RimWorld
TD Enhancement Pack
Uuugggg  [开发者] 2018 年 3 月 30 日 上午 2:25
Bug Reports
Let's keep the comments clean, report bugs here!

=========================
When submitting bugs
1) post debug log
2) be specific
3) don't be vague
4) post debug log
5) maybe explain why you think this mod is causing the problem

( I am honestly going to ignore things if I don't get these )
=========================

Vague reports can only get the response " well, that doesn't happen here "

---

The game produces log files. These are essential for debugging.

Get HugsLib, press ctrl-F12 to upload logs.
最后由 Uuugggg 编辑于; 2020 年 2 月 29 日 下午 1:23
< >
正在显示第 1 - 15 条,共 122 条留言
Rock5 2018 年 10 月 17 日 上午 12:15 
I noticed a bug that the deep drills no longer turn off when the resources run dry. This causes a whole pile of chunks to be mined until I notice it and stop it. I was able to narrow it down to your mod because if I remove your mod only then the original functionality returns. No error happens so I'm not sure if you need my log file but I'll include it anyway. {链接已删除} Thanks.
Uuugggg  [开发者] 2018 年 10 月 17 日 上午 12:50 
BUG FIXED.

Awaiting 1.0 to release
Toby 2018 年 10 月 17 日 上午 9:54 
A Pyromaniac on a fire starting spree can be made to stop the current fire
So, spamming X makes it possible to have an entire spree without any fire
Uuugggg  [开发者] 2018 年 10 月 17 日 上午 11:49 
That's probably true. That's easily fixable.
Cecil_FF4 2018 年 10 月 29 日 下午 8:06 
I've got a lot of mods, but I was able to narrow down a bug to yours. My map scrolls way too fast with the mouse wheel button. I've tried changing the toggleable options to see if I could fix it but it's persistent unless I remove your mod. Log here: https://drive.google.com/open?id=1_Jcg_b76ZeeJNBaKDrwjvKLVV5LHjZQ4
最后由 Cecil_FF4 编辑于; 2018 年 10 月 29 日 下午 8:07
Uuugggg  [开发者] 2018 年 10 月 29 日 下午 8:14 
It's really a vanilla problem whenever there's low fps

so of course that means this is causing low fps

but of course I am not seeing this low fps issue :/
Mlie 2018 年 11 月 22 日 上午 10:21 
Found a bug with the latest (?) update of this mod. The warning for empty workbench warns for benches without the capability for recepies.
For example the "basic manager desk" in Colony Manager (by Fluffy) has an interraction spot but works like the researchbench, it does not have any bills.
Perhaps you can check if the workbench has
<inspectorTabs>
<li>ITab_Bills</li>
</inspectorTabs>
since that is the part that seem to be different about this type of workbenches?
Uuugggg  [开发者] 2018 年 11 月 22 日 上午 10:49 
Really, that mod shouldn't use workbench as a base building if it's not a workbench.

Workbenches exist for bill lists, so yea it should be like research bench which isn't a work bench
最后由 Uuugggg 编辑于; 2018 年 11 月 22 日 上午 10:51
Mlie 2018 年 11 月 22 日 上午 11:41 
Ok, I was hoping for a way to ignore that but Ill just disable the alert then.
tg9 2018 年 11 月 28 日 下午 5:36 
I'm pretty sure his mod doesn't like colonists because i'm 90% sure sure this mod is the culprit for breaking the entire game
A: The mod does not allow pawns to generate when creating a world.
B: This mod, if disabled when creating a world then, save the world then turn this mod back on, and the colonists disappear.
C:This mod doesn't allow colonists to be spawned using dev mode, either. It DOES allow animals/pets to spawn. Note your animal does spawn (colonists not so) if following what i said in problem B.
The mods i can think of off the top of my head that also affect something to do with pawns are Alien Races Framework, Android Tiers and NightVision, though i have maybe 200-500 other mods lol. Also, i have Mehni's Misc Modifications, however these mods have been working in sync for a long time so i don't think it is the culprit.
Asiltic 2018 年 12 月 2 日 上午 5:46 
There seems to be a problem with "Rainbeau's Fishing", where the "Empty Workbench" alert comes when you build a fishing spot, even tough there are no bills for it. Fixable by disabeling the option, but I would like to keep that feature
Uuugggg  [开发者] 2018 年 12 月 2 日 上午 6:18 
These modders making workbenches that don't need to be workbenches :/
Pickle_Surprise 2018 年 12 月 15 日 下午 6:06 
Do mod conflicts count as bugs?

Was having a 'ten jobs in ten ticks' error and was able to narrow it down to this mod. Pretty sure the Psycology mod gave one of my pawns anxiety and was having a Panic attack(after disabling every mod and reinstalling them 10 at a time) but the option "Stop fleeing if threat is gone" was conflicting with the Cowering ativity.

Really glad deselecting that option stopped all the errors and I can keep this mod.

Great mod by the way :D
Uuugggg  [开发者] 2018 年 12 月 16 日 上午 2:43 
Hm - that'd mean Panic attacks are counted as "fleeing" - so I'm gonna blame Psychology there for re-using a real simple action of "run and hide" and forgetting it's "flee from danger"
mason.lee 2019 年 2 月 21 日 下午 12:56 
Hello! The 1.2.1.0 update from today is still buggy/crashy for me. On mac. Here's the logs: https://pastebin.com/zkm6xCKH
< >
正在显示第 1 - 15 条,共 122 条留言
每页显示数: 1530 50