RimWorld

RimWorld

Preemptive Strike (v1.4+ Fork)
 This topic has been pinned, so it's probably important
Ogliss  [developer] 22 Nov, 2022 @ 1:23am
Bug Reports & Known Issues
Somewhere to post Bug Reports, Please try to include as much relevent information as possible, including the version of RimWorld your using. (1.0, 1.1, etc), if your using Combat Extended.

Or via the GitHubs Issue Tracker[github.com]

If you have HugsLib you can press CTRL + F12 to copy the report and paste it here.

Alternatively click
https://gyazo.com/579d014e1fe4583c19c03ba6fe54e91d

which should open something like this
https://gyazo.com/fd6fbe3394b1f87805b05cd5e4ff4d93

in the bottom left is the share logs button, click that and copy the link and paste it into a comment here

or you can copy it from your log directory, which will be something along the lines of.

C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.txt

or

C:\Program Files (x86)\Steam\steamapps\common\RimWorld\RimWorldWin_Data\output_log.tx

it can also be at

C:\Users\USERNAME\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\player.log


Known Issues
Biomes! Islands
- Can cause raids to be doubled(Raid occurs, then several hours later the same raid occurs again)
Last edited by Ogliss; 4 Mar, 2023 @ 8:42am
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Showing 1-15 of 25 comments
BrGuardian 16 Nov, 2022 @ 2:27pm 
Some weird bugs
Ok, maybe i have some data to share. Looks like Preemptive is messing with something in my game while i was runnig some tests to find the cause of a bug in my trade UI.
So... I'm a little lost because didn't expected this situation, but if i find some more weird ♥♥♥♥ i'll update this post


Getting random element from empty collection.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.GenCollection:RandomElement<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
SingalTower.Patch_IncidentWork:Prefix (RimWorld.IncidentWorker,RimWorld.IncidentParms)
(wrapper dynamic-method) RimWorld.IncidentWorker:RimWorld.IncidentWorker.TryExecute_Patch6 (RimWorld.IncidentWorker,RimWorld.IncidentParms)
Verse.DebugActionsIncidents/<>c__DisplayClass5_1:<GetIncidentDebugAction>b__3 ()
Verse.DebugActionNode:Enter (Verse.Dialog_Debug)
Verse.Dialog_Debug:DoButton (Verse.DebugActionNode,bool)
Verse.Dialog_Debug:DrawNode (Verse.DebugActionNode,bool)
Verse.DebugTabMenu:ListOptions (int)
Verse.Dialog_Debug:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
BrGuardian 16 Nov, 2022 @ 2:31pm 
Looks like this happens everytime I try to force any incident with debbug

