RimWorld

RimWorld

[AV] Mechanoid orbital traders
 This topic has been pinned, so it's probably important
Veltaris  [developer] 8 Apr, 2024 @ 6:52am
Bug reports and potential mod conflicts
Please post any bugs or potential mod conflicts in here.
Try to be as detailed as possible, as I need to be able to recreate the problem for a chance to fix it.
Last edited by Veltaris; 25 Apr, 2024 @ 9:26am
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Showing 1-15 of 31 comments
Veltaris  [developer] 8 Apr, 2024 @ 7:05am 
Originally posted by TacoLite:
(PT. 1/2)

Hello Veltaris. Your judgement was correct, this idea is good enough to stand alone as a mod, I'm really enjoying it in my newest mechanitor play through. I would like to receive your input regarding a potential issue (very likely a conflict or miscalculation).

I've just received my first trade ship and noticed that the prices of mechanoids (both brand-new and hijacked) are wildly incorrect, at a price of around $1.35 for either a Centipede or the lowly Militor - prices only fluctuate by about 5 cents.

Obviously this isn't right, so I checked the mod settings and found that the mod calculates the prices of the various mechs to be in the thousands - which is much more reasonable. I tinkered with the settings, saved, and reloaded, openened Dev mode, and called another ship to test - yet the issue persists.

Originally posted by TacoLite:
(PT. 2/2)

I checked the Mechanoid Box Defs in the mod files and see the base cost of these boxes is $1 before any calculations, and your notes say some other calculations will adjust that value. However, it seems that somewhere along the way that has not happened for me.

I also enabled your logging option in the mod settings, but have yet to see anything in the logs that indicates an error related to this issue.

I'm a bit stumped by this issue and am hoping you would be willing to help look into it. I can provide my log(s) if you'd like.

In any case, thank you developing this mod, updating it, and your time.

I've checked both 1.4 and 1.5 versions of this mod and the price gets applied as it should.
So it got to be a modconflict.
Could you check if the mechcrate is generated correctly for you? (icon of the mech, name of the mech + hijacked/brandnew & price)
Activate Dev-Mode -> pause the game -> spawn a mechcrate -> look in the info-tab if the Market value is correct

To spawn a mechcrate in dev mode: open the view settings (3rd button from the right above the colonists) -> Action/tools -> Spawn Thing... -> type in "hijacked" , the game needs to be paused so the crate does not transform into a mech

It should look like this [i.imgur.com]

If the price is correct there, then it is probably a mod that changes the trader or the tradewindow.
To look more into this I would need your modlist and your RImworld Version (as a headsup, this is not a priority for me)
Last edited by Veltaris; 8 Apr, 2024 @ 7:13am
TacoLite 8 Apr, 2024 @ 11:17am 
Here's a screenshot of the results:
https://imgur.com/a/Ggvf0b3

And here's my logs:
https://gist.github.com/HugsLibRecordKeeper/61c2ea49758370739cec945a147fbfea

I also noticed some new errors in my debug log when I went to generate the log file for sharing, but encountered an upload error due to the 1.4 version of HugsLib...

Detailed here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2873415404

...So I had to restart the game, but have not received those same errors since then. I'm going to work on reproducing those errors again

You are very well correct in that this is likely a mod conflict, as I have ~300 mods [imgur.com] on this 1.4 version of Rimworld, any number of which could be at fault.

Here's a Pastebin of my modlist: https://pastebin.com/ThAF6NR7

Thank you for even beginning to take the time to assess this situation, It's certainly the least fun part of modding any game.
TacoLite 8 Apr, 2024 @ 11:24am 
Success in reproducing those errors I mentioned. It required opening the mod's options while I had a hijacked mechanoid spawned on the ground (game still paused).

