RimWorld

RimWorld

Alpha Animals
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] Oct 21, 2018 @ 6:07am
Bug reports
This is a centralized topic to report bugs, since the new topics created don't send you a notification.

If you want me to take a look at your error, I NEED you to submit error logs. It is crucial you provide me with Hugslib logs - I am not interested in comments ‘X doesn’t work because Y’, and I will not reply to those, even delete them if they hide proper bug reporting. Hugslib logs are what tells us, devs, what went wrong, and what mods you were using.

IF YOU DON'T POST A HUGSLIB LOG, YOUR REPORT WILL BE DELETED FROM NOW ON TO AVOID CLUTTER.

To get hugslib logs, make sure you have a Hugslib mod running, then press CTRL-F12 while in game and copy the link to us.

If Hugslib is not an option:

Note that you can find your logs at \steamapps\common\RimWorld\RimWorldWin64_Data\output_log.txt and you can share it with me by uploading it to https://pastebin.com
Last edited by Sarg Bjornson; May 21, 2021 @ 1:57am
< >
Showing 1,321-1,335 of 2,159 comments
Amnesiac Jan 16, 2022 @ 12:04am 
okedokee
kolczaku Jan 17, 2022 @ 6:07am 
I tried biological corruptors meme in my cultist faction and everything seemed okay until I got gauranlen tree or rather anima nexus tree since I installed ideology expanded mode which changes them to this. Textures overlap, but I honestly don't care and I doubt you should too however the thing that bugged me is that after planting seed I had normal version instead of corrupted one with just new texture. I tried corrupting it with one of my faction leader's ability however it didn't work. Strangely enough I could spawn both kinds of driads so I decided to get 3 corruptor driads to get new suppling and plant second tree however they don't want to do that. Even corrupted pod says I have 0/3 corruptor driads.
Last edited by kolczaku; Jan 17, 2022 @ 6:08am
Rotrules Jan 20, 2022 @ 5:01pm 
Originally posted by CV514:
Hmm. It seems like as of today summit crab event do this while there is RockeMan active, this will pause the game and prevents it from running further. AA by itself working fine. Something about AA_Rumbling sound ended before it should?

Tried to maintain ended sustainer: AA_Rumbling UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string) Verse.Sound.Sustainer:Maintain () (wrapper dynamic-method) AlphaBehavioursAndEvents.Hediff_Crushing:AlphaBehavioursAndEvents.Hediff_Crushing.Tick_Patch0 (AlphaBehavioursAndEvents.Hediff_Crushing) (wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch2 (Verse.Pawn_HealthTracker) (wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch3 (Verse.Pawn) (wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch2 (Verse.TickList) (wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () (wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch3 (Verse.Game) Verse.Root_Play:Update ()

https://gist.github.com/HugsLibRecordKeeper/02b9662bcf36b3b3351d000fb2ff5f91

Removing RocketMan from mod list "solves" the issue, which is strange thing since I've played this exact save for 5 ingame years now, and previous crabs weren't mind RocketMan being active and everything worked properly; that mod didn't received any updates since then, AA did. Should I report this to RocketMan devs too?

I'm currently experiencing this issue too. The one fix I would recommend besides disabling the rocketman mod is to disable the event that spawns the summit crab.
123nick Jan 20, 2022 @ 7:42pm 
two things:

One, animals with ranged attacks and mechanoids throw an error when shooting. i have a couple of mods that mess with stats with acc and such so i assume one of them is messing with pawns without skills shooting, but thats just a hunch.

Log: https://gist.github.com/0c5e95ac987cd4bc9363a5c4d903d5d0


Two, Animals with ranged attacks dont seem to properly use them if they cant path too the enemy pawn. with embrasures, this means you can basically have a shooting gallery as long as theres no way between you and them, IE a door thats closed. if they start aiming, and then the pathway between them and you is blocked, theyll keep aiming and then fire, but then will just wander.

heres the gallatross vs a completely enclosed embrasure , i can shoot at them freely but they dont shoot at me: https://i.imgur.com/Uyk75Ou.jpeg

heres the gallatros when i delete the door- it starts aiming and fires (producing the error u see in the log): https://i.imgur.com/ohsuf1i.jpeg

heres the gallatros after i close the gap in the embrasure - it starts wandering again: https://i.imgur.com/zmnRX67.jpeg
Sarg Bjornson  [developer] Jan 20, 2022 @ 11:11pm 
Ranged attacks error seems to be caused by a mod called RandomCooldowns

In any case, ranged animal issues should be reported in the VE Framework, as I haven't done their code
123nick Jan 20, 2022 @ 11:15pm 
yeah, removing the random cooldowns mod did fix the issue with the error on firing. ill report the other part of the problem to the VE framework workshop page. thanks for the response.
Conquest Jan 28, 2022 @ 2:35pm 
I'm having this incredibly frustrating issue where trained alpha animals wont attack when drafted and will just wander around their master.

https://gist.github.com/HugsLibRecordKeeper/5a32188538a8d514401290ff131f0005
karekanol13 Jan 28, 2022 @ 3:50pm 
Having problem where 3 corruptor dryads will not merge in a corruptor pod. The pod is near the gauranlen tree, there is fertile land all around, I've even used ocular conversion on the land around. I've tried changing the dryad caste back and forth so that they emerge all at once, but no dice. Any help is appreciated.

https://gist.github.com/d360589ce6cb13c5012f3f5da6e60aa3
Sarg Bjornson  [developer] Jan 28, 2022 @ 11:40pm 
Originally posted by Robot Devil:
I'm having this incredibly frustrating issue where trained alpha animals wont attack when drafted and will just wander around their master.

https://gist.github.com/HugsLibRecordKeeper/5a32188538a8d514401290ff131f0005

Can't be related to this mod: the game has no way of knowing whether it's a base game animal or one from a mod, unless it has some code that makes it different, and I don't touch that part anywhere.

Originally posted by karekanol13:
Having problem where 3 corruptor dryads will not merge in a corruptor pod. The pod is near the gauranlen tree, there is fertile land all around, I've even used ocular conversion on the land around. I've tried changing the dryad caste back and forth so that they emerge all at once, but no dice. Any help is appreciated.

https://gist.github.com/d360589ce6cb13c5012f3f5da6e60aa3

Sorry, no related errors in that log. Try moving the tree
Svela Jan 29, 2022 @ 9:43am 
Not sure about other Alpha Animals, but Frostbound Behemoths from "Alpha Animals" don't respect harvesting spots provided by "Animal Harvesting Spot (Continued)." Is this a bug or just lack of compatibility?
Sarg Bjornson  [developer] Jan 29, 2022 @ 9:55am 
Lack of compatibility: the VE Framework has additional code for animal products that are not wool, milk or eggs
Svela Jan 29, 2022 @ 11:22am 
Ah, I see. Should I seek compatibility from you or from the harvesting spot modder?
Sarg Bjornson  [developer] Jan 29, 2022 @ 11:43am 
Most likely the other mod, as it would need to be adapted
Svela Jan 30, 2022 @ 3:09am 
Sounds good. Thanks!
Lor Jan 31, 2022 @ 4:28am 
Bug: Have biological corrupter meme, have 3 corrupter dryads, have corrupter pod, but dryads are not merging into pod.

Log: https://gist.github.com/HugsLibRecordKeeper/9d65fd2a06fcd0332bc549ddabe08bcb
< >
Showing 1,321-1,335 of 2,159 comments
Per page: 1530 50