RimWorld

RimWorld

Colony Manager Redux
 This topic has been pinned, so it's probably important
ilyvion  [developer] 30 Aug, 2024 @ 10:37pm
Troubleshooting/bug reporting
I'm sorry you're having a problem with the mod! I'll do my best to help you fix the problem, but first, I must ask you to take some steps to make it possible for me to diagnose your problem efficiently:

Try these things before asking for help:
  • Verify integrity of game files for Rimworld. This will repair any files that may be broken for whatever reason in your game and mods. Note that if you've manually gone in to edit files in mods, this will reset them to their original contents!
  • Clear your config files. If you use RimPy, there's a handy "Config Folder" button that'll take you straight there, otherwise, Google should help you find the location of the folder. Don't remove ModsConfig.xml though; as that's your modlist. This will reset all your mod settings to their defaults. Make backups of your config files before you do this if you want to be able to restore them later if removing them didn't help.
  • Sort your mods properly, at least so mods' order requests are honored. Again, using RimPy, it has a Sort button that takes care of all of it for you. Otherwise, you're on your own.
  • See if you can cause the error if you have only this mod and its requirements active. (Or, if it involves interaction with another mod, just this mod and that mod and their requirements.)

If you've tried all of the above, and you're still having issues, your next step is to produce a useful log. In order to do so, install the Logs Publisher from HugsLib mod, launch your game, get to the point where something is not behaving right, and hit Ctrl+F12. This will guide you through uploading a log file and giving you a link to it.

Once you have the link, write me a comment on the mod page or post a reply below, explaining what your problem is, and include the link to the log you produced. Replies without an explanation of the problem or a link to a log will be deleted.

Do not report errors by making a new discussion, I get no notification of that.
Last edited by ilyvion; 31 Aug, 2024 @ 11:18pm
< >
Showing 1-15 of 67 comments
ilyvion  [developer] 30 Aug, 2024 @ 10:40pm 
If you get an error that looks like this:
ReflectionTypeLoadException getting types in assembly ColonyManagerRedux: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown.
it most likely means that Steam decided to update this mod but not ilyvion's Laboratory for whatever reason, even though I purposely make sure that if this mod needs a new/recent feature from ilyvion's Laboratory, I let there be at least a 24 hour delay between releasing it and this mod.

To force an update of ilyvion's Laboratory to fix the problem, close Rimworld if it's running, then unsubscribe to it, wait a bit (~10 seconds), then resubscribe to it.
imjeff1 7 Sep, 2024 @ 2:43am 
3 years into my run and I can no longer interact with hunting tab. Tried all the steps besides trying to isolate it to a single mod conflict (300 mods). Works fine on a new run with just your mods and dlc's. Works fine on a new run with all the mods I'm running. Tried moving it to the top and bottom with no effect.

https://gist.github.com/HugsLibRecordKeeper/a58490e1e30bbd5d472aec11a99a8ab9

error from dev mode when I click on hunting tab:
Exception filling window for ColonyManagerRedux.MainTabWindow_Manager: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 31221713]
at Verse.ThingFilter.SetAllow (Verse.ThingDef thingDef, System.Boolean allow) [0x0002a] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at ColonyManagerRedux.Managers.ManagerJob_Hunting.ConfigureThresholdTriggerParentFilter () [0x0008d] in <241946c2c9ba464d961faca683d666f0>:0
at ColonyManagerRedux.Managers.ManagerJob_Hunting.RefreshAllAnimals () [0x00007] in <241946c2c9ba464d961faca683d666f0>:0
at ColonyManagerRedux.Managers.ManagerTab_Hunting.Refresh () [0x0001e] in <241946c2c9ba464d961faca683d666f0>:0
at ColonyManagerRedux.Managers.ManagerTab_Hunting.PreOpen () [0x00005] in <241946c2c9ba464d961faca683d666f0>:0
- PREFIX Uuugggg.rimworld.TD_Enhancement_Pack.fluffy_patches: Void TD_Enhancement_Pack.PatchFluffy:PreFixOpenForColonists()
at ColonyManagerRedux.MainTabWindow_Manager.GoTo (ColonyManagerRedux.ManagerTab tab, ColonyManagerRedux.ManagerJob job) [0x00019] in <6c3e8743db9b4f3bac3da4d1ea20c055>:0
at ColonyManagerRedux.MainTabWindow_Manager.DrawTabIcon (UnityEngine.Rect rect, ColonyManagerRedux.ManagerTab tab) [0x00062] in <6c3e8743db9b4f3bac3da4d1ea20c055>:0
at ColonyManagerRedux.MainTabWindow_Manager.DoWindowContents (UnityEngine.Rect inRect) [0x0031d] in <6c3e8743db9b4f3bac3da4d1ea20c055>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
- TRANSPILER Uuugggg.rimworld.TDS_Bug_Fixes.main: IEnumerable`1 TDS_Bug_Fixes.FixWindowDragInsteadOfReorderable:Transpiler(IEnumerable`1 instructions)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
ilyvion  [developer] 7 Sep, 2024 @ 2:54am 
Originally posted by imjeff1:
3 years into my run and I can no longer interact with hunting tab. Tried all the steps besides trying to isolate it to a single mod conflict (300 mods). Works fine on a new run with just your mods and dlc's. Works fine on a new run with all the mods I'm running. Tried moving it to the top and bottom with no effect.

