RimWorld

RimWorld

Use Bedrolls
Uuugggg  [developer] Apr 5, 2018 @ 10:31pm
Bug Reports
Lets 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 "

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

If you have HugsLib, press ctrl-F12 to upload logs

Or find logs here:
+ Windows: Steam/steamapps/common/Rimworld/RimWorld_Data/output_log.txt
+ Mac OS X: /Users/[Username]/Library/Logs/Unity/Player.log
+ Linux: Pass '-logfile /tmp/rimworld_log' to the RimWorld binary. It generates a log at that location.
And upload it all to pastebin.com or something
Last edited by Uuugggg; Apr 5, 2018 @ 10:45pm
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Showing 1-15 of 58 comments
Garr Incorporated Apr 7, 2018 @ 12:31pm 
The debug log wheh the caravan approaches the colony and tries to enter:

System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>,System.Linq.Enumerable/Fallback) <0x0012c>
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x0003a>
at UseBedrolls.CaravanBedrollSharer.Prefix (RimWorld.Planet.Caravan) <0x0024c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch2 (RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool) <0x00028>
at RimWorld.Planet.CaravanEnterMapUtility.Enter (RimWorld.Planet.Caravan,Verse.Map,RimWorld.Planet.CaravanEnterMode,RimWorld.Planet.CaravanDropInventoryMode,bool,System.Predicate`1<Verse.IntVec3>) <0x00188>
at RimWorld.Planet.CaravanArrivalAction_Enter.Arrived (RimWorld.Planet.Caravan) <0x000ff>
at RimWorld.Planet.Caravan_PathFollower.PatherArrived () <0x00040>
at RimWorld.Planet.Caravan_PathFollower.TryEnterNextPathTile () <0x0007c>
at RimWorld.Planet.Caravan_PathFollower.PatherTick () <0x0008f>
at RimWorld.Planet.Caravan.Tick () <0x0002f>
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () <0x00063>
at RimWorld.Planet.World.WorldTick () <0x00039>
at Verse.TickManager.DoSingleTick () <0x0024c>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


The debug log when I try to command the caravan to enter when it is "on top" of the colony:

Exception filling window for Verse.FloatMenuWorld: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>,System.Linq.Enumerable/Fallback) <0x0012c>
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x0003a>
at UseBedrolls.CaravanBedrollSharer.Prefix (RimWorld.Planet.Caravan) <0x0024c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch2 (RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool) <0x00028>
at RimWorld.Planet.CaravanEnterMapUtility.Enter (RimWorld.Planet.Caravan,Verse.Map,RimWorld.Planet.CaravanEnterMode,RimWorld.Planet.CaravanDropInventoryMode,bool,System.Predicate`1<Verse.IntVec3>) <0x00188>
at RimWorld.Planet.CaravanArrivalAction_Enter.Arrived (RimWorld.Planet.Caravan) <0x000ff>
at RimWorld.Planet.Caravan_PathFollower.PatherArrived () <0x00040>
at RimWorld.Planet.Caravan_PathFollower.StartPath (int,RimWorld.Planet.CaravanArrivalAction,bool) <0x000cc>
at RimWorld.Planet.MapParent/<GetFloatMenuOptions>c__Iterator2/<GetFloatMenuOptions>c__AnonStorey3.<>m__0 () <0x00050>
at Verse.FloatMenuOption.Chosen (bool) <0x00051>
at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect,bool) <0x00bdd>
at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect) <0x00498>
at Verse.FloatMenuWorld.DoWindowContents (UnityEngine.Rect) <0x0016d>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>

Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Uuugggg  [developer] Apr 7, 2018 @ 12:34pm 
Ok, I actually had a problem uploading, there is new build now, fixes that.
Bug when entering from afar:

