RimWorld

RimWorld

Real Ruins
PSIduck Apr 3, 2020 @ 3:09pm
Gamebreaking Bug
I tried sending my colonists to a new pristine ruin, as soon as they landed the ruin disappeared and everything and everyone I had sent.
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Showing 1-15 of 22 comments
PSIduck Apr 3, 2020 @ 3:09pm 
does anyone know a fix to this
MR. TETEREW  [developer] Apr 7, 2020 @ 7:05am 
Hi, I've seen this bug reported, but I still can't find out what mod combination causes this effect. In my settings I made lots of testing, but each time caravan arrived perfectly well. If you can provide a log it will probably help (if the problem is in a particular blueprint, I can extract blueprint name from the log and use it for tests)
PSIduck Apr 19, 2020 @ 10:13pm 
Sorry for the long wait, I forgot I posted this, but I think it was the set up camp mod because when I removed it my game started to work again
MR. TETEREW  [developer] Apr 20, 2020 @ 9:16am 
Originally posted by PSI Duck:
Sorry for the long wait, I forgot I posted this, but I think it was the set up camp mod because when I removed it my game started to work again
If you travelled using transport pods, then it was my issue and it was resolved in the most recent update. If you entered by legs, it is probably set up camp incompatibility and I'll check if it really does break the game.
COFFINSLIME Apr 20, 2020 @ 4:24pm 
When my colonists arrive at the pristine ruins location on the map, attempting to enter them causes the game to generate a map which instantly crashes the whole game. Anyone know a fix or cause?
MR. TETEREW  [developer] Apr 21, 2020 @ 6:30am 
Originally posted by Harvey The Hunter:
When my colonists arrive at the pristine ruins location on the map, attempting to enter them causes the game to generate a map which instantly crashes the whole game. Anyone know a fix or cause?
Please set log settings in mod settigns to "log everything" and send me a game log generated after crash. Now it should contain enough information to locate the issue. Crashing the whole game is really difficult, so I think it should be something easy recognizable in the log.
COFFINSLIME Apr 21, 2020 @ 8:05am 
Originally posted by MR. TETEREW:
Originally posted by Harvey The Hunter:
When my colonists arrive at the pristine ruins location on the map, attempting to enter them causes the game to generate a map which instantly crashes the whole game. Anyone know a fix or cause?
Please set log settings in mod settigns to "log everything" and send me a game log generated after crash. Now it should contain enough information to locate the issue. Crashing the whole game is really difficult, so I think it should be something easy recognizable in the log.
No worries! How can I send it to you?
FairyNuff Apr 21, 2020 @ 7:11pm 
I've had the same issue as DEADVANDAL. With log everything this is all that is recorded after entering ruins and crashing:
[RealRuins][Scatter]: Large Ruins - Preselected file name is C:/Users/MY NAME/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\DCD00091-2B25-43BC-BBF5-A8658928C38D.bp [RealRuins][Scatter]: Running stand-alone scatterer [RealRuins][Scatter]: [0 s]: Loading blueprint of size 200 - 200 to deploy at 0, 0 [RealRuins][BlueprintTransfer]: Loading blueprint at path C:/Users/MY NAME/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\DCD00091-2B25-43BC-BBF5-A8658928C38D.bp [RealRuins][Transferring blueprint of faction {0}]: Ancients [RealRuins][BlueprintTransfer]: Blueprint transfer utility did remove 12/3464 incompatible items. New cost: 198669.4 [RealRuins][BlueprintTransfer]: Capping current cost of 198644.4 to target cost of 145363 [RealRuins][BlueprintTransfer]: Done. Resulting cost is 145350.8. Items left: 8106/8106 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MobileMineralSonar because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MobileMineralSonar because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 Could not load reference to Verse.HediffDef named ROM_GlabroClaw (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
MR. TETEREW  [developer] Apr 25, 2020 @ 9:48pm 
Originally posted by DEADVANDAL:
How can I send it to you?
You need to switch debug mode in settings, then you will see a row of icons at the top of the game window. The leftmost icon shows the game log, and there is a button which opens the log.
In case you need to locat the log after game is crashed, you need to navigate to "C:\Documents and Settings\[YOUR_USER_NAME]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\" and find a Player.log file there.
Anyway, I have enough info from another user, so you don't need to do this right now. So just remeber it in case of future issues :)


Originally posted by Hen Commandments:
I've had the same issue as DEADVANDAL. With log
Thanks! Looks lke it contains everything I need to fix it.
MR. TETEREW  [developer] Apr 25, 2020 @ 11:41pm 
Found the bug. For now you can just set log level to "Errors only", it will fix the problem. Will post proper fix a bit later.
Verence Apr 30, 2020 @ 7:57am 
My game also crashes on arrival to ruins. Setting log level for the mod to "Errors only" doesn't help, in fact, it was there by default. Any other workarounds until the patch is released?
MR. TETEREW  [developer] May 1, 2020 @ 1:14pm 
Originally posted by Verence:
My game also crashes on arrival to ruins. Setting log level for the mod to "Errors only" doesn't help, in fact, it was there by default. Any other workarounds until the patch is released?
In this case your log with "show all" level will be very helpful. To locathe the log you need to go to options -> open log folder, then crash the game by entering ruins, and then send me player.log from the folder opened earlier. (or you can post here part of the log starting with "Large ruins - preselected file name..."
Verence May 6, 2020 @ 7:57am 
The only error I am getting is the following:

SaveableFromNode exception: System.MissingMethodException: Constructor on type 'RealRuins.CaravanArrivalAction_VisitAbandonedBase' not found.
at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ScribeExtractor.SaveableFromNode[T] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00131] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
Subnode:
<arrivalAction Class="RealRuins.CaravanArrivalAction_VisitAbandonedBase" />


at the savegame load. The log ends normally with:

[RealRuins][Scatter]: Large Ruins - Preselected file name is C:/Users/Name/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\54117AAA-B98A-4921-B3A5-73BAEA1E5560.bp
[RealRuins][Scatter]: Running stand-alone scatterer
[RealRuins][Scatter]: [0 s]: Loading blueprint of size 200 - 200 to deploy at 0, 0
[RealRuins][BlueprintTransfer]: Loading blueprint at path C:/Users/Name/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\54117AAA-B98A-4921-B3A5-73BAEA1E5560.bp
[RealRuins][Transferring blueprint of faction {0}]: Ancients
[RealRuins][BlueprintTransfer]: Blueprint transfer utility did remove 91/1078 incompatible items. New cost: 33451.95
[RealRuins][BlueprