RimWorld

RimWorld

SS Researchable Stat Upgrades
This topic has been locked
Spdskatr  [developer] 23 Jun, 2017 @ 9:42pm
Bug reports go here
Post your bug logs here. You can share the log with the HugsLib mod, after you install it, in the debug log there should be a green button called "Share logs". Press that and it should provide you with a link to post.

If possible, tell me what setup you had, how you triggered the bug or when it happens, etc.

Don't worry if a bug has been posted already, they could actually be different.

We need to make this mod as bug free as possible.
< >
Showing 1-15 of 21 comments
D2 3 Jul, 2017 @ 10:01am 
There's an issue when it comes to stacking bionics.

Let's say I make my workbench make 3 bionic legs, and they go into a stockpile to be stacked, the workbench counts those 3 as a single instance, so the work order never ends until I've got 3 stacks of half a dozen legs.

Needless to say, I didn't notice this until too late and now I have more bionic legs than actual legs to fit them on.
gurp 9 Jul, 2017 @ 11:21pm 
This Stacking of unstackables also makes using psychic artifacs consume the entire stack instead of ony one.
Lucy 28 Jul, 2017 @ 1:22pm 
Another issue with the stacking upgrades. Often times I will load up a save and, despite having the first three levels of stacking, will only be able to stack up to 75 until I research more stacking. I have no other mods that alter this value, and strangely it doesn't eliminate items from existing stacks over 75.
Warmachine 6 Aug, 2017 @ 5:12pm 
Interesting thing to note about the stacking of unstackables (specifically those in EPOE): if you're using a mod that lets you filter counted items, adjusting the filter seems to make it properly detect the items again.
Arigitine 28 Aug, 2017 @ 3:27am 
I dont know if you know this or not but Meat Cut is industrial tech and its behind 2 Spacer Techs
Snar34 3 Sep, 2017 @ 9:34am 
Just as a note reserching the global speed upgrade does seem to eventually cause massive frame drops as the pawns begin moving too fast for the game to keep proper track of them so they flit around the map at anything more than normal speed.
TeraRaptor 14 Sep, 2017 @ 1:55am 
After a certain point, the stack increase upgrade will treat the PROTESES parts as 1 stack, same thing happens with the NEUROTRAINERS, and it will affect the bill's on the production tables on EPOE, thinking that you have let's say 2.

Game thinks you have 1 due to stack limitation, and now you have 19 adrenaline ribs, hey at least it was something i could use, but imagine having 19 peg legs. LOL

On NEUROTRAINERS that's a whole different thing, when prioriteze using the item, it will consume the whole stack, imagine having 3 cooking neurotrainers and 1 pawn just used 1, but his skill went from 11 to 13, but it consumed a stack of 3. wait what?
Newbeaveteran 23 Sep, 2017 @ 6:46pm 
The mod works fine, until i get to the repeat research. Which btw doesn't repeat. Idk which mod conflict since It doesn't even display a debug crash log when i finish researching it. Plus, I have alot of mods so idk which mod conflicts with the repeat part. Is there a way to at least find out? I'm fine with just ignoring it since I'd rather stick with this problem rather than loose my save.

Edit: Cult Studies repeat research works fine some I'm wondering why yours isn't repeating.
Last edited by Newbeaveteran; 23 Sep, 2017 @ 6:47pm
Spdskatr  [developer] 24 Sep, 2017 @ 6:02am 
That's really weird. I haven't has a report of repeatable research going wrong before :/
urbani 27 Sep, 2017 @ 12:10pm 
Stacking Biotics is a problem
ashphalt 11 Oct, 2017 @ 12:41am 
dubwise's Rimatomics mod has nuclear fuel rods that dont stack correctly when taken out of or put into storage pools, cause they are counted as chunks (pretty sure). No issues otherwise, great mod
DarkIronRed 25 Oct, 2017 @ 8:24am 
yeah hello to clerify a bit i play rimworld with a lot ( i mean a lot like 50) but when i start playing my game stack hacking about the same part and couldn´t figure it .
But when i start clearing up and removing ever mod and i stummbeld uppon this one .
When I reachers pas the first tech my game start "crasing"( or atleast mild stutters to big spikes) an bugging about stockpile capaciteit and speed of mining. i hadn´t had this before when i played with a few mod.
I personaly love this mod and this one ofthe first i dowloaden and loved it but now it eat up my game fun. i hope the maker of this mod can fix the problem of me or maybe from more people.

I don´t know if i should call this a bug report.
but I hope this helps you.

ps sorry for the bad english
pps try to keep making more of these mods
mec354 4 Nov, 2017 @ 8:31am 
my game runs realy well. then the second the I research stacking my frames get cut in half. Then once some of my pawns made larger stacks then default it started lagging really bad droping down to 1FS. I loded a save from befor researchong this and that fixed it but felt I should shair this.
Nianor 7 Dec, 2017 @ 3:50pm 
I think I might be having the same problem as mec354. It seems kind of bizarre. My game was lagging and I couldn't figure out why, and then I finished research on Stacking III and watched my FPS cut itself in half instantly. Any thoughts as to what might be causing this?
EDIT: Can confirm. Opened up my save file in a text editor, removed my research progress on the stacking upgrades, and my FPS shot through the roof.
Last edited by Nianor; 7 Dec, 2017 @ 10:16pm
Swizzles 2 Jan, 2018 @ 1:32pm 
Probably a bug:
Any colonists you get after doing the research dont get the benefit from it. Which makes sense but kind of makes the research not too good long term?
< >
Showing 1-15 of 21 comments
Per page: 1530 50