RimWorld

RimWorld

A RimWorld of Magic
Rex Jan 30, 2018 @ 2:53pm
Bug Reports
I created this channel for people who encounter bugs in the mod. Please describe what's ocurring when the bug happens and how it was caused. A log would also be helpful. Thanks!

-The Rex
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Rex Jan 30, 2018 @ 2:54pm 
Also @Torann, I've noticed a common error.

It's a red error that appears constantly for both my Druids and Paladins when in the presence of my Necromancer. It isn't causing any issues with gameplay, but I have noticed this repeatedly. For reference, Faith is the name of my Paladin.

The full log is available here https://gist.github.com/f6a807c4db6f20018140c070df65a225

The specific error can be found below

Exception while recalculating TM_Necromancer thought state for pawn Faith: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Thoughts.ThoughtWorker_TM_Necromancer.CurrentSocialStateInternal (Verse.Pawn pawn, Verse.Pawn other) [0x00000] in <filename unknown>:0
at RimWorld.ThoughtWorker.CurrentSocialState (Verse.Pawn p, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.TryCreateSocialThought (RimWorld.ThoughtDef def, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.SituationalThoughtHandler:TryCreateSocialThought(ThoughtDef, Pawn)
RimWorld.SituationalThoughtHandler:CheckRecalculateSocialThoughts(Pawn)
RimWorld.SituationalThoughtHandler:AppendSocialThoughts(Pawn, List`1)
RimWorld.ThoughtHandler:GetSocialThoughts(Pawn, List`1)
RimWorld.InteractionUtility:TryGetRandomSocialFightProvokingThought(Pawn, Pawn, Thought&)
RimWorld.InteractionUtility:HasAnySocialFightProvokingThought(Pawn, Pawn)
RimWorld.Pawn_InteractionsTracker:CheckSocialFightStart(InteractionDef, Pawn)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
RimWorld.JobDriver_BeInsulted:<MakeNewToils>b__2_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Thanks~

-The Rex
Last edited by Rex; Jan 30, 2018 @ 2:55pm
Torann  [developer] Jan 30, 2018 @ 8:05pm 
Ok, thanks, those are fairly new thought workers so ill look into it.
Torann  [developer] Jan 30, 2018 @ 8:36pm 
It's almost like it's saying one of the pawns is null... I've added a check, but I also wasn't able to reproduce the bug
Black Vizier Jan 31, 2018 @ 8:52am 
My druids shortcut skills from bar dissapeared, happed really early when i started game. Only thing i did was give him hunter weapon and let him do some work. Next time i checked he had no skills there. Is there any way i can get it back?
Black Vizier Jan 31, 2018 @ 9:14am 
alright false alarm, seems like my brand new druid didnt learn any skills when was created.. so when i leveled up, i had to learn first skill
Rex Jan 31, 2018 @ 12:31pm 
Druids won't learn all of their skills until you either teach it to them via levels or use an Arcane Script to begin with.
Can confirm, paladin is still self-healing on my other save, must be a spell-combo that i canceled at some point, but heals are still on-going.

Here, i took the 10 damage tool and hit him 4 times (Only 1 got through because my armor was too op) and here's what happened right away[imgur.com].

Welp, if Steam refuses to let IMGUR links through, dunno how to share it then.
Rex Jan 31, 2018 @ 2:22pm 
Open your settings in the bottom right of the screen. Then, enable development mode. Now you should see some tiny pictures at the top of your screen. Click the one on the far left. It should open your log. When it's open, you'll see a green button in the bottom right of the tab that reads "Share Logs". Click it, copy that link and send it here.
MrPoptart Feb 1, 2018 @ 1:39pm 
hey I don't know if this was intended for the mod but if I put an undead into a caravan, unlike in just the regular colony they will start to starve to death.
So, i've revisited the paladin auto-heal issue as LurchingRex asked, i created a new save with ONLY my character in it, didn't use any magic, created some basic housing with god-mode, gave the paladin a couple levels to test, and then just damaged him... he was instantly healing again. I didn't even do anything yet, so i don't understand what that is about.

https://gist.github.com/7b82ef4913a1b2cd42083c29e1eba255

Post-note: I am dumb; a piece of clothing from the mod "Polaris Bloc" has a healing effect to it, it never occured to me that it might have that effect. Pardon the misunderstanding.
Hu Gadarn Feb 1, 2018 @ 8:40pm 
Hello, first let me say thanks so much for this mod it's fantastic and really adds fun depth to the already complex game of Rimworld!

I had a bug recently where there were 2 necromancers in my colony. Necro1 joined much earlier than Necro2. I resurrected an undead with Necro1 which I maintained for many quadrants. When the Necro2 came along I also resurrected an undead with him. A bit later a mana drain event happens and Necro2 runs out of mana....but the first undead dies! I was devastated because by this time undead 1 had established a good social report and had strong skills.

Thanks for taking the time read and hopefully this issue is relatively simple for you to fix.
PrysmaticQuartz Feb 1, 2018 @ 9:00pm 
my summoner's minions and elementals are no longer appearing in game, but the skill goes off as if it worked
Torann  [developer] Feb 3, 2018 @ 8:54pm 
@Hu Gadarn
Unfortunately this is a risk with necromancers, they require a constant stream of mana to maintain their undead minions and if they run out, for whatever reason, their undead will collapse to help restore mana. All undead on a map are supported by all necro's (undead aren't assigned a master), so I can see why it would have destroyed the undead if Necro2 ran out of mana.

But, this shouldn't happen if necro 1 still had mana, so I need to have it average the mana between both necro's instead of individual checks. Thanks for the feedback!
Torann  [developer] Feb 3, 2018 @ 8:55pm 
@PrysmaticQuartz
Are you receiving any logs messages that you can share?
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