RimWorld
A RimWorld of Magic
Rex 30 ENE 2018 a las 14:53
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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Mostrando 1,891-1,905 de 2,164 comentarios
Fulgor555 3 ENE 2023 a las 0:15 
also reporting having issues with magic circle rituals here too havnt narrowed it down yet but thinking its mod conflict somehow
Fulgor555 3 ENE 2023 a las 0:21 
yup something conflicting with common sense removed it and they work again not sure why its not working
Trash 7 ENE 2023 a las 0:17 
I’m having an issue where my pawn’s mana bar will disappear and when I go into her needs menu it will show at 0/100 and will regenerate up to about 0.6 before returning to 0.

This seems to happen everytime my game hitches when an event is spawning on my map and it is fixed when I restart my game, although she will be at 0/100 which makes her useless if a raid is the event that spawned until she regains mana.

Any idea what might be causing this? I’m not gaining any errors that I can see at all when this occurs in the debug log.
Última edición por Trash; 7 ENE 2023 a las 0:17
Bishop 7 ENE 2023 a las 1:36 
The wanderer class isn't getting any of its caravan specific bonuses for me. In the description it says any caravan with a wanderer present doesnt suffer a terrain tile movement penalty, it also says it gets a mood buff, but this isn't working, any idea why?
Trash 7 ENE 2023 a las 15:35 
My issue seems to have been fixed by removing the Medieval Traits mod, not sure why that one is causing complications
freelanceractual 13 ENE 2023 a las 13:50 
I am running into an issue where the Magic/Might tab will randomly disappear from a pawn from time to time making it impossible to level up their skills. I am not sure what is causing the issue as no errors are being thrown in the logs. It does not happen to all magic/might pawns at once only some pawns some times, usually when the begin to get in to higher levels. already unlocked skills and spell can still be used mana regens like normal skill that had been unlocked prior to the tab dissappearing still. I am just unable to access the tab to level up.
Neosuduno 18 ENE 2023 a las 4:38 
The glitchy effect of Common sense is the one where you take resources into the inventory.
Última edición por Neosuduno; 18 ENE 2023 a las 5:19
Seraphic329 20 ENE 2023 a las 13:05 
Publicado originalmente por freelanceractual:
I am running into an issue where the Magic/Might tab will randomly disappear from a pawn from time to time making it impossible to level up their skills. I am not sure what is causing the issue as no errors are being thrown in the logs. It does not happen to all magic/might pawns at once only some pawns some times, usually when the begin to get in to higher levels. already unlocked skills and spell can still be used mana regens like normal skill that had been unlocked prior to the tab dissappearing still. I am just unable to access the tab to level up.
I am having the same issue. I noticed if I use character editor to change the age or if I change the background of a pawn, the magic skill bar will disappear. I've been playing this save for a while and I never noticed this issue before. I was able to bring it back by character-editing another pawn and adding a magic class. All of a sudden poof all the skill bars for my magic pawns comes back. I got rid of the mods I just added and its still doing it now. The only good thing is when the skill bar comes back I didn't lose any skills or levels.
FuzzyTurtleTurd 22 ENE 2023 a las 13:21 
magic mod says "target not in range" regardless of the range and wont use any passive abilities any ideas of what i can do to fix it?
kamazz 25 ENE 2023 a las 7:03 
The ritual begins with the circle, the magicians came and laid it out, and then the ritual is interrupted when the objects are placed.
Who will help?
Garm_GK 27 ENE 2023 a las 14:14 
Publicado originalmente por Garm_GK:
I recently had an issue were my game began to become really slow and I found out that all of the places that I summoned a defensive pylon and mana mine were saved all over the map, using a summoner group as my main defense squad. I noticed it when mousing over the terrain, decided to install a minimap mod and saw lots of projectile icons all over, when I moused over these spots on my map, it says either summon defense pylon or summon explosive trap. I'm not sure what I did wrong to cause them to save on the map.

So I have encountered this issue again, this time with a different spell, Resurrection, and I used the Debug Inspector to see what was going on, and here is what the inspector showed me. I now realize, you can't just target a sarcophagus that you put a Pawn into and res them, they need to be on the floor. Hope this helps.

