RimWorld

RimWorld

Big and Small - Genes & More
Aranador 3 May, 2023 @ 7:02pm
Error log for 4 May update
As has been noted in the comments, this update has introduced an error if you have this mod active, but do not have the Big and Small Races active.

Because Hugslib now fails 99.7pct of the time to upload a log, I have done a log copy and created this thread

RimWorld 1.4.3704 rev896
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

Mod Dragonian Gene (BioTech) dependency (biotexpans.core) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.ModMetaData/ModMetaDataInternal:ValidateDependencies (bool)
Verse.ModMetaData:Init ()
Verse.ModMetaData:.ctor (Verse.Steam.WorkshopItem)
Verse.ModLister:RebuildModList ()
Verse.ModLister:.cctor ()
Verse.ModsConfig:.cctor ()
Verse.LoadedModManager:InitializeMods ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Mod Dragonian Gene (BioTech) dependency (prkr.GeneTools) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.ModMetaData/ModMetaDataInternal:ValidateDependencies (bool)
Verse.ModMetaData:Init ()
Verse.ModMetaData:.ctor (Verse.Steam.WorkshopItem)
Verse.ModLister:RebuildModList ()
Verse.ModLister:.cctor ()
Verse.ModsConfig:.cctor ()
Verse.LoadedModManager:InitializeMods ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

[HugsLib] version 10.0.1
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
HugsLib.Utils.ModLogger:Message (string,object[])
HugsLib.HugsLibController:InitializeController ()
HugsLib.HugsLibController:EarlyInitialize ()
HugsLib.Core.HugsLibMod:.ctor (Verse.ModContentPack)
System.Reflection.MonoCMethod:InternalInvoke (object,object[])
System.Reflection.MonoCMethod:DoInvoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MonoCMethod:Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.RuntimeType:CreateInstanceImpl (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[],System.Threading.StackCrawlMark&)
System.Activator:CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[])
System.Activator:CreateInstance (System.Type,object[])
Verse.LoadedModManager:CreateModClasses ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Could not resolve cross-reference: No RimWorld.FactionDef named BS_LittlePeople found to give to Verse.PawnKindDef BS_WomanInBlue
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()

WARNING! You are using the LEGACY version of Big & Small's rendering. This can cause rendering issues especially for small/large pawns. To use the proper version add HAR to your load order and restart Rimworld.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
BigAndSmall.BigSmall:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

[UnlimitedHugs.HugsLib] Patches on methods annotated as Obsolete were detected by HugsLib: Verse.Game.DeinitAndRemoveMap
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
HugsLib.Utils.HarmonyUtility:LogObsoleteMethodPatchErrors ()
HugsLib.Utils.HarmonyUtility:LogHarmonyPatchIssueErrors ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()

[HugsLib][warn] Exception during log publishing (gist creation): System.Exception: HTTP/1.1 400 Bad Request
at HugsLib.Utils.HugsLibUtility+<>c__DisplayClass22_0.<AwaitUnityWebResponse>b__0 () [0x000a6] in <4a46802aeab646ab99159f7eecb6b57e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
HugsLib.Utils.ModLogger:Warning (string,object[])
HugsLib.Logs.LogPublisher:<BeginUpload>b__31_0 (System.Exception)
HugsLib.Utils.HugsLibUtility/<>c__DisplayClass22_0:<AwaitUnityWebResponse>b__0 ()
HugsLib.Utils.DoLaterScheduler:InvokeCallbacks (System.Collections.Generic.Queue`1<System.Action>)
HugsLib.Utils.DoLaterScheduler:OnUpdate ()
HugsLib.HugsLibController:OnUpdate ()
HugsLib.Patches.Root_Patch:UpdateHook ()
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
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Showing 1-15 of 15 comments
RedMattis  [developer] 3 May, 2023 @ 11:29pm 
> As has been noted in the comments, this update has introduced an error if you have this mod active, but do not have the Big and Small Races active.

This bug should be fixed now. Make sure Steam gets latest, the Woman in Blue event had an invalid faction default for when you don't have Big & Small Races.

Btw. I notice you don't have HAR installed. You'll get nicer rendering if you add that to your modlist.
Aranador 3 May, 2023 @ 11:48pm 
Yes I usually have HAR, but when I try to produce error logs for bug finding, I always strip the mod list down as much as possible.
RedMattis  [developer] 4 May, 2023 @ 1:25pm 
I see. That's good. :)
Vulkandrache 5 May, 2023 @ 2:45am 
I have a very curious issue aswell and its still here after the update.
Some interaction between this mod and another makes wounds heal super fast
on some Pawns.
Im talking 1 hp every second. However the healing stops just short,
leaving every wound on 0.3 or less at which point the normal healing rate takes over.

The really freaky thing is that this healing continues even if the game is paused.

Removing this mod stops the bug but im not convinced its the main culprit.
And since i need it for the Demons mod i dont just want to drop it.


If it helps at all:
The overall pawn Health does not move while paused and jumps to 100% richt after unpausing.