Here's the corresponding log: https://gist.github.com/HugsLibRecordKeeper/2f6b6bc2a38e8798fa36f80912de3da1

I have no idea how relevant, if at all, the errors will be, I only wanted to reproduce for the sake of gathering information.
Last edited by TacoLite; 8 Apr, 2024 @ 11:28am
Veltaris  [developer] 11 Apr, 2024 @ 3:58am 
@TacoLite:
The warnings at the end of the log are from this mods debug-logging setting. They are just a feedback from whats happening in the background and have no impact at all.
The game just tries to update all tradeable options and gives feedback as it fails to find some, couse they do not exist (Apocrition, mechs with limited power cells, brand-new boss mechs...).
Thats all working as intended.

While I have looked into some of the mods in regards to the interaction with the weird prices, I could not find the culprit.

Even though the log was not helpful for this modconflict, I've spotted a small mistake in the AlphaMechs compatibility patch. So thanks for sharing! :)

Not sure if it is still relevant for you, as the release of 1.5 and the Anomoly DLC draws closer.
If it still is, read further, otherwise the text below is not relevant.

I have come up with a potential workaround in your special case.
Not a good one, since it only helps against the symptoms and not against the cause...
My mod only generates tradeoptions for mechs when there is none already existing in XML. So defining the tradeoption in XML might work for your case.
If you are fine with doing some XML yourself, I could provide you with a XML-blueprint with basic instructions on how to do that.
This would also require you to reload and finetune the prices to your liking (Not in the modsettings but in XML).

But before I provide this blueprint could you confirm if it would even work against that modconflict? (I'm sorry, but im not loading ~300mods to test this).

- Go in the modfiles under 1.4/Defs and open Item_Crate_Base.xml
- Search for: <MarketValue>1.00</MarketValue>
- and change it to something like this: <MarketValue>1000.00</MarketValue>
- Safe the file
After the game restarts the price for all mechs that are defined in XML should be around 1000 silver (Termite, Legionary, Centurion, Warqueen & Diabolus), as they don't update with your modconflict. I'm assumming it won't be exactly 1000 silver as your price is also not exactly 1 silver right now.

Let me know if you want to try this, otherwise im gonna assume that it is no longer relevant.
TacoLite 13 Apr, 2024 @ 4:24am 
Hey Veltaris, thank you for taking the time to look into this. I apologize about my delayed response, I have been entwined in some personal affairs that have kept me occupied these past couple days. I'm writing to you as of 7:00am my time, having not slept.

I will happily perform the steps you have kindly listed out after some rest and a clear head. I wouldn't expect you to load ~300 mods under any circumstance. I am subscribed to this discussion and will write back with my findings soon. Thank you again.
TacoLite 13 Apr, 2024 @ 11:41am 
Good afternoon. I've implemented your suggestions and do not see a notable difference in the prices of any mechs throughout any of the three trade ships tests I did. I've provided a screenshot of the first trade ship below:

https://imgur.com/a/3iWIqn3

I did see a new error appear in the log upon calling a trade ship, provided below as well. I tested if it only occurred with a Mechanoid Orbital Trader, or if others trigger it as well and found other trade ship kinds to trigger the error, so its likely unrelated, but mentioned for transparency.

https://gist.github.com/HugsLibRecordKeeper/b473c50c6ec777d49b7f8a00239e8d6c

Please let me know how else I can help you or what I can test. I will do my best to check back on this discussion daily.
Veltaris  [developer] 13 Apr, 2024 @ 12:29pm 
@TacoLite:
The new value will only be applied to the mechs that are defined in XML.
Which are Termite, Legionary, Centurion, Warqueen & Diabolus.
The rest won't change with this test as their prices are generated in game.
Try to spawn a mechcrate of one of those again (after the XLM change to set the baseprice to 1000 silver):
-> Activate Dev-Mode
-> open the view settings (3rd button from the right above the colonists)
-> Action/tools
-> Spawn Thing...
-> type in "termite"
-> look in the info tab if the price is not around 1 silver
again the game needs to be paused so the crate does not transform into a mech
Last edited by Veltaris; 13 Apr, 2024 @ 12:30pm
TacoLite 13 Apr, 2024 @ 2:04pm 
I'm sorry Veltaris, I misunderstood at first regarding the defined Mechs.

