RimWorld

RimWorld

RIMMSqol
 This topic has been pinned, so it's probably important
Razuhl  [developer] Oct 18, 2018 @ 1:38pm
Bug Reports
Leave your bug reports here. Instructions and Help are found in the first posting.
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Razuhl  [developer] Oct 18, 2018 @ 1:38pm 
Providing a log
With the mod HugsLib
  • While in game push Ctrl + F12.
  • It uploads the logfile, modlist, patch information and gives you back a link that you can share.
  • Links can be formatted using [url=www.mylink.nl] My Log [/url]

Vanilla
  • Do not copy paste from the console! It contains only the last X entries not the entire log.
  • Right click rimworld in your game library and open the properties.
  • Switch to the tab "LOCAL FILES".
  • Click "BROWSE LOCAL FILES...".
  • Switch to the "RimWorldWin64_Data" folder.
  • The file output_log.txt contains the log. It does not contain the readable mod list!
  • The second file is located in "%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config".
  • The file ModsConfig.xml contains the mod list(in readable form) and build number.
  • Share those files however you like.

Providing a screenshot
  • Right click rimworld in your game library and open the properties. Make sure the checkbox "Enable steam overlay..." is activated.
  • While in game push F12 to take a screenshot.
  • When exiting the game a menu pops up allowing you to upload/discard your screenshots.
  • After they have been uploaded to your steam cloud you can view them in your account menu under content.
  • Right clicking a screenshot brings up the context menu that allows you to "copy link address". You can post that link to reference that image in your comments.
  • Links can be formatted using [url=www.mylink.nl] My Screenshot [/url]

Providing mod configuration
  • Configuration files are located in "%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config".
  • The configuration file for a steam mod is named "Mod_{SteamFileId}_{xxx}.xml". The {SteamFileId} is the number displayed in the mods workshop page address. The {xxx} is a reference to source code with no visible relation for the user.
  • The configuration file for a local mod is named "Mod_{DirectoryName}_{xxx}.xml". The {DirectoryName} refers to the directory in the Mods folder.
  • Share those files however you like.

Providing a savegame
  • The save files are located in "%userprofile%\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Saves".
  • The save file is called "{SaveName}.rws".
  • Zip and Share the file however you like.
I know you said to use ctrl+f12 to get the hugslib log but it carries on timing out for me. that is the only error i can see that referances your mod by name.
error on game losd:

error on game startup: Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for RIMMSqol.HarmonyBootstrap ---> System.NullReferenceException: Object reference not set to an instance of an object
at RIMMSqol.SettingsInit.<thoughts>b__1bb (ISettingsInstance setting) [0x00000] in <filename unknown>:0
at RIMMSqol.genericSettings.SettingsStorage.ApplySettings () [0x00000] in <filename unknown>:0
at RIMMSqol.QOLMod.ApplySettings_ () [0x00000] in <filename unknown>:0
at RIMMSqol.QOLMod.ApplySettings () [0x00000] in <filename unknown>:0
at RIMMSqol.HarmonyBootstrap..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Razuhl  [developer] Nov 17, 2018 @ 6:44am 
Try renaming your mod configuration file and see if that fixes it, if so then please post that file or it's contents.

And plz confirm that your using the stable branch of rimworld.
BlackFranky Dec 28, 2018 @ 1:30pm 
I can't change the trait costs.


RIMMSQoL setting "traitCosts"."QOLTraitCostDrugDesire-1" failed to find overriden object. Deactivating entry.
Verse.Log:Warning(String, Boolean)
RIMMSqol.genericSettings.SettingsStorage:ApplySettings()
RIMMSqol.QOLMod:ApplySettings_()
RIMMSqol.QOLMod:WriteSettings()
RimWorld.Dialog_VanillaModSettings:PreClose()
Verse.WindowStack:TryRemove(Window, Boolean)
Verse.Window:Close(Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Razuhl  [developer] Dec 28, 2018 @ 5:35pm 
thx for reporting, should be fixed.
Azrael Dec 31, 2018 @ 1:56pm 
Here is the log requested while one of my pawns is frozen: {LINK REMOVED}
Razuhl  [developer] Dec 31, 2018 @ 5:38pm 
Can't see any messages indicating an error during runtime. Does it display "Standing" on the frozen pawns? And are only colonists and tamed animals affected? If so, then you might have cut off their path using the pathing restrictions(arrows on the map).
Azrael Jan 1, 2019 @ 5:07am 
It says that they're doing a task but they are just standing in place and it's indeed only tamed animals and colonists. I also thought about that but I'm pretty sure they were set to unrestricted at the time?
Razuhl  [developer] Jan 1, 2019 @ 5:39am 
Which task(s) are colonists doing(after unpausing)? Unrestricted is a zone control that is something different.

