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 1,081-1,095 of 2,164 comments
Torann  [developer] Aug 4, 2020 @ 6:41pm 
@Purger Supreme
Hah, kind of funny. Thanks for the report, ill get it fixed.
Avocado_King Aug 5, 2020 @ 3:12am 
Hi there! I have been playing with a new colony and i loaded the save up and found one of my colonists who's a chronomancer not moving. I checked the debug menu and it had this, I could draft them and un-draft and they'll move for a bit but then they'll just stop, i turned off all auto casts and it still happens, the log is too big to fit into the 18000 limit apparently so dm me please when i'ts convenient for you and i can send it over.
Last edited by Avocado_King; Aug 5, 2020 @ 3:13am
liosalpha Aug 5, 2020 @ 7:21am 
@Avocado_King if you open the log you find probably a whole lot of Nullexeptions with a mod name in it. Mostly the same ones or mabye 2 or 3. Meaning the game is trying to do somthing thats not there. then try the same thing again and again etc.
it might speed up the search for the problem mod(s).
Halflard Aug 5, 2020 @ 11:12am 
my wanderer has several hundred times the xp needed to level up, but just doesnt. is there a "Force level up" cheat i could use?
The cause is most likely the fact that i raised the XP gain to the max amount in the mod settings.
Edit: in hindsight it was probably because i used dev mode to put both the wanderer and wayfarer trait on the same character
Last edited by Halflard; Aug 11, 2020 @ 6:25am
Frost Aug 7, 2020 @ 1:10am 
I am having problems with the mana shield spell when cast by a necromancer in lich form. There are 2 things that I've noticed.
1) If mana shield is cast in lich form, it does not absorb damage.

2) If mana shield was active before the necromancer casts lich form, the spell remains functional and absorbs damage. However if it gets canceled and then reapplied, it doesn't absorb damage anymore, as in situation 1.
Last edited by Frost; Aug 7, 2020 @ 1:26am
AnalysisFailed Aug 8, 2020 @ 2:13am 
My starting technomancer had spells from the arcane and warlock trees but no technomancer spells. A save and reload gave him his correct spell loadout so not a real problem, just some jank.
Last edited by AnalysisFailed; Aug 9, 2020 @ 12:25am
SepphorisVT Aug 9, 2020 @ 4:23am 
I'm having the same issue as Avocado; the pawn gets stuck with autocast ticking, even if autocast is disabled. I tried moving job priorities around, putting them on other maps, even starting a new test game, and it didn't fix anything. To put it in simply, anyone with the Chronomancer class gets stuck in a somewhat fittingly time loop.

Here is the log:

Exception ticking Lidia (at (222, 0, 199)): System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.AutoCast.CastOnSelf.Evaluate (TorannMagic.CompAbilityUserMagic casterComp, TorannMagic.TMAbilityDef abilitydef, AbilityUser.PawnAbility ability, TorannMagic.MagicPower power, System.Boolean& success) [0x0002c] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at TorannMagic.CompAbilityUserMagic.ResolveAutoCast () [0x002ca] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at TorannMagic.CompAbilityUserMagic.CompTick () [0x0048d] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at Verse.ThingWithComps.Tick () [0x00024] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)

Looking forward to a fix but for now, they're being sealed in a crytosleep casket since they are nearly useless.

EDIT: This seems to only happen when they have enough magic to cast "Reverse Time" (not 100% sure, but patterns are heavily pointing to it); once their magic is below the minimum needed, they perform work normally. A temporary fix is to make sure spells are constantly used to be below the threshold.
Last edited by SepphorisVT; Aug 12, 2020 @ 8:22am
for some reason, when i started a new colony I no longer got magicyte from mining stone
SepphorisVT Aug 12, 2020 @ 8:23am 
Originally posted by Avocado_King:

Check my post for a temporary workaround that I just found, until this can get fixed. If you can, keep Prediction active, don't put points into mana efficiency, and perhaps have them learn a few spells that reduce maximum mana or mana regen. If you can avoid learning the spell completely, you should be 100% fine.
Last edited by SepphorisVT; Aug 12, 2020 @ 8:24am
My_Dirty_Draws Aug 12, 2020 @ 11:53am 
Originally posted by Avocado_King:
Hi there! I have been playing with a new colony and i loaded the save up and found one of my colonists who's a chronomancer not moving. I checked the debug menu and it had this, I could draft them and un-draft and they'll move for a bit but then they'll just stop, i turned off all auto casts and it still happens, the log is too big to fit into the 18000 limit apparently so dm me please when i'ts convenient for you and i can send it over.



