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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Showing 421-435 of 2,166 comments
San-Kyu Jan 14, 2019 @ 3:51am 
Okay whoops my mistake. I just looked at the update log. So those spells are no longer casting the way they used to. They work as sustained buffs that decrease max mana when active. Got it.

Might've had that put on the update log when starting a new game. Since this really confused me that the way it worked changed practically overnight.
TheTranquilDerg Jan 14, 2019 @ 3:07pm 
I believe that the answer to my problem was the mod "Speed Tweeks" as soon as I removed it from my list everything started to work again
Keyarose Jan 14, 2019 @ 4:51pm 
Having an issue with the orb of souls, after loading a save it remains in it's filled state but looses its traits. screenshot: https://steamcommunity.com/sharedfiles/filedetails/?id=1625214018
OriginalFireup Jan 14, 2019 @ 8:21pm 
All my mages are constantly having their mana deplete non-stop, as if a drain was happening. But there isn't a drain happening.
Torann  [developer] Jan 14, 2019 @ 8:49pm 
@OriginalFireup
Check your map for paracyte thornbushes, it was mentioned in the last update that if you have too many mages+paracyte bushes that they will begin to leach mana from the atmosphere. If you have over 150 bushes then yes, it's likely that your mages will begin to lose man. You can have up to 50 bushes before it has any affect on mana regen, but after that, each bush reduces mana regen for all mages by .42%. Mages count as 2 bushes.
Torann  [developer] Jan 14, 2019 @ 8:49pm 
@Keyarose
I'll take a look, thanks.
Torann  [developer] Jan 15, 2019 @ 2:07pm 
@Keyarose
Orb of Souls bug is fixed and it won't lose traits when saving/loading - it won't restore the lost traits of a full orb though.
Keyarose Jan 18, 2019 @ 12:00pm 
@Torann
Thanks! Fortuantly I had a save before I had used the orb so I just lost a little time.
Ashnal Jan 19, 2019 @ 2:38pm 
@Torann
I've been getting this error in my game recently. Seems to happen whenever a pawn would use an auto cast targetted ability, or when manual casting.

EDIT: This seems to just affect the Druid's Regenerate actually ....


JobDriver threw exception in initAction for pawn Shilah driver=TMJobDriver_CastAbilityVerb (toilIndex=1) driver.job=(TMCastAbilityVerb (Job_320123) A=Thing_Human10922) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.AI.CastPositionFinder.TryFindCastPosition_Patch1 (Verse.AI.CastPositionRequest,Verse.IntVec3&) <IL 0x00576, 0x024be>
at Verse.AI.Toils_Combat/<GotoCastPosition>c__AnonStorey1.<>m__0 () <IL 0x000dd, 0x0060b>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <IL 0x00210, 0x00c58>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.Pawn_JobTracker:StartJob_Patch2(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.JobDriver:EndJobWith(JobCondition)
Verse.AI.Pawn_JobTracker:TryTakeOrderedJob(Job, JobTag)
AbilityUser.PawnAbility:UseAbility(AbilityContext, LocalTargetInfo)
AbilityUser.PawnAbility:TryCastAbility(AbilityContext, LocalTargetInfo)
AbilityUser.AbilityUserMod:ProcessInputEvents_PreFix(Targeter)
RimWorld.Targeter:ProcessInputEvents_Patch1(Object)
RimWorld.MapInterface:HandleMapClicks()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
Last edited by Ashnal; Jan 19, 2019 @ 5:41pm
DrTinyFace Jan 21, 2019 @ 8:54pm 
Kind of a bug but not in the traditional sense; there's seemingly no reason to upgrade your maximum mana, ever. Since the spells scale with a percent based on how much mana you have, you'll always have the same number of casts for a spell no matter how much you upgrade it. Unless I'm missing some other hidden benefit to having more mana, or the "30% base mana" cost means 30% of the original base mana, there's no reason to put stats into Spirit.
soybean Jan 22, 2019 @ 1:27pm 
Im getting this error, it seems to be an issue with the druids healing spell.


Exception ticking Toni (at (299, 0, 238)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Verb_Regenerate.TryCastShot () <0x00651>
at Verse.Verb.TryCastNextBurstShot () <0x0006c>
at Verse.Verb.VerbTick () <0x00075>
at AbilityUser.PawnAbility.Tick () <0x000df>
at AbilityUser.CompAbilityUser.CompTick () <0x00194>
at TorannMagic.CompAbilityUserMagic.CompTick () <0x001c1>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at Verse.TickList.Tick () <0x00487>

Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
GoodNameIdea Jan 23, 2019 @ 1:23pm 
Originally posted by DrTinyFace:
Kind of a bug but not in the traditional sense; there's seemingly no reason to upgrade your maximum mana, ever. Since the spells scale with a percent based on how much mana you have, you'll always have the same number of casts for a spell no matter how much you upgrade it. Unless I'm missing some other hidden benefit to having more mana, or the "30% base mana" cost means 30% of the original base mana, there's no reason to put stats into Spirit.

... By 30%, it means 30 mana, not 30% of max mana.

Even IF it was that way, there is still many reasons to put points into spirit...
Mana storage: Instead of putting in 5 mana a trip to the mana storage, what about 50?
Portals: They require constant charging... Which means a lot of mana.
Mana Dran event: Still have enough mana at the end to cast something should to need arise.
Max Mana reduction: You can have abilities that reduce max mana and still be abke to cast spells.
Arcane Forge: Requires (5?) mana per second of use... requires a lot of mana
And there are many more. Find them out yourself!!!
FruitPuncher Jan 28, 2019 @ 8:55am 
This didn't make an error log appear, but a pawn with the enchanter trait came by as a slave under a slave trader caravan. It continually kept trying to enchant a melee weapon it didn't have. A tad bit annoying since it would pop up an alert everytime saying "No melee weapon to enchant".
Regularity Jan 30, 2019 @ 6:11pm 
The "Blur" spell seems to have no significant effect on melee dodge in some cases. Case-in-point: I had a dodge-focused melee character with very high dodge, which then casted blur.

Before casting blur: "Post-process curve: 50.4 => 45%"
After casting blur: "Post-process curve: 50.7 => 45%"

As for the character in question:

Base Value: 100%
Melee skill: +18
Moving (141%): +7.4
Succubus: +5
Nimble: +15
Items: +3
Items: +20%

I was surprised that dodge's soft cap was largely reachable mostly from vanilla stuff and values, before even modded stuff came into play. I imagine it's even more problematic on classes that focus on dodge. I'd recommend maybe adding a secondary or alternative bonus to Blur so that high-dodge characters won't find it utterly useles (movement? projectile deflection like the jedi mods?).
robitusinz Jan 30, 2019 @ 6:49pm 
If you have a heroic character who happens to be incapable of violence, and you train a violent skill, then the game throws an error. Afterwards, all of your mages will have 0 magic, and not be able to regenerate magic. This just happened to me with a Succubus who was incapable of violence.
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