System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>,System.Linq.Enumerable/Fallback) <0x0012c>
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x0003a>
at UseBedrolls.CaravanBedrollSharer.Prefix (RimWorld.Planet.Caravan) <0x0024c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch2 (RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool) <0x00028>
at RimWorld.Planet.CaravanEnterMapUtility.Enter (RimWorld.Planet.Caravan,Verse.Map,RimWorld.Planet.CaravanEnterMode,RimWorld.Planet.CaravanDropInventoryMode,bool,System.Predicate`1<Verse.IntVec3>) <0x00188>
at RimWorld.Planet.CaravanArrivalAction_Enter.Arrived (RimWorld.Planet.Caravan) <0x000ff>
at RimWorld.Planet.Caravan_PathFollower.PatherArrived () <0x00040>
at RimWorld.Planet.Caravan_PathFollower.TryEnterNextPathTile () <0x0007c>
at RimWorld.Planet.Caravan_PathFollower.PatherTick () <0x0008f>
at RimWorld.Planet.Caravan.Tick () <0x0002f>
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () <0x00063>
at RimWorld.Planet.World.WorldTick () <0x00039>
at Verse.TickManager.DoSingleTick () <0x0024c>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Bug when entering from the colony tile:

Exception filling window for Verse.FloatMenuWorld: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>,System.Linq.Enumerable/Fallback) <0x0012c>
at System.Linq.Enumerable.First<Verse.Thing> (System.Collections.Generic.IEnumerable`1<Verse.Thing>,System.Func`2<Verse.Thing, bool>) <0x0003a>
at UseBedrolls.CaravanBedrollSharer.Prefix (RimWorld.Planet.Caravan) <0x0024c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch2 (RimWorld.Planet.Caravan,Verse.Map,System.Func`2<Verse.Pawn, Verse.IntVec3>,RimWorld.Planet.CaravanDropInventoryMode,bool) <0x00028>
at RimWorld.Planet.CaravanEnterMapUtility.Enter (RimWorld.Planet.Caravan,Verse.Map,RimWorld.Planet.CaravanEnterMode,RimWorld.Planet.CaravanDropInventoryMode,bool,System.Predicate`1<Verse.IntVec3>) <0x00188>
at RimWorld.Planet.CaravanArrivalAction_Enter.Arrived (RimWorld.Planet.Caravan) <0x000ff>
at RimWorld.Planet.Caravan_PathFollower.PatherArrived () <0x00040>
at RimWorld.Planet.Caravan_PathFollower.StartPath (int,RimWorld.Planet.CaravanArrivalAction,bool) <0x000cc>
at RimWorld.Planet.MapParent/<GetFloatMenuOptions>c__Iterator2/<GetFloatMenuOptions>c__AnonStorey3.<>m__0 () <0x00050>
at Verse.FloatMenuOption.Chosen (bool) <0x00051>
at Verse.FloatMenuOption.DoGUI (UnityEngine.Rect,bool) <0x00bdd>
at Verse.FloatMenu.DoWindowContents (UnityEngine.Rect) <0x00498>
at Verse.FloatMenuWorld.DoWindowContents (UnityEngine.Rect) <0x0016d>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>

Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Uuugggg  [developer] Apr 7, 2018 @ 2:04pm 
Allright, this update should do it;

I kind of just didn't finish writing a line,

and the upload problems made me think it'd be something else

upon further inspection, yea, it was obviously a little unfinished
I'll check it later, okay?
In Vitriol Aug 26, 2018 @ 9:50am 
colonists dropping bedrolls creates a pile of blueprints which dont go away and freeze ability to interact with anything. log:

{LINK REMOVED}

Anything else you need to help? Thanks
Last edited by In Vitriol; Aug 26, 2018 @ 9:50am
Uuugggg  [developer] Aug 30, 2018 @ 11:08am 
Well gee with the B19 is this still a problem?
In Vitriol Aug 30, 2018 @ 5:55pm 
havent tried yet. waiting for mods to be updated. ill let you know. others reported this problem in the mod discussion
Uuugggg  [developer] Sep 6, 2018 @ 6:32am 
Well I improved how double bedrolls work, ran into multiple blueprint problem, probably fixed then.
sullenskulls Sep 18, 2018 @ 1:02pm 
I am getting a really weird bug when using this mod in conjunction with "A Rimworld of Magic" mod (I will be posting this report on their page as well). Any pawn that has a bedroll in their inventory has all of their popup UI elements from gear just appear as a shaded box , with no content showing. All pawns without a bedroll act as normal.
By popup UI, I mean, when you go into gear tab on a pawn, and click on the "i" button to bring up item information. However, if the gear tab is open, even the debug popup in dev mode has the same effect, as well as learning helper. Also, any messages that would normally appear on the top left of the screen actually pop up at the top of the gear tab instead.
I had a large mod-list at first when I noticed this, and through testing have narrowed it down to only using Hugslib, Jecstools, Mod Switch, Pick Up n Haul (only way I could get a pawn to pick up one of the bedrolls for testing), Rimworld of Magic, Use bedrolls.
With only these mods, the issue still occurs, and swapping the load order of the last 3 mods makes no difference.