Do you have any idea which mechanic in this mod could be involved so i can try to tease out some errors? Because there is no red right now.
Aranador 5 May, 2023 @ 6:00am 
Hmm - I have also found that various things are healing very quickly. Like I machine gunned some man hunter monkeys, and the one that wasn't killed outright, got up, and it was healing at a very fast rate even while the game was on pause. I will do some more testing.
Aranador 5 May, 2023 @ 6:14am 
Well, I could not make any errors appear, but with just Vampires Demons and Undead and its re-reqs, I started a new crashland scenario colony, had a colonist grab the pistol, and shoot another colonist. Nothing unexpected. I then shot our guinue pig - and it healed right up super fast even with game paused.

Edit: Turns out, the pawn doing the shooting? If I had them be the one shot, they fast healed too. The only difference seemed to be that pawn did not have cryptosleep sickness, but honeslty I got no clue what might be causing this.
Last edited by Aranador; 5 May, 2023 @ 6:28am
RedMattis  [developer] 5 May, 2023 @ 7:37am 
It is probably a mod interaction, but I think I can remove the only code I believe could possible cause this kind of thing. I'll have the change submitted in 15 minutes or so.
RedMattis  [developer] 5 May, 2023 @ 7:44am 
Should be fixed now.

Chances are it is a floating point rounding error that keeps building up very very slowly, hence why it happens even when paused. I've removed the function that I suspect causes it, and I'll re implement it again later once I've confirmed that it works.
Aranador 5 May, 2023 @ 8:32pm 
I have not seen the issue resurface since the function was disabled. Seems to have been the trick! Thank you.
thailyn 7 May, 2023 @ 11:36am 
Hi, I was encountering this bug since my copy of this mod updated on 5/2. I force-updated it to the latest version yesterday, and the issue appears to have disappeared (I was in the middle of a raid and didn't notice it then happening to any humanoids or animals). I just started playing again today, noticing this mod had updated again, and the bug seems to have returned -- a bunch of my injured animals are healing up, even when the game is paused. I'm going to see if I have a backup of my version from yesterday to confirm again it was fixed in that version.
RedMattis  [developer] 7 May, 2023 @ 12:30pm 
Hm. That's annoying. I thought I had fixed it, and I haven't been able to reproduce the bug. I'll just roll back the change that causes the spontaneous healing.

It was a fix for when pawns spawning smaller than normal causing Rimworld to 'increase' their injuries, typically killing causing them to lose limbs or die. I'll figure out some other way to solve it.
thailyn 7 May, 2023 @ 1:06pm 
Hey, thanks for responding so quickly. I was seeing it in a heavily modded colony (currently 858 mods), so I might be encountering some interactions you haven't experienced. I haven't seen any errors in the log relating to this bug, however.

The newest version appears to be behaving correctly again.

The pawns I saw earlier today who were exhibiting the behavior were for creatures with smaller body sizes, specifically some dryads (0.67 body size) and a baby rhino (0.60), but not with an adult rhino and other adult animals. (Yesterday, before I updated, I saw it with a boomalope and a capybara who were being attacked by insects... but also with only one of two Frost Jotun raiders.) I think it had also happened with a Kurin baseliner colonist in the past without me noticing (0.90 body size), as she has a ton of scars with 0.0 damage.

If there's anything I can do to help investigate the issue further, let me know, and I'll do what I can.

Regarding pawns losing limbs, I've also noticed recently that pawns just don't really lose limbs anymore, or have their torso destroyed, etc., leaving those parts with 1 HP, despite having sufficient injuries to destroy them. I have been assuming that's related to the "colonist instant kills" storyteller setting, as that is [now] by default at 100%, but I feel like this is not how the storyteller has always behaved.
warmainiac 8 May, 2023 @ 7:40pm 
so i have been having an issue, here is the full log after my latest debug session https://pastebin.com/gwDaQYZP
warmainiac 8 May, 2023 @ 8:00pm 
Originally posted by warmainiac:
so i have been having an issue, here is the full log after my latest debug session https://pastebin.com/gwDaQYZP
update after removing EVERYTHING but the minimum requirements for both my playthrough as well as all the mods in the collection, it just made the situation somehow worse https://pastebin.com/cuP6KYbp
RedMattis  [developer] 9 May, 2023 @ 2:11am 
I don't see anything related to Big and Small or better prerequisites in the first one. There are some that appear thrown by Geological Landforms v1.6.4

FluffyUI also seems to get an exception from some slider option

----------

Second one does have a long chain which end with an error in my methods. I can probably patch those pretty quick, but I doubt my mod is the real culprit there. Something is calling "GenesChanged" with the pawn set to null.

So basically something (either another mod, or corrupted vanilla files) is causing the game to send a notification notifying the game that something which does not exist has had its genes changed, which of course makes no sense.

I'll add a patch to handle situations where the pawn is missing, but it might be a good idea to verify files, since something could be broken.
Last edited by RedMattis; 9 May, 2023 @ 2:49am
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