<saveable Class="TorannMagic.Projectile_Resurrection">
<def>Projectile_Resurrection</def>
<id>Projectile_Resurrection1870243</id>
<map>0</map>
<pos>(143, 0, 130)</pos>
<questTags IsNull="True"/>
<origin>(143.5, 0.0, 128.5)</origin>
<destination>(143.8, 0.0, 130.2)</destination>
<ticksToImpact>-2277794</ticksToImpact>
<usedTarget>(143, 0, 130)</usedTarget>
<intendedTarget>(143, 0, 130)</intendedTarget>
<launcher>Thing_MG_Dragon80569</launcher>
<desiredHitFlags>intendedTarget,
<proAbilityExtraDamages IsNull="True" />
<proAbilityLocalApplyMentalStates IsNull="Ture" />
<proAbilityLocalApplyHediffs IsNull="Ture" />

<initialized>True</initialized>
<timeToRaise>1200</timeToRaise>
<verVal>3</verVal>
<pwrVal>3</pwrVal>
<deadPawn>null</deadPawn>

</saveable>

<saveable Class="TorannMagic.Projectile_Resurrection">
<def>Projectile_Resurrection</def>
<id>Projectile_Resurrection2028759</id>
<map>0</map>
<pos>(143, 0, 130)</pos>
<questTags IsNull="True"/>
<origin>(143.5, 0.0, 127.5)</origin>
<destination>(143.8, 0.0, 130.2)</destination>
<ticksToImpact>-27247</ticksToImpact>
<usedTarget>(143, 0, 130)</usedTarget>
<intendedTarget>(143, 0, 130)</intendedTarget>
<launcher>Thing_MG_Dragon80569</launcher>
<desiredHitFlags>intendedTarget,
<proAbilityExtraDamages IsNull="True" />
<proAbilityLocalApplyMentalStates IsNull="Ture" />
<proAbilityLocalApplyHediffs IsNull="Ture" />

<initialized>True</initialized>
<timeToRaise>1200</timeToRaise>
<verVal>3</verVal>
<pwrVal>3</pwrVal>
<deadPawn>null</deadPawn>

</saveable>
Muffintitan 28 ENE 2023 a las 8:00 
Ran into an issue with the psion. i was attacked and they used psionic dash or whatever it is called. it seems to have left a perminate, ongoing attack on one of the places it touched down on the map. this particular play through is a janga tower of mods on life support anyway, so i might just abandon the colony. but i figured i would let you know and share the log befor i do.


https://gist.github.com/441137dfe562811d14d2288b71c73663


Exception ticking Projectile_PsionicDash8147328 (at (288, 0, 191)): System.NullReferenceException: Object reference not set to an instance of an object
at ATReforged.Trigger_PawnExperiencingDangerousTemperatures_Patch+ActivateOn_Patch.Prefix (System.Boolean& __result, Verse.AI.Group.Lord lord, Verse.AI.Group.TriggerSignal signal) [0x00051] in <6c26e473ab4d4f23b8f2e3ebebf029ae>:0
at (wrapper dynamic-method) Verse.AI.Group.Trigger_PawnExperiencingDangerousTemperatures.Verse.AI.Group.Trigger_PawnExperiencingDangerousTemperatures.ActivateOn_Patch1(Verse.AI.Group.Trigger_PawnExperiencingDangerousTemperatures,Verse.AI.Group.Lord,Verse.AI.Group.TriggerSignal)
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, Verse.AI.Group.TriggerSignal signal) [0x00013] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (Verse.AI.Group.TriggerSignal signal) [0x00050] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.AI.Group.Lord.Verse.AI.Group.Lord.Notify_PawnDamaged_Patch2(Verse.AI.Group.Lord,Verse.Pawn,Verse.DamageInfo)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.PreApplyDamage_Patch5(Verse.Pawn_HealthTracker,Verse.DamageInfo,bool&)
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.PreApplyDamage_Patch4(Verse.Pawn,Verse.DamageInfo&,bool&)
at (wrapper dynamic-method) Verse.Thing.Verse.Thing.TakeDamage_Patch8(Verse.Thing,Verse.DamageInfo)
at AbilityUser.Projectile_Ability.Impact_Override (Verse.Thing hitThing) [0x00072] in <76d22a9f63354423bdffef4c3a5d9c01>:0
at AbilityUser.Projectile_AbilityBase.Impact (Verse.Thing hitThing, System.Boolean blockedByShield) [0x00000] in <76d22a9f63354423bdffef4c3a5d9c01>:0
at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x000f1] in <76d22a9f63354423bdffef4c3a5d9c01>:0
at AbilityUser.Projectile_AbilityBase.Tick () [0x0003f] in <76d22a9f63354423bdffef4c3a5d9c01>:0
at Verse.TickList.Tick () [0x0015c] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
magnumriley 30 ENE 2023 a las 20:23 
I thought I should outline an issue I have been noticing all day. With mages that are Chronomancers, it seems. After a set period of time ~20 minutes they simply lose their mana bar, and even if they had a full mana bar they can no longer cast an spell they know. It can be fixed with a hard restart of Rimworld. I have been playing continuously with debug log on to try and catch any relevant errors, but it seems to just simply disappear.
magnumriley 31 ENE 2023 a las 17:37 
This may or may not identify the issue, I still have had no luck getting a debug trip that can be traced when the mana bar disappears. However what I am noticing now on caravan is that somehow it seems the characters mana regen becomes negative. Negative to such a degree she cannot keep a mana total of even 1. Not sure why this would kill the mana bar from the graphic user interface.
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