ 11:16pm 
@Kotatsuji this is not a bug, it`s a part of end game quest and you just have to avoid this factions spawn before you start this quest
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