RimWorld

RimWorld

Gauranlen Tree Expanded
Hate me  [developer] 18 Sep, 2021 @ 11:27am
Bug Reports
Please provide detailed description of any bugs related to this mod. Always provide hugslib log if possible. And make sure to read guide from fluffy before posting.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725234314
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Showing 1-15 of 23 comments
Domino 30 Sep, 2021 @ 12:13pm 
I've isolated this mod to be the sole cause of certain "timers" not finishing and instead just going into the negatives indefinitely. A completely unbound Guaranlen Tree with this mod enabled will never spawn immature dryads after the timer is supposed to expire, and colony bases in the map will also never be able to refresh their stock. Once I disabled this mod, everything started working again. I'll get a hugslib log but I don't know how helpful it'll be.

Here, on a save loaded 7 seconds before a dryad was supposed to spawn and logged 3 seconds afterwards: https://gist.github.com/8a3cc321e12104f5db7b2ac04b4e5880

Here's also what my mod config looks like in case that matters. Last time I reported a bug with a mod it was config at fault, so just in case it matters: http://puu.sh/If6Nr/6e386b0bdf.jpg
Last edited by Domino; 30 Sep, 2021 @ 12:24pm
Domino 1 Oct, 2021 @ 5:00am 
Update, I've now also tried resetting my config, unsubscribing/resubscribing on the workshop page to force reinstall the mod, and running it alongside 0 other mods on a fresh new save. The counter for the tree STILL goes into the negative after 0 instead of spawning a dryad (if no one is linked to the tree) and other colony bases presumably also still can't refresh their stock after a visit. The mod itself definitely has a bug.
Hate me  [developer] 1 Oct, 2021 @ 5:09am 
Thank you for detailed report, I'll look into it as soon as I can.
Hate me  [developer] 1 Oct, 2021 @ 9:03am 
@TTV Darkeyv pls check if it's fixed with latest update.
Domino 1 Oct, 2021 @ 2:31pm 
Originally posted by Hate me:
@TTV Darkeyv pls check if it's fixed with latest update.

Seems to be fixed now, at least the faction base next to me was able to restock properly after the countdown. Thanks!
Sally smithson 19 Oct, 2021 @ 3:40am 
The building detection slider seems to not work on my end. I remember testing if it would also happen when i use only this mod and it still happend
here is my modlist from rimpy
https://rentry.co/82evq
Hate me  [developer] 24 Oct, 2021 @ 1:52am 
Originally posted by arendjvr:
The building detection slider seems to not work on my end. I remember testing if it would also happen when i use only this mod and it still happend
here is my modlist from rimpy
https://rentry.co/82evq
Thanks, it was actually a visual bug. In fact it didn't affect connection strength. Fixed in recent update.
GoblinEngineer 25 Oct, 2021 @ 2:46pm 
I've been using this mod for a while across multiple saves and I'm running into a bug for the first time. I just want to thank you for the work you put into this mod first. That done, here's the bug.
-The immature dryad cocoon gets stuck at 0 seconds and repeatedly throws the following exeption:
=====
Exception ticking DryadCocoon579128 (at (121, 0, 134)): System.NullReferenceException: Object reference not set to an instance of an object
at GauranlenTreeExpanded.CompTreeConnectionExpanded.ResetDryad (Verse.Pawn dryad) [0x000c0] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompTreeConnectionExpanded.GenerateNewDryad (Verse.PawnKindDef dryadCaste) [0x0002c] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompDryadCocoonExpanded.Complete () [0x00053] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompDryadHolderExpanded.CompTick () [0x00049] in <659e992fb601467284e1ebcf5b8740a1>:0
at GauranlenTreeExpanded.CompDryadCocoonExpanded.CompTick () [0x00000] in <659e992fb601467284e1ebcf5b8740a1>:0
at Verse.ThingWithComps.Tick () [0x00024] in <e13bd2f1929544099ed2b58e66ece833>:0
at Verse.TickList.Tick () [0x0015c] in <e13bd2f1929544099ed2b58e66ece833>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
=====

Full HugsLib log: https://gist.github.com/HugsLibRecordKeeper/00260c411b4b0b2db27fe3b32fcce0e5
Hate me  [developer] 26 Oct, 2021 @ 2:07am 
Originally posted by Mizati:
I've been using this mod for a while across multiple saves and I'm running into a bug for the first time. I just want to thank you for the work you put into this mod first. That done, here's the bug.
Pushing hotfix to it, please check if bug is resolved with latest version.
GoblinEngineer 26 Oct, 2021 @ 10:02am 
Originally posted by Hate me:
Pushing hotfix to it, please check if bug is resolved with latest version.
ty mate. Dev mode testing seems to indicate it's working fine. I'm testing it the slow way still, but I'm going to assume it's fixed for now and let you know if I find otherwise.
Edit: Thanks again for such a speedy hotfix. I've been waiting for bugfix from Torann for a month, lol.
Last edited by GoblinEngineer; 26 Oct, 2021 @ 10:04am
Sally smithson 26 Oct, 2021 @ 10:48am 
Heyo here i am again.
It seems like the mod settings are resetting each time i restart the game
my modlist has changed in the meantime
https://rentry.co/wc7nb
Hate me  [developer] 26 Oct, 2021 @ 11:56am 
Originally posted by Mizati:
Originally posted by Hate me:
Pushing hotfix to it, please check if bug is resolved with latest version.
ty mate. Dev mode testing seems to indicate it's working fine. I'm testing it the slow way still, but I'm going to assume it's fixed for now and let you know if I find otherwise.
Edit: Thanks again for such a speedy hotfix. I've been waiting for bugfix from Torann for a month, lol.
I wasn't able to update due to some weird bug that won't let me uplaod mods to steam actually xD
But at least it says, that bug is not that easily reproducable and might not give too much trouble until I can finally upload it to steam.
Hate me  [developer] 26 Oct, 2021 @ 12:10pm 
All right, finally pushed it to steam.
GoblinEngineer 27 Oct, 2021 @ 8:53am 
Originally posted by Hate me:
I wasn't able to update due to some weird bug that won't let me uplaod mods to steam actually xD
But at least it says, that bug is not that easily reproducable and might not give too much trouble until I can finally upload it to steam.
That is funny. Once I've got a stable situation in one of my games I'll have to sit down and see if I can force it to happen again. I've already got a couple ideas.
Jiopaba 29 Oct, 2021 @ 5:12pm 
A moderate incompatibility with Alpha Animals is caused by a duplicate XML node. Both mods use a PatchOperationAdd to add "Comps" field to the GauranlenMoss. With both running, the constructed output looks like the Pastebin link I have here: https://pastebin.com/fq61punn

Essentially, Alpha Animals is adding the "comps" field to patch in their "AlphaBehavioursAndEvents.CompProperties_GuaranlenGrassGraphicChanger" to allow the grass to be corrupted, which is important because they have an entire precept built around corruption the trees.

This mod is adding the comps field as well with GauranlenTreeExpanded.GauranlenMossExpandeDComp.

The simple fix is probably just to delete whichever one you don't want (for most users I presume the moss corruption from AB if they're using this mod), and the fancy fix is for at least one of the two mod developers to make a conditional patch to just add their Comp, instead of the entire Comps field, if the other mod is detected. That's assuming you even can put two comps on an object of course.

Last edited by Jiopaba; 29 Oct, 2021 @ 5:13pm
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