I tested the all of the Termite options and some of the Legionary ones and found the prices of both to be odd.

Here: https://imgur.com/a/DIWFhrD

I also double checked the XML file to ensure my change went through before (they did) and restarted the game before conducting this second test. Market Value is for sure set to 1000 at the time of testing.
Veltaris  [developer] 14 Apr, 2024 @ 1:28am 
Seems like that modconflict is overwriting the price somehow and does not care about my mod at all.
I had the hopes that it might only change the price based on the marketvalue in XML.
The only options left are to find the mod thats cousing this and remove it or to just live with this behaivior.
TacoLite 14 Apr, 2024 @ 10:28am 
I'm waiting on a few more mods to update to 1.5 before I fully make the switch over to the new update. When those last few update, or if I get impatient before then, I'll be revisiting my entire mod list - at which point I'll do the classic "add one at a time" method to test for the conflict, and see if I can't find the culprit.

Until then, are there any mods within my list that might have stood out to you as potential conflicts? I'll start with those first and see if we get lucky in that regard.

Thank you for all the time you've given so far.
Last edited by TacoLite; 14 Apr, 2024 @ 10:29am
Veltaris  [developer] 15 Apr, 2024 @ 6:53am 
At this point I would only be guessing randomly ¯\_(ツ)_/¯
Please keep me updated should you find the culprit.
TacoLite 5 May, 2024 @ 3:14am 
Been a minute, but I finally moved over to 1.5 + Anomaly in full. New playthrough and all that. Haven't experienced any issues regarding the mech prices so far.

Running almost all of the same mods as I was back on 1.4, even some of the mods I thought may have been a point of contention as to provoke a conflict - but no errors, or at least none that appear to relate to this.

I don't think starting a new playthrough was the solution either, as I started a few new worlds back on 1.4 to test for errors and still got them either way.

I'm both confused and relieved to not be experiencing the issue anymore, but I'm also well aware these kinds of things don't just fix themselves - something HAD to change, I just haven't figured out what that was, yet.
Aira 16 May, 2024 @ 6:29am 
https://gist.github.com/HugsLibRecordKeeper/ed54036944a472ae8fa6826bf026cb59 got error when hijacked mech connected to mech hive, it wont make the mech into enemy instead it do nothing, possibly mod conflict?
Veltaris  [developer] 17 May, 2024 @ 8:15am 
@Aira
Thanks for the report.
At first glance this looks like the mech failed to switch its faction to a mech hive.
Do you have an active mechanoid hive faction in your safe (the vanilla one)?

If not: the hijacked mechanic will never work (like written in the requirement section of the mod page, I should probably make it stick out more).
You can either add that faction to your safe (I don't know how) or disable the hijacked mechanic in this mods settings (check simplified hijacked mechs).
After disabling the hijacked mechanic you also need to remove any hijacked buff from your mechs (or wait for this error to do it for you).

If you already have an active mechanoid hive faction, I might need to look for mod conflicts...

Edit: Not sure if it was the faction for you, but I found a bug which was causing the same error. Even if its a bit late, its fixed now!
Last edited by Veltaris; 2 Jun, 2024 @ 10:34am
Mike Oxlong 9 Jun, 2024 @ 11:48pm 
The "Hijacked mech stabilized" message could be fixed up:
MECH is safe to control as long as they are overseen. It still got old connectin data which could enable the mech to go rogue when kept without an overseer.
The second sentence should start with "It still has old connection data".

Additionally, the first sentence might need to be clarified. It seems to imply that the stabilised hijacked mech carries no risk beyond the base game's need to be overseen, however the existence of the "old connection data" hediff seems to imply that there's some other issue that could arise.
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