RimWorld

RimWorld

Alpha Animals
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] Oct 21, 2018 @ 1:07pm
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 @ 8:57am
< 1 ... 7 8 9 10 11 ... 136 >
Showing 121-135 of 2,040 comments
Overfox Apr 9, 2019 @ 5:25pm 
Not sure if this has been mentioned before but the Slurrypede Nutrient paste (Disgusting Nutrient Paste Meal) gives out Red text in the debug log (see last line of this log https://gist.github.com/HugsLibRecordKeeper/975d3c2a6950061ba21b9c1ccefb69e6) and it's breaking some of my pawns AI. If they are set to haul as a priority, and they try to haul the meal, they seem to just start wandering, regardless of what other jobs are available.

Drafting and undrafting does not fix this.
Last edited by Overfox; Apr 9, 2019 @ 5:26pm
Sarg Bjornson  [developer] Apr 9, 2019 @ 6:00pm 
I'm afraid you have some sort of mod conflict. I would guess it's Pick Up And Haul, judging by the log!
Sarg Bjornson  [developer] Apr 9, 2019 @ 6:01pm 
However, I have used both mods without problems in my playthroughs, so you might have a third mod messing things up :(
Jatie Apr 11, 2019 @ 1:58pm 
this double colon makes the mod completely unplayable, uninstalling as i speak :^) https://i.imgur.com/1FnTgwE.png
Zylleon Apr 11, 2019 @ 2:30pm 
I think Ocular Jellies are from this mod?

The alien plants grow instantly, which is definitely exploitable as it currently functions. I tamed an Ocular Jelly and zoned it to stand in the middle of a poplar tree growing zone. The trees turn into alien trees and are fully grown as soon as planting *starts*, not when planting finishes. This means that my growers can stand in one spot and harvest red wood as fast as they can cut down the trees, with 0 planting time.

The other related issue is that the trees are edible, not inedible as described. I can feed a brontosaurus with insta-grow trees.

Other issues: The -100% beauty isn't applied correctly. Things with a negative base beauty value, like deadfall traps, are unaffected. Things with a positive base beauty value, like statues, do not have the beauty multiplier for quality applied. All of my large red wooden statues have -100 beauty, but good quality ones should have -200 beauty, excellent ones should have -300 beauty, and so on.

I'm reporting this but half hoping you don't fix it quickly. I'll need to find a new food source for my tree-eaters, and they eat a LOT. I'm also using red wood for all my deadfall traps. And for artist training. And for some walls.
Sarg Bjornson  [developer] Apr 16, 2019 @ 8:27pm 
@Jatie: Fixed ;)

@Zylleon: I fixed the growth issue, they should be a lil less exploitable now. Also the beauty on red wood, it needed to be between 0 and 1, not negative! The trees however ARE edible, although much less than the originals. Its the eye-shaped fruits that are inedible :)
Hamartio Apr 18, 2019 @ 8:25pm 
Seems there's an issue with burn and/or permanent burn injuries on wildpods. Had one stuck by lightening, and unless I set it to no medical attention, my medics keep trying to tend it and get stuck in an infinite treatment loop, which has also created an exploit for medical training.
TFTEnthusiast Apr 20, 2019 @ 6:53pm 
Are the black hive's black spelopede's and blackspider's ranged attack supposed to be able to ignore shield belts?

And on another note it labels both of their ranged attacks as an autopistol in the flavor text, e.g. "The blackspider, wielding her autopistol with care, damaged colonist in the right lung and torso."

It labels them like how I imagine their supposed to be as well, like poison spit or projectile, just autopistol is displayed as well. It only says autopistol when it does the aforementioned text where it has an adjective on just how well the shot was aimed; otherwise its just "The blackspider hit colonist with a projectile/poison spit."
Krisocka Apr 25, 2019 @ 6:51pm 
https://gist.github.com/HugsLibRecordKeeper/b2178e360e95e2706485550c35a97d25
The Animal Variations is throwing errors at me every time I load my colony. As I dont have the AnimalCollabProject active the most likely suspekt is Alpha Animals.
Xion May 1, 2019 @ 4:51pm 
I'm getting this error:

System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GenGrid.InBounds (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
at AlphaBehavioursAndEvents.CompNearbyEffecter.CompTick () [0x00000] in <filename unknown>:0
at Verse.ThingWithComps.Tick () [0x00000] in <filename unknown>:0
at Verse.Pawn.Tick () [0x00000] in <filename unknown>:0
at RimWorld.TradeShip.PassingShipTick () [0x00000] in <filename unknown>:0
at RimWorld.PassingShipManager.PassingShipManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I'm not using Orion's Faction Discovery but I'm using Glitter Tech which adds 2 more factions if that helps.
Xion May 1, 2019 @ 4:54pm 
Sorry for double posting, that error stopped after a Mad Scientist Trader left comms range.
Sarg Bjornson  [developer] May 1, 2019 @ 6:14pm 
heh, that ship was carrying a Decay Drake, and it was trying to affect grass... IN SPACE. I need to fix that... Having some personal problems irl, but I'll fix it as soon as possible!
Teacyn May 2, 2019 @ 10:16pm 
I'm getting this error when attempting to boot the game, and I assume by the AA_ prefix it's from this mod. Apologies if it's not

XML error: Could not find parent node named "AA_EggFertBaseHot" for node "ThingDef". Full node: <ThingDef ParentName="AA_EggFertBaseHot"><defName>GR_BoomaliskEggFertilized</defName><label>boomalisk egg (fert.)</label><description>Fertilized boomalisk egg. It can be eaten raw, but it's much, much better cooked. Actually, it's a spider egg, it is disgusting either way... If all goes well, it should hatch into a boomalisk.</description><tradeability>None</tradeability><statBases><MarketValue>9.0</MarketValue></statBases><graphicData><texPath>Things/Item/Resource/AnimalProductRaw/EggRound</texPath><color>(208,207,162)</color></graphicData><comps><li Class="CompProperties_Hatcher"><hatcherDaystoHatch>18</hatcherDaystoHatch><hatcherPawn>GR_Boomalisk</hatcherPawn></li></comps></ThingDef>
Verse.Log:Error(String, Boolean)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
RIMMSLoadUp.ParseAndProcessXMLPatch:Prefix(XmlDocument, Dictionary`2)
Verse.LoadedModManager:ParseAndProcessXML_Patch1(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Kirby May 7, 2019 @ 3:23am 
Minor Bug:

I kinda used a Healer Mech Serum on a Nightling on purpose since it had an scar. And i kinda removed Nocturnal Animal from it by accident...

I was just playing around in Dev Mode with A Dog Said, making a powerful tamed animal with Bionics. So kinda walked into it by accident when i spawned a mech healer serum and told the doc to remove the scars until it removed the Nocturnal Animal Hediff by accident.
Trunken May 7, 2019 @ 10:19pm 
@Sarg: Pls scratch my bug report. This was wrong and not your mod. Big apologizes.
< 1 ... 7 8 9 10 11 ... 136 >
Showing 121-135 of 2,040 comments
Per page: 1530 50