RimWorld

RimWorld

Research Reinvented
 This topic has been pinned, so it's probably important
PeteTimesSix  [developer] 6 Oct, 2022 @ 12:43pm
Rimworld 1.4 Bug reports
I've set up a Discord server[discord.gg], which is the preferred medium for discussion and bug reports.

Otherwise, drop any issues with the Rimworld v1.4 version of Research Reinvented here. Ideal bug report contains the following, in descending order of importance:

-likely things that make your situation unique (recently installed mods, research project in question, etc)
-reproducible description of the situation
-full error log (you can grab one by pressing Ctrl + F12)
-modlist (also contained in full log)
-savegame
Last edited by PeteTimesSix; 14 May, 2023 @ 3:51am
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Showing 1-15 of 159 comments
Toby 7 Oct, 2022 @ 11:09am 
With the new 1.4 feature of greyed-out empty categories, it's impossible to build prototypes in categories where you haven't researched something yet (e.g. tribal start and power cables)
Actually, they'll always stay greyed out, even when something is fully researched.
Last edited by Toby; 7 Oct, 2022 @ 2:18pm
Toby 7 Oct, 2022 @ 11:09am 
Prototypes don't seem to give any research points when built
PeteTimesSix  [developer] 7 Oct, 2022 @ 3:03pm 
Originally posted by Toby:
With the new 1.4 feature of greyed-out empty categories, it's impossible to build prototypes in categories where you haven't researched something yet (e.g. tribal start and power cables)
Actually, they'll always stay greyed out, even when something is fully researched.
Originally posted by Toby:
Prototypes don't seem to give any research points when built
Fixed and fixed.
Bathing Keith Ape 15 Oct, 2022 @ 9:20am 
This my first attempt at debugging but it seems that Research Reinvented doesn't play nice with Vanilla Expanded Framework combined with Alpha Animals. To reproduce just boot up a quick devtest, equip any weapon and try to drop it. It disappears out of the inventory and doesn't show up on the ground. Both with RR above and below VFE and AA the logs show a NullReference:
https://gist.github.com/HugsLibRecordKeeper/b1e95200f6ad90d75bd5aaae9f9674e0.
Thanks for the effort and great mod!
Lemniscate 21 Oct, 2022 @ 7:29pm 
There is a chance it's a mod conflict but if I select a research project before building the first research bench everything in the production and other tabs disappear. I was able to recreate this a few times but after a few times I couldn't, so no more problems i guess? Figured it would be worth bringing it up anyways.
glencoe2004 24 Oct, 2022 @ 12:30pm 
This mod appears to have a conflict with Achtung and/or VEF
Umptor 24 Oct, 2022 @ 1:45pm 
I had the same problem as Lemniscate but I didn't do what he did. I finished carpet making and started working on electricity and everything in the build menus disappeared except for the first in each category along with all the "sub-research" categories meaning I couldn't research anything until reloaded the save. However upon reloading the save I only got back the build menus. I still couldn't research anything because I didn't have the sub-research categories.

https://pastebin.com/EjEB1uui

Thanks for the mod!
Last edited by Umptor; 24 Oct, 2022 @ 1:50pm
Jazz 25 Oct, 2022 @ 9:33am 
I'm not sure if this is a bug, but I've noticed an exploit where you can place the blueprint for a prototype, then change your research project, and the prototype will be built as if it weren't a prototype (eg. full health, no research gained).

I'm using Research Powl for the research UI, so if it's a conflict there, my apologies.
BokehBot 25 Oct, 2022 @ 10:49am 
It took me a while of searching through my mods, but I found a huge performance bug due to this mod.

Repro:
1. Load a game
2. Select a pawn. Right click something (ex. prisoner or items).
3. Observe Player.Log is flooded with 100s of "GUI Error: You are pushing more GUIClips than you are popping." a second.
4. Observe FPS drops by 100+ when context menu is open.

Fix:
Once right click menu is closed the FPS returns and Player.Log is no longer flooded

Context:
- 50+ mod list (bug is avoided if this one is off): https://pastebin.com/D19PTLWj
- Currently research project is carpets which has a massive list
- I disabled needing research kits
PeteTimesSix  [developer] 25 Oct, 2022 @ 11:15am 
Do you also have the error log? Thats the error that you get when a method dies in the middle of drawing the UI, which could be just about anything (and obviously printing error messages to the log every frame slows the game down massively).

Ive had a few other reports of NREs (unfortunately with much bigger modlists), so itd be helpful for narrowing it down.
BokehBot 25 Oct, 2022 @ 12:07pm 
Good news! The bug only happens with Carpet. If I swap research it doesn't bug out.

My suspicion is either really long lists or this special case that isn't handled: https://i.imgur.com/C9CVose.jpg

Here's a log with no more spam https://pastebin.com/7chdyi8w
Last edited by BokehBot; 25 Oct, 2022 @ 12:09pm
akelty 25 Oct, 2022 @ 4:36pm 
Definitely issues with Achtung. Only during certain research projects, For example, pemmican research (95 out of 500) causes an issue but changed it to another research method, and it went away. Playing with hundreds of mods, but this is the main conflict I can narrow it down to. Happy to share logs if needed!
Darkstar 25 Oct, 2022 @ 11:26pm 
I'm getting a bunch of messages like this in the player.log:

Frame_CompleteConstruction_Patches - TranspilerForQuality - failed to apply patch (instructions not found)

And some like this:
GenRecipe_PostProcessProduct_Patches - failed to apply patch (instructions not found)

Unfortunately, I don't see an easy way to track down the mods with issues apart from doing the old binary search method...

Would it be possible to please log the name of the research where patching fails? This would make it a lot easier to quickly spot mods that have issues so I can cull them and keep this awesome mod instead :)

Thanks!
Last edited by Darkstar; 25 Oct, 2022 @ 11:47pm
PeteTimesSix  [developer] 26 Oct, 2022 @ 1:00am 
Originally posted by Darkstar:
Frame_CompleteConstruction_Patches - TranspilerForQuality - failed to apply patch (instructions not found)
GenRecipe_PostProcessProduct_Patches - failed to apply patch (instructions not found)
Those are transpilers, which are supposed to only run once, during game startup (they edit target code directly, so during the game its the edited code that runs). Failing to apply usually means some other mod got there first and edited the target code enough to be unrecognizeable to my code matcher.
If you grab a hugslib log, it has all patches including transpilers listed for every patched method near the top. You can use that list to narrow it down to mods that transpile the same methods - moving research reinvented above those should fix the issue. Either way Id appreciate the hugslog so I can track it down myself.
Darkstar 26 Oct, 2022 @ 1:55pm 
Awesome, thanks! I'll grab a hugs log the next time I load up.

Edit: Log file is here -
https://gist.github.com/HugsLibRecordKeeper/7761f976dd880126845e8e46c415e46b

At a glance, I'm guessing it's PerformanceOptimizer as that seems to touch a ton of things.

I went the easy route and made a personal RimPy rule to move Research Reinvented up just under Allow Tool and that seems to have resolved all of the messages.
Last edited by Darkstar; 26 Oct, 2022 @ 5:02pm
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