The error log contains this particular piece of text which I expect pertains to the problem.

------

Exception filling tab RimWorld.ITab_Pawn_Gear: System.NullReferenceException: Object reference not set to an instance of an object at TorannMagic.HarmonyPatches/ITab_Pawn_Gear_Patch.Postfix (single&,single,Verse.Thing) <0x000e3> at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.DrawThingRow_Patch2 (object,single&,single,Verse.Thing,bool) <0x012b5> at (wrapper dynamic-method) RimWorld.ITab_Pawn_Gear.FillTab_Patch0 (object) <0x00f8c> at Verse.InspectTabBase/<DoTabGUI>c__AnonStorey0.<>m__0 () <0x00118> GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 490) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 490) Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing. Alignment was MiddleLeft at end of frame.
-------

I am guessing the issue is more likely to be in "Rimworld of Magic" than "Use Bedrolls", purely based on the fact that magic has the pawn UI changes for pawns with unique traits, but as the issue occurs for both pawns with and without the traits, I am not certain, so figured writing this on both pages makes more sense.

Thanks for two great mods, and hopefully this is a solveable issue, as both of these mods really fit the playthrough I was just beginning.
sullenskulls Sep 20, 2018 @ 2:39pm 
Just to let you know, the issue I mentioned in the comment above has apparently now been fixed by author of rimworld of magic. Not tested it myself yet, but he says it was a simple fix, just an oversight because bedrolls are not normally capable of going into inventory.
Uuugggg  [developer] Sep 20, 2018 @ 2:58pm 
neato
Twilight Oct 4, 2018 @ 11:18am 
I have an issue where i cannot interact with any bed anymore. Clicking any bed results in the log getting spammed till it stops.

The situation arises ( i think) when a pawn automatically picks up his bed ( not his bedroll? i constructed that bed to stay there actually) and i quickly realized his mistake and aborted his deconstruction/pickup attempt. Now loading the savegame produces errors, beds are unusable.

Exception printing Blueprint_Install_Bed4527189 at (154, 0, 136): System.InvalidOperationException: Nothing to install.
at RimWorld.Blueprint_Install.get_MiniToInstallOrBuildingToReinstall () [0x00000] in <filename unknown>:0
at RimWorld.Blueprint_Install.get_ThingToInstall () [0x00000] in <filename unknown>:0
at RimWorld.Blueprint_Install.get_Graphic () [0x00000] in <filename unknown>:0
at Verse.Thing.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00000] in <filename unknown>:0
at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.SectionLayer_ThingsGeneral:TakePrintFrom(Thing)
Verse.SectionLayer_Things:Regenerate()
Verse.Section:RegenerateAllLayers()
Verse.MapDrawer:RegenerateEverythingNow()
Verse.Map:<FinalizeInit>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Twilight Oct 4, 2018 @ 11:24am 
I also get the

<thing Class="Blueprint_Install">
<def>Blueprint_Install_Bed</def>
<id>Blueprint_Install_Bed4527189</id>
<map>2</map>
<pos>(154, 0, 136)</pos>
<rot>3</rot>
<faction>Faction_9</faction>
<miniToInstall>null</miniToInstall>
<buildingToReinstall>null</buildingToReinstall>
</thing>

as Geruz reported.

I wonder how the pawn (that was about to join a caravan) got the idea to pick up that bed.. Is this a problem with miniaturization? The bed was built by me and not meant for pickup.

I had a bedroll for everyone, actually. Shouldn't he have gone for one of those?
Last edited by Twilight; Oct 4, 2018 @ 11:26am
Twilight Oct 4, 2018 @ 11:25am 
I try to remove the empty Blueprint_Install in the savegame.

I just checked again with a savegame from a bit earlier: when i install the dropped bed in the left over blueprint, it still works fine. Still i suspect it is somehow connected to that incident, because no other caravan setup was done by me afterwards.
Last edited by Twilight; Oct 4, 2018 @ 11:32am
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