Getting random element from empty collection.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.GenCollection:RandomElement<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>)
SingalTower.Patch_IncidentWork:Prefix (RimWorld.IncidentWorker,RimWorld.IncidentParms)
(wrapper dynamic-method) RimWorld.IncidentWorker:RimWorld.IncidentWorker.TryExecute_Patch6 (RimWorld.IncidentWorker,RimWorld.IncidentParms)
Verse.DebugActionsIncidents/<>c__DisplayClass5_1:<GetIncidentDebugAction>b__3 ()
Verse.DebugActionNode:Enter (Verse.Dialog_Debug)
Verse.Dialog_Debug:DoButton (Verse.DebugActionNode,bool)
Verse.Dialog_Debug:DrawNode (Verse.DebugActionNode,bool)
Verse.DebugTabMenu:ListOptions (int)
Verse.Dialog_Debug:DoWindowContents (UnityEngine.Rect)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Ogliss  [developer] 22 Nov, 2022 @ 1:20am 
apologies, Authors dont get notified when someone starts their own discussion, only just spotted this, can you gen a hugslib log?, i will set up a bug reports discussion aswell
PhonyStuff Radio 9 Dec, 2022 @ 10:56pm 
Minor bug: An unidentified human crowd is stuck on the middle of the screen when on the world map. Not a big deal but its still a bug but it only moves when I move (its stuck to the middle of my screen.) It goes away in debug mode and nothing appears in the log.
Torres 24 Feb, 2023 @ 5:47pm 
The modern watchtower, when fully upgraded, should allow for food to be delivered... even if you place it in the options you can't deliver nutrition to it
La Kato 3 Mar, 2023 @ 8:07pm 
V 1.4, CE enabled, VE all enabled, plus various other mods. But have confirmed that its preemptive strike causing double raids to occur. I get a raid, then about 3-4 hours later the exact same raid.
PhonyStuff Radio 3 Mar, 2023 @ 8:19pm 
Originally posted by La Kato:
V 1.4, CE enabled, VE all enabled, plus various other mods. But have confirmed that its preemptive strike causing double raids to occur. I get a raid, then about 3-4 hours later the exact same raid.
Mod incompatibility is generally what causes that. Do you happen to be using the Biomes! Islands mod? Some of us found that to be the problem.
La Kato 5 Mar, 2023 @ 10:27am 
Originally posted by PhonyStuff:
Originally posted by La Kato:
V 1.4, CE enabled, VE all enabled, plus various other mods. But have confirmed that its preemptive strike causing double raids to occur. I get a raid, then about 3-4 hours later the exact same raid.
Mod incompatibility is generally what causes that. Do you happen to be using the Biomes! Islands mod? Some of us found that to be the problem.
I do happen to be using that, I never would have thought a biome mod would cause that sort of incompatibility lol. Any idea on what specifically is happening to cause that?
PhonyStuff Radio 5 Mar, 2023 @ 10:54am 
Originally posted by La Kato:
Originally posted by PhonyStuff:
Mod incompatibility is generally what causes that. Do you happen to be using the Biomes! Islands mod? Some of us found that to be the problem.
I do happen to be using that, I never would have thought a biome mod would cause that sort of incompatibility lol. Any idea on what specifically is happening to cause that?
Not really, we just know that it's the cause of the double raids. It's funny how many people use it with this mod then comment about the raids. We would probably have to ask the Biomes! dev if we want to figure it out since this is like the one incompatibility in this mod.
Ogliss  [developer] 5 Mar, 2023 @ 12:25pm 
Originally posted by La Kato:
Originally posted by PhonyStuff:
Mod incompatibility is generally what causes that. Do you happen to be using the Biomes! Islands mod? Some of us found that to be the problem.
I do happen to be using that, I never would have thought a biome mod would cause that sort of incompatibility lol. Any idea on what specifically is happening to cause that?
conflicting patches to raid generation, Biomes! Islands needs to modify raid generation to ensure things dont spawn in the sea that shouldnt, but the raid it spawns isnt caught by this mods system, as in vanilla theres no delay for raids, so to implement it this mod has to catch vanilla raids, to stop them spawning, and transfer them to Its system
La Kato 5 Mar, 2023 @ 3:14pm 
Originally posted by Ogliss:
Originally posted by La Kato:
I do happen to be using that, I never would have thought a biome mod would cause that sort of incompatibility lol. Any idea on what specifically is happening to cause that?
conflicting patches to raid generation, Biomes! Islands needs to modify raid generation to ensure things dont spawn in the sea that shouldnt, but the raid it spawns isnt caught by this mods system, as in vanilla theres no delay for raids, so to implement it this mod has to catch vanilla raids, to stop them spawning, and transfer them to Its system
I love the weird little bugs that can crop up in programming, so theoretically you would want pre-emptive to check for Biomes raids as well, or alternatively have Biomes run a check for pre-emptive, speaking from someone who hasnt looked into this code.
Ogliss  [developer] 5 Mar, 2023 @ 3:37pm 
Originally posted by La Kato:
Originally posted by Ogliss:
conflicting patches to raid generation, Biomes! Islands needs to modify raid generation to ensure things dont spawn in the sea that shouldnt, but the raid it spawns isnt caught by this mods system, as in vanilla theres no delay for raids, so to implement it this mod has to catch vanilla raids, to stop them spawning, and transfer them to Its system
I love the weird little bugs that can crop up in programming, so theoretically you would want pre-emptive to check for Biomes raids as well, or alternatively have Biomes run a check for pre-emptive, speaking from someone who hasnt looked into this code.
i havent looked into their code, and im afraid im not overly familiar with this mods code, i just updated it to work in 1.4.

but thats my best guess as to whats happening, as to how to fix it, i think it might be the kinda thing best handled by patches on both sides, however my attempts to communicate with the Biomes! team were ignored, so i wouldnt hold your breath for a fix
i can't seem to be able to deliver any food to the modern watch tower even after fully upgraded, confused
Torres 28 Mar, 2023 @ 2:41am 
that's happening to me as well, upgraded and all but won't accept food of any sort whatsoever
Catch Lightning 8 Apr, 2023 @ 12:59pm 
So my report is jumping to the top left of my screen and I can't seem to fix it. It just started happening even when I reinstalled the mod.

Exception filling window for Verse.FloatMenu: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified.

at System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) [0x00102] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at System.Diagnostics.Process.Start () [0x00032] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
at System.Diagnostics.Process.Start (System.Diagnostics.ProcessStartInfo startInfo) [0x0001b] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at System.Diagnostics.Process.Start (System.String fileName, System.String arguments) [0x00007] in <ef151b6abb5d474cb2c1cb8906a8b5a4>:0
at GUILocator.State+<>c__DisplayClass1_1.<PresentMenu>b__10 () [0x0002f] in <af6aceddc2aa4ad1a38c97943f380cb6>:0
at Verse.FloatMenuOption.Chosen (System.Boolean colonistOrdering, Verse.FloatMenu floatMenu) [0x00030] in <3cca3e6203e64b109fd8ce21f7120d03>:0
at (wrapper dynamic-method) Verse.FloatMenuOption.Verse.FloatMenuOption.DoGUI_Patch1(Verse.FloatMenuOption,UnityEngine.Rect,bool,Verse.FloatMenu)
at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect rect) [0x000fb] in <3cca3e6203e64b109fd8ce21f7120d03>:0
at (wrapper dynamic-method) Verse.Window.Verse.Window.InnerWindowOnGUI_Patch0(Verse.Window,int)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) Verse.Window:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
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