Thanks for the report; I'll try to figure out what's going on and get a fix out for you ASAP.
imjeff1 7 Sep, 2024 @ 3:08am 
also seems to be painting a deconstruct order over all the mountains
Last edited by imjeff1; 7 Sep, 2024 @ 3:09am
ilyvion  [developer] 7 Sep, 2024 @ 3:10am 
Any chance you could show me a screenshot of that? It's rather weird that the hunting job, which never issues deconstruct orders, would do such a thing.
Last edited by ilyvion; 7 Sep, 2024 @ 3:27am
ilyvion  [developer] 7 Sep, 2024 @ 3:51am 
@imjeff1 Alright, I've put out a new release that should hopefully address the issues you are having with the hunting job/tab. Let me know if the problem persists or not, and if so, please produce a new log with this latest release.
ilyvion  [developer] 7 Sep, 2024 @ 6:19am 
Alright, I've been able to reproduce this. Damn, what a weird bug. 😅 I'll try to get it fixed ASAP.
ilyvion  [developer] 7 Sep, 2024 @ 6:57am 
@imjeff1 That was a bug in the resource gathering job. So you've now helped me fix two bugs. Unfortunately, I can't undo those wild designations the mod added for you, but it should at least not add them anymore. Version 0.4.2 is now released with both bugs gone, although obviously come back if you still keep having them even after updating.
imjeff1 8 Sep, 2024 @ 12:59pm 
Seems to have fixed it, ty for the quick update!
NuanKi 8 Sep, 2024 @ 10:28pm 
This somehow is saying i have 2 buildings consuing 10k extra power, and while i scroll down in energy tab it crashes the game,
NuanKi 8 Sep, 2024 @ 10:33pm 
it also says something abut affecting reels storage:
Could not resolve reference to object with loadID Thing_ReelStorageMedicineCabinet1151163 of type Verse.Building. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Power
Load ID:ColonyManagerRedux_ManagerJob_0_2
Priority: 2
Active: False
LastActionTick: 11698764
Interval: Daily
TicksSinceLastUpdate: 45067
HasBeenUpdated: True
IsSuspended: False
JobState: Active
IsManaged: False
ShouldUpdate: False
ShouldDoNow: False
curPathRelToParent=/traders
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
NuanKi 8 Sep, 2024 @ 10:53pm 
It seems the energy issue was caused by Vanilla Psycast Expanded. Avoid using the psycast "Power" and then toggling the building's power off. If you disable the building while the psycast is active, the power consumption will revert to its previous level after the psycast's duration ends, even if the building remains turned off.

The crashing is still there it even says i have 24 Infinite chemreactor consuming a toal of 1.2k
ilyvion  [developer] 8 Sep, 2024 @ 11:01pm 
@NuanKi fixing this would've been much easier if you had posted a log like I asked for, but I'll look into it myself when I've got time to spare since you explained how to trigger it.
Last edited by ilyvion; 8 Sep, 2024 @ 11:01pm
Gooby King 9 Sep, 2024 @ 7:57am 
Whenever I open the hunting tab the log is spammed with these two error messages endlessly until i switch tab or close the manager menu.

- Error 1

Exception filling window for ColonyManagerRedux.MainTabWindow_Manager: System.NullReferenceException: Object reference not set to an instance of an object [Ref 3438DA6B] Duplicate stacktrace, see ref for original (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced. (Filename: Line: 580)

- Error 2

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing. UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string) Verse.Widgets:EnsureMousePositionStackEmpty () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root) Verse.Root_Play:Update ()
< >
Showing 1-15 of 67 comments
Per page: 1530 50