RimWorld

RimWorld

F3: Spacer Jumpsuits and More
ハグ / Ian_Suffix  [developer] 14 Mar, 2022 @ 10:53pm
[Troubleshooting] Report problems (like SOS2 patching) here!
While I consider the methods that patch SOS2 to be pretty airtight (ha), in the wide world of RimWorld mods, anything could happen.
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Showing 1-15 of 24 comments
Pasaway 14 Mar, 2022 @ 11:19pm 
@Pasaway Interesting. The mobility assist pack both accelerates and decelerates users, so its effects are more pronounced over long distances, but let's assume that the patch to SOS2 is failing somehow. Try starting up RimWorld with developer mode active, and see if you get the message "[HG] Performing SOS2 patches" in the dev console. If it's failing, it should also read "[HG] Could not get a lock on SOS2 GoFast method" or "[HG] Failed to patch SOS2 GoFast method". I'll create a discussion for further troubleshooting.

Response:
I launched the game with developer mode active, but did not see either of the above mentioned patches, or any messages specific to this mod.

I think I might be having an issue because I play with a small number of overpowered pawns that move about 80 c/s. I think the game can only deal with so much movement speed, so it starts glitching a bit. I had two pawn race, with different movement speed, but they stayed neck and neck. The mobility assist pack displays smoke or whatever when moving in space. I will mess with it some more later, but I am assuming that it works fine, and that I have made my pawns move to fast for the game to render properly. Gotta love mods.
Machix 14 Mar, 2022 @ 11:25pm 
Heads up, the masking layers don't seem to work on any of the suits so far in my game. Not a big deal, nice work overall!
ハグ / Ian_Suffix  [developer] 15 Mar, 2022 @ 12:31am 
@Pasaway The mobility assist pack basically divides the "resistance" of movement in space by four, so if your pawns are moving at lightning speed, then you probably won't get a chance to see it accelerate. It's strange that no messages would appear, though.

@Machix Would you provide a screenshot to show what's going wrong with them? Also, do you have any mods that modify the way apparel is rendered? The masks are rather vital to the appearance of most of the suits... I assume you're talking about the way they look when people wear them, right? Not in the menus (where the masks don't work anyway)?
Machix 15 Mar, 2022 @ 6:07pm 
https://imgur.com/a/79Emfva

^screenshot of my masking troubles

I do have better vanilla masking,(enables masking for vanilla buildings) as well as graphic settings+. Otherwise, I can't think of any other mod of mine that would cause apparel rendering issues. I will try yanking out the 2 aforementioned mods, I'll let you know if it fixes the issue.
Machix 15 Mar, 2022 @ 7:15pm 
Sadly, removal of both mods did not work, and digging through my 207 mods to find the culprit sounds like hell. I'll let you know if I find a fix.
ハグ / Ian_Suffix  [developer] 15 Mar, 2022 @ 10:37pm 
Looks pretty neat with the chibi faces. I'll try adding those two mods myself to see if I can't induce the problem.
ハグ / Ian_Suffix  [developer] 15 Mar, 2022 @ 11:00pm 
No dice, not even creating DDS files caused a problem for me. But I have an idea: try exploring the F3 texture folders (like Textures\Things\Pawn\Humanlike\Apparel\RegalSuit) and make sure the mask files are in there.
Machix 16 Mar, 2022 @ 9:44pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2661297719

^I use this face mod, its nice to have distinct, unique faces amongst my colonists if you're interested.

I checked out the files, I assume mask files are the red and black ones with the m at the end? Everything seems to be in order in my case. I did a bit of research and the XML looks all in order on my end. Sadly, I think it all chalks up to some mysterious conflict in my mod list, the sad inevitability of big ol mod lists :(
Tyrant 14 Apr, 2022 @ 2:09pm 
Since this morning, I"m getting an error patching SOS2:
Could not execute post-long-event action. Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at HG.FFF.Harmony.Patches.GoFasterTranspiler (System.Collections.Generic.IEnumerable`1[T] instructions, System.Reflection.Emit.ILGenerator generator) [0x00460] in <efc66c9c7c4b4ca4ba3076895a6ff0a2>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <eae584ce26bc40229c1b1aa476bfa589>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at HarmonyLib.CodeTranspiler+<>c__DisplayClass12_0.<GetResult>b__0 (System.Reflection.MethodInfo transpiler) [0x0004b] in <afae5a8d84e24373b604e1b6d209d116>:0 at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <eae584ce26bc40229c1b1aa476bfa589>:0 at HarmonyLib.CodeTranspiler.GetResult (System.Reflection.Emit.ILGenerator generator, System.Reflection.MethodBase method) [0x00020] in <afae5a8d84e24373b604e1b6d209d116>:0 at HarmonyLib.MethodBodyReader.FinalizeILCodes (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] transpilers, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode) [0x0014a] in <afae5a8d84e24373b604e1b6d209d116>:0 at HarmonyLib.MethodCopier.Finalize (HarmonyLib.Emitter emitter, System.Collections.Generic.List`1[T] endLabels, System.Boolean& hasReturnCode) [0x00000] in <afae5a8d84e24373b604e1b6d209d116>:0 at HarmonyLib.MethodPatcher.CreateReplacement (System.Collections.Generic.Dictionary`2[System.Int32,HarmonyLib.CodeInstruction]& finalInstructions) [0x00286] in <afae5a8d84e24373b604e1b6d209d116>:0 at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00057] in <afae5a8d84e24373b604e1b6d209d116>:0 at HarmonyLib.PatchProcessor.Patch () [0x000fc] in <afae5a8d84e24373b604e1b6d209d116>:0 at HarmonyLib.Harmony.Patch (System.Reflection.MethodBase original, HarmonyLib.HarmonyMethod prefix, HarmonyLib.HarmonyMethod postfix, HarmonyLib.HarmonyMethod transpiler, HarmonyLib.HarmonyMethod finalizer) [0x00028] in <afae5a8d84e24373b604e1b6d209d116>:0 at HG.FFF.Harmony.Patches.TryAllPatchesForSOS2 (HarmonyLib.Harmony harm) [0x00176] in <efc66c9c7c4b4ca4ba3076895a6ff0a2>:0 at HG.FFF.FunctionalFutureFashion.Initialize () [0x00001] in <efc66c9c7c4b4ca4ba3076895a6ff0a2>:0 at BetterLoading.ToExecuteWhenFinishedHandler+<ExecuteToExecuteWhenFinishedTheGoodVersion>d__3.MoveNext () [0x000aa] in <3390026af42f414180bf48f96dce7287>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string) BetterLoading.ToExecuteWhenFinishedHandler/<ExecuteToExecuteWhenFinishedTheGoodVersion>d__3:MoveNext () UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)

