RimWorld

RimWorld

Blood Dries
izzimon  [developer] 22 Aug, 2021 @ 5:36pm
Tracking down the mod causing issues
Thanks @Nianor Skywolf, all good if it is tricky to run, I was going to start doing some text searching in the mod folders first (I have a few ideas about what kind of thing might cause that error). So yeah, a zip or collection would be helpful!

If you don't mind waiting 'till next weekend, I can take a look then.

What I'm imagining has happened is there is another mod that has overridden the class for the Blood_Filth def. Because I also added the property to the def telling it to tick long, I'm guessing that new class is being used instead of mine, and that new class doesn't implement `TickLong()`.

At least that's what I suspect might be happening.
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Showing 1-6 of 6 comments
Nianor 25 Aug, 2021 @ 2:55pm 
Sorry for the delay, was out of town. If something else is overriding it, then it probably *is* the "time and rain" mod or one I have that adds bloody footprints, I don't have much else that could be interacting with blood like that.
izzimon  [developer] 26 Aug, 2021 @ 1:51am 
Cool no worries, well I can check the time and rain one this weekend. Pretty sure the bloody footprints one is fine (if it's the same one I mentioned in the notes about compatibility). I'll let you know if they aren't a problem and we can go from there.

If you send me a collection or a zip of your mods I can do some text searching. Otherwise I can suggest some things for you to search for.

But yeah, I'll check time and rain first and let you know :)
izzimon  [developer] 26 Aug, 2021 @ 2:05am 
Sorry just saw your PM, sounds like it might be blood and stains after all. I'll try them loaded in different orders (it could be I didn't check the other one doh!).
izzimon  [developer] 27 Aug, 2021 @ 5:43pm 
I worked it out! It isn't a mod issue, it is if you load a game with preexisting blood splatters, it doesn't use my class for those preexisting instances and you get the error.

New blood splatters are fine though.

Damn, thought I'd tested that already, sorry!

Trying to find a fix, but in the meantime, a work around is using the debug options to destroy the preexisting blood on your map (sorry that's gonna be annoying if your map is covered in it... :steamsad:).
Nianor 27 Aug, 2021 @ 7:14pm 
Huh... that's strange. If memory serves I used rain to wipe the map clean and I got more errors a while after it. As far as the fix part goes, I'm currently in the process of making a new colony anyways, had some performance issues in the last one that I'm trying to resolve, so I'll pop all the suspect mods back into my modlist and see what happens.
izzimon  [developer] 27 Aug, 2021 @ 9:16pm 
I've pushed out an update that should replace any old blood that has the wrong class with new blood when loading the map - let me know how that goes!

Hmm, curious about the map being clean already though...
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Showing 1-6 of 6 comments
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