RimWorld

RimWorld

Rah's Bionics and Surgery Expansion
Triss 25 Feb, 2018 @ 6:44pm
Weird as all heck randomly phasing surgery options issue
Hoooookay. This is going to take a bit of explaining.

So I'm running many mods. Many. I've been building up the list as I start new colonies (I'm on my third atm). Otherwise when this issue hit I would have just gone in with process of elimination and taken mods out till I figured out what was wrong. Though given the nature of this issue I don't know if that would be any better.

I started running this mod (RBSE) on my first colony. Did amazing things, no complaints, loved it.
Second colony I added, among other things, the Star Wars mod lines by (mostly) Xen and Jecrell. Including Alien Races since Zabrak and Twilek needed it.
I didn't start out with either race, but the first "pawn is being chased" event I received had a Zabrak. This was while I was still building basic structures, so nothing popped out at the time.

By the time I got to bionics, I had at least one more Zabrak and a Twilek. At the time, I could perform all healing of scars and adding of bionics easily, and did so.
Fast forward a IRL week or so, and I go to heal a scar on one of the Zabrak. The option no longer appears. Can't figure out why, assume it's a "turn it off and on again" glitch and decide to deal with it next play session.

Next session, bionics options disappear, healing does not reappear.
Couple sessions after, bionics comes back, but only basic ones, not advanced. Next session they disappear again. Couple more and they reappear. Rinse and repeat.
Scar healing never reappears on Alien Race dependent colonists. Resort to using dev mode and deleting the requisite amount of glitter meds to avoid social penalties that I want to fix but can't.
About another month IRL, colony has reached self sustainability, and I want to try a couple things, so on to new colony.

Colony Numero Tres, I have a ton of mods again. At least half of them are different now, Alien Race and Rah's are still in. Same issue occurs, except this time I have 11 colonists and all but one run off AR. One of them is from a mostly WIP mod, so I'm not using them as an example atm (plus they seem to have a new set of parts so I think a patch may be needed for them anyway).
Of the colonists that do qualify because they are from presumably stable mods:
-Three Loganns: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1120946454
-Three Kobolds: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=947429973
-One Crystalloid: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=972897322
-One Callistan: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1180114594
-One Beast Man: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1119191638
-One vanilla Human, courtesy of base game.

Kobolds had an RBSE patch I hadn't noticed previously, but loading it as I type has caused there to be two entries for each surgery option, plus a few I didn't have access to before loading it that are only in the copied group (which appears below the non-patched set of entries) and only appear once.

The same weird "phasing" issue has appeared again.
As I type I realize I haven't checked advanced bionics yet. *spawns one in, checks* Welp that's weird.

We'll call the first unpatched set of options for Kobolds "Set 1", and the patched ones "Set 2", cause otherwise this is going to break brains.
Set 1 has:
Bionic eye, peg leg, denture, harvest various organs, euthanize by cut.
Set 2 has:
Bionic eye, Advanced Bionic eye, wooden foot, cure scars, neuter and install reproductive organs (those are a different mod, also weren't around when this started back in colony 2).
They have no access to anesthesia.

Loganns can install the bionic eye, but not the advanced bionic eye. They can't use scar healing or wooden feet. They do however have the option for a cloth tail. No access to anesthesia.

Crystalloids have a patch for RBSE, but it's apparently for A17 so I haven't attempted to load it. They can't use anything at all, besides peg legs, neutering/replacing relevant organ, and euthanasia/anesthesia.

Beast Man has access to everything.

Callistan had access only to the same things as Loganns before reload for Kobold patch, now has access to everything. (???)

Human has access to everything.

I have no ♥♥♥♥♥♥♥ clue what is going on here. The only indication that the game thinks anything is wrong (that I've ever noticed) is the following red error from dev mode log. I don't know why everything comes and goes at random times, why some races are entirely cut off from advanced bionics and scar healing either forever or just most of the time, why the Twilek from my last colony could never get any surgery done at all, it's a confusing nonsensical mess.

Here have that red error:

Attempt to use string defname to refer to field defName in type AlienRace.AlienTraitEntry; xml tags are now case-sensitive. XML: <li><defname>Gay</defname><chance>50</chance></li>
Verse.Log:Error(String)
Verse.DirectXmlToObject:GetFieldInfoForType(Type, String, XmlNode)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator2:MoveNext()
Verse.ModContentPack:LoadDefs_Patch1(Object, IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
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Showing 1-2 of 2 comments
Rah  [developer] 26 Feb, 2018 @ 2:07pm 
Yeah, that's certainly messy. The alien races can be a bit of a hassle sometimes. However, in B18 it should be fairly easy for the AR authors to allow for non-vanilla surgery options to be available. A new tag called "humanRecipeImport" should enable this. I recommend asking the authors if this has been implemented into their mods.

With regards to the appearance and disappareance of treatment options; I'm placing my bet on mod conflicts. This is not uncommon If you have a lot of mods, which you seem to have. It might not even be a conflict with RBSE, but two other mods fighting it out. The usual method to weed out the troublemaker would be to turn suspect mods off one by one and see what happens.
Triss 26 Feb, 2018 @ 3:52pm 
Yeeeaaaah, that's what I was thinking, was mostly hoping that there might be some known issue already found. Aight, I'll poke mod authors and slowly dismantle my mod list. Thanks for the reply.
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Showing 1-2 of 2 comments
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