I'm having this same problem, it must be related to 1.2. What I've found as a temporary fix is using dev. + god mode to reset their levels. On the plus side usable pawn on the down side gimped chronomancer.
MovinJack Aug 12, 2020 @ 5:20pm 
This error happens after when I summon a minion in 1.2, It slows the game down immensely.
The minion does not spawn, but the game slows down considerably.

Exception ticking Projectile_SummonMinion444956 (at (100, 0, 162)): System.MissingMethodException: void Verse.AI.Group.LordJob_DefendPoint..ctor(Verse.IntVec3)
at TorannMagic.Projectile_SummonMinion.Impact (Verse.Thing hitThing) [0x00344] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x000f2] in <fec38be6254c4f0098db29424a6d7806>:0
at AbilityUser.Projectile_AbilityBase.Tick () [0x0003f] in <fec38be6254c4f0098db29424a6d7806>:0
at TorannMagic.Projectile_SummonMinion.Tick () [0x00001] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Projectile_SummonMinion444968 (at (88, 0, 155)): System.MissingMethodException: void Verse.AI.Group.LordJob_DefendPoint..ctor(Verse.IntVec3)
at TorannMagic.Projectile_SummonMinion.Impact (Verse.Thing hitThing) [0x00344] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x000f2] in <fec38be6254c4f0098db29424a6d7806>:0
at AbilityUser.Projectile_AbilityBase.Tick () [0x0003f] in <fec38be6254c4f0098db29424a6d7806>:0
at TorannMagic.Projectile_SummonMinion.Tick () [0x00001] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking Projectile_SummonMinion446381 (at (132, 0, 149)): System.MissingMethodException: void Verse.AI.Group.LordJob_DefendPoint..ctor(Verse.IntVec3)
at TorannMagic.Projectile_SummonMinion.Impact (Verse.Thing hitThing) [0x00344] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at AbilityUser.Projectile_AbilityBase.ImpactSomething () [0x000f2] in <fec38be6254c4f0098db29424a6d7806>:0
at AbilityUser.Projectile_AbilityBase.Tick () [0x0003f] in <fec38be6254c4f0098db29424a6d7806>:0
at TorannMagic.Projectile_SummonMinion.Tick () [0x00001] in <6e56e84e66ef48e1a4f65b1ca11826e1>:0
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Last edited by MovinJack; Aug 12, 2020 @ 5:21pm
SepphorisVT Aug 12, 2020 @ 7:30pm 
Originally posted by My_Dirty_Draws:
Originally posted by Avocado_King:
Hi there! I have been playing with a new colony and i loaded the save up and found one of my colonists who's a chronomancer not moving. I checked the debug menu and it had this, I could draft them and un-draft and they'll move for a bit but then they'll just stop, i turned off all auto casts and it still happens, the log is too big to fit into the 18000 limit apparently so dm me please when i'ts convenient for you and i can send it over.



I'm having this same problem, it must be related to 1.2. What I've found as a temporary fix is using dev. + god mode to reset their levels. On the plus side usable pawn on the down side gimped chronomancer.

Their post and mine were before 1.2 released. I'm currently on 1.1 (waiting a week or so for more mods to update); I'm not sure how it works on 1.2, but it's not exclusive to that.

The bug is tied to an attempted autocast that isn't Prediction; I'm guessing they are trying to cast autocast a different spell which isn't properly coded for it. Pawn gets stuck trying to autocast every tick, and doesn't do anything. If you'd be up for it, you could help me try to crack down the exact culprit, and try each spell/skill one at a time until the bug pops up again. That'll make it easier for the author to fix this Chronomancer time loop.
tsuki_inaba Aug 12, 2020 @ 10:21pm 
Hello. I like this mod. But I had a problem. The Psychic warrior suddenly turns into a beam of light during recruitment, and disappear. I lost this Colonists .:2016watermelon:You can see it in the screenshot I uploaded.
please help
tsuki_inaba Aug 12, 2020 @ 11:06pm 
well. i found only Kurin race Psychic warrior had this problem,when they dash with Psychic
Kubility Aug 13, 2020 @ 2:41am 
https://gist.github.com/177582587ec8faf6d50e9d3af00c1829 sorry just noticed this section so i carried my post from comment section to here. i'm getting yellow errors and prepare carefully doesnt initiate since i enabled rimmagic.
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