In the architect menu you have a category "PF-Directions", click on the "smart lines" action and make sure you haven't drawn arrows that block the pawns movement. You can pause the game and draft/undraft to find out what they are trying to do and where.

If that's not the case try deactivating custom pathfinding and check if they start moving after drafting/undrafting.
Azrael Jan 2, 2019 @ 12:36pm 
I noticed that they usually tend to get stuck doing building and hauling jobs. I haven't used the PF-Directions part of the mod, so I don't think that's the case, how do you deactivate the custom pathfinding? Drafting and undrafting works regardless but I usually don't notice until they start starving or having a break risk.
Razuhl  [developer] Jan 2, 2019 @ 9:47pm 
The custom pathfinding has to be activated in the "General settings" category of the mod settings. It's the selections for "Colonist PF" and so on.

You can switch off other parts of the mod and see if that works. Under "General settings" is a section "Forbidden patches". There you can disable essentially submods to avoid mod conflicts. You can try "ingredient overflow"[bug fix for vanilla], "recipe radius"[performance], "forbid by context"[food rules], "minimum snow movement"[bug fix for vanilla].

If the pathfinding is turned off and the patches aren't helping, then I don't see how this mod could be involved. You should filter the workshop by your subscriptions and look at recently updated mods and their storepage, maybe the issue is reported somewhere else already.
Winnie the pooh Jun 11, 2019 @ 2:33pm 
its not a bug but when i press F5 i have a weird menu that appears , what is it for and can i unbind it ?
OpalMonkey Jul 1, 2019 @ 8:06pm 
Hi Razuhl,

I've been having issues with disappearing buttons in the architect menus for a while now and have narrowed it down to this mod. When I open the settings, even if I don't change anything, and everything is set to default, it causes various buttons to disappear (specifically the ones from More Planning, Allow Tool, and Release Animals into Wild). It also prevents the ones from Raise The Roof never to be shown at all.

Looking through the comments, it seems like others have had similar issues with PathAvoid and I'm curious if this is likely the same problem? If it is, and if I understand correctly, this isn't really an issue with RIMMSqol. I am curious though since this seems to be an issue with a number of mods, would it be possible to have an option to disable the part of RIMMSqol that causes this? And if so, what functionality would it remove?

For the moment I'm just restarting the game after each time I change settings on RIMMSqol but thought it would be worth reporting this. I tested all this with just HugsLib, More Planning, Allow Tool, Release Animals into Wild, and RIMMSqol active. I haven't noticed anything relevant in the logs, but I'm not going to pretend to know enough to be sure. If you would like me to submit logs or anything else, just let me know.

Also, thanks for the excellent mod!
Razuhl  [developer] Jul 2, 2019 @ 4:42am 
Allow Tool

The buttons from this mod are inserted after they find specific vanilla buttons in their respective category. Since the category is a filter it will only work if those buttons are left in their categories.
You will be informed about that with error messages so it's easy to spot.

They are also only injected during "world load" event, which means every time you use this mods menu the categories are refreshed to reflect changes and then the designators are missing.
Injecting them in response to the Verse.DesignationCategoryDef.ResolveDesignators() method should solve that problem.

The buttons from this mod are part of a custom framework so they cannot be turned vanilla and therefore cannot be configured via this mods menu.

Release Animals into Wild

Uses the allow tool buttons.

More Planning

The designators that were configured via xml work fine but the colored ones have the same problem as path avoid.
They have a constructor that requires arguments and designators have only no argument constructors. Thats why they can't be used via xml. They are put in by hand when the mod is loaded. Again any refresh breaks that.
It's weird because all the other designators are correctly coded by building a class for each set of arguments.

Work around

I added a setting that prevents the refresh of categories but then any changes made to the buttons require a restart to show.
Last edited by Razuhl; Jul 3, 2019 @ 12:12pm
OpalMonkey Jul 3, 2019 @ 9:53pm 
Just tested the Avoid Designator Refresh option and it works perfectly! Thanks for that, and the explanation of why they have issues.
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