Error wasn't occurring yesterday, so another mod update must have broken it. Only mods I see updated are Vanilla Expanded Framework, RimPy's database, and Simple Sidearms.
Here's a hugslib log: https://gist.github.com/e411fc83da163809000b4108b8c0f7eb
ハグ / Ian_Suffix  [developer] 15 Apr, 2022 @ 3:05am 
Thank you for the report. I've confirmed the error on my end. It looks like SOS2 updated the conditionals for movement in a vacuum; I'll have to update my patch to restore functionality to the Mobility Pack.
ハグ / Ian_Suffix  [developer] 15 Apr, 2022 @ 3:37am 
For the moment, I've tossed the GoFast transpiler in a conditional that requires a (now missing) trait from the older version to function. I'll have to relearn a few things to get this to work again...
Rowan Skye 14 Aug, 2022 @ 2:40am 
I've been getting curious why there's a red text in my log every time I wake up Rimworld, checked Player.log and it turns out it's HG patching SOS2 and ends up with a "Illegal characters in path".

https://gist.github.com/aa3f62c5887ce646a7ebc66603c757bc

```[HG] Performing SOS2 patches
Could not execute post-long-event action. Exception: System.ArgumentException: Illegal characters in path.
at System.IO.Path.Combine (System.String path1, System.String path2) [0x00057] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ContentFinder`1[T].Get (System.String itemPath, System.Boolean reportFailure) [0x00150] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.Graphic_Single.Init (Verse.GraphicRequest req) [0x00050] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.GraphicDatabase.GetInner[T] (Verse.GraphicRequest req) [0x00072] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.GraphicDatabase.Get (System.Type graphicClass, System.String path, UnityEngine.Shader shader, UnityEngine.Vector2 drawSize, UnityEngine.Color color, UnityEngine.Color colorTwo, Verse.GraphicData data, System.Collections.Generic.List`1[T] shaderParameters, System.String maskPath) [0x0002d] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.GraphicData.Init () [0x0002d] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.GraphicData.get_Graphic () [0x00008] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.ThingDef.<PostLoad>b__311_0 () [0x0001d] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <81af9f8a18324e17b286924a43555a7c>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Could not execute post-long-event action. Exception: System.ArgumentException: Illegal characters in path.
at System.IO.Path.Combine (System.String path1, System.String path2) [0x00057] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ContentFinder`1[T].Get (System.String itemPath, System.Boolean reportFailure) [0x00150] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.MaterialPool.MatFrom (System.String texPath) [0x00012] in <81af9f8a18324e17b286924a43555a7c>:0
at RimWorld.BuildingProperties.<ResolveReferencesSpecial>b__118_0 () [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <81af9f8a18324e17b286924a43555a7c>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)```
ハグ / Ian_Suffix  [developer] 14 Aug, 2022 @ 4:11am 
Thanks for the report. It looks like CharacterEditor is also tripping over some change to the way Graphic_Single or graphics in general are initialized, perhaps from PerformanceOptimizer...? I'll try installing PerformanceOptimizer and see what happens.
ハグ / Ian_Suffix  [developer] 14 Aug, 2022 @ 4:48am 
It doesn't quite match the error description, but I'm feeling mighty suspicious about the error that comes just before F3 starts patching SOS2. Something is failing to create a 2D texture, but unfortunately, it's not clear what it is. I do know that nothing in F3 has a size of 25x31.
d3d11: failed to create 2D texture id=50931 width=25 height=31 mips=6 dxgifmt=28 [D3D error was 80070057] (Filename: Line: 587)
Rowan Skye 19 Aug, 2022 @ 8:38pm 
I see, got any tips?
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