RimWorld

RimWorld

CaveBiome
Flesh Forge 10 Jan, 2017 @ 5:40pm
CaveBiome bug reports
Hey, rather than clutter up the general comments I thought I'd make a separate discussion thread.

Apparently when a caravan spawns it can have problems with this map? Pretty sure these are tribals:

Faction The Trobo of the Mesa of def Tribe has no usable PawnGroupMakers for parms map=Map 0 (ID 0) (player home) (current), points=192, faction=The Trobo of the Mesa, traderKind=, generateFightersOnly=False, generateMeleeOnly=False, raidStrategy=, forceOneIncap=False
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC4:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)
RimWorld.IncidentWorker_TraderCaravanArrival:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
< >
Showing 1-15 of 16 comments
Flesh Forge 10 Jan, 2017 @ 5:53pm 
Yeah I forced several incidents and it appears to be TraderCaravanArrival.
Rikiki  [developer] 12 Jan, 2017 @ 12:02am 
I am developping a new feature to avoid those (supposed path) errors.
Flesh Forge 13 Jan, 2017 @ 1:57am 
Getting this error from Giant Leaf:

Exception ticking GiantLeaf127411: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.CellFinder.TryFindRandomCellNear (IntVec3 root, Verse.Map map, Int32 squareRadius, System.Predicate`1 validator, Verse.IntVec3& result) [0x00000] in <filename unknown>:0
at CaveworldFlora.GenClusterPlantReproduction.TryGetRandomSpawnCellNearCluster (CaveworldFlora.Cluster cluster, Verse.IntVec3& spawnCell) [0x00000] in <filename unknown>:0
at CaveworldFlora.GenClusterPlantReproduction.TryGrowCluster (CaveworldFlora.Cluster cluster) [0x00000] in <filename unknown>:0
at CaveworldFlora.GenClusterPlantReproduction.TryToReproduce (CaveworldFlora.ClusterPlant plant) [0x00000] in <filename unknown>:0
at CaveworldFlora.ClusterPlant.TickLong () [0x00000] in <filename unknown>:0
at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Popo Bigles 14 Jan, 2017 @ 4:49am 
I have a bug when i use this mod and the Cave flora, when i press "generate Planet" it says Generating Planet for two seconds then goes into a giant black screen and i have to Ctrl Alt Delete and use the Manager tool to close Rimworld. It may be a Compatibility bug because when i deactive both mods, it runs smoothly. im not sure what do to...
Flesh Forge 25 Jan, 2017 @ 8:08pm 
In your sunlight patches, the sunlight comes through Constructed Roof. Not a big deal to me personally since I use the skylight mod and was going to construct skylights anyway but FYI
Flesh Forge 25 Jan, 2017 @ 9:11pm 
Also, when the Eclipse incident is in effect sunlight still comes through on the lit patches.
Dakomic 28 Jan, 2017 @ 1:16pm 
Whenever I try and settle on a cave biome they never go in, is that supposed to happen?
Popo Bigles 28 Jan, 2017 @ 1:28pm 
Mabye the Boogy-man is in the cave :3
Rikiki  [developer] 30 Jan, 2017 @ 12:56pm 
@Dr. Kaiser: please be sure to activate Caveworld flora BEFORE Cave biome.

@Flesh forge: the eclipse bug will be corrected. The "inside light" would be harder though... I will look into it.

@Po: could you give me more details please? I know that when you send a caravan to settle into the caves, they sometime appear in a fogged place. But starting a new world/colony works as intended (99% at least :-p ).
Popo Bigles 30 Jan, 2017 @ 1:10pm 
Oh okay, that makes more sense, thank you.
Dakomic 31 Jan, 2017 @ 1:59pm 
@RIkiki Well I just tried to settle on a cave biome and when it loaded the map I could see everyhting, absolutely no fog whatsoever. I waited about 5 minutes on full speed and my settlers just didn't show up. No prompt, nothing. No errors or anything.
yes_commander 4 Feb, 2017 @ 3:20am 
Just tested this out for the first time and my tribe didn't spawn in at all. The camera was centered over a pile of animal skeletons and my first reaction was, "Damn. That tribe didn't last very long..." Errors include "Tried to spawn _____ but it's already spawned" for each tribe member, mentions of Reachability and failed faction relations. I had a pretty low number of mods running at the time, and I made sure the debug log had no errors before going into character/world generation.

Update: second and third start attempts spawned in pawns just fine (a crash group and another tribe). I didn't change load order at all, so I suppose I just had a bit of bad luck on the first try
Last edited by yes_commander; 4 Feb, 2017 @ 3:53am
Inq182 26 Feb, 2017 @ 11:41am 
https://gist.github.com/f8010d2907e3fd7a1cc5568ede41fdef I get this everytime I try loading the mod.
Last edited by Inq182; 26 Feb, 2017 @ 11:42am
Rikiki  [developer] 26 Feb, 2017 @ 3:31pm 
You forgot to activate Caveworld flora BEFORE this mod. ;-)
Derpino 29 Mar, 2017 @ 3:16pm 
Found a bug: The crashed psychip ship incident does not apply mood debuff (at least not the first stage).
Was not easy to find out which of my 94 mods did this.
Last edited by Derpino; 29 Mar, 2017 @ 3:17pm
< >
Showing 1-15 of 16 comments
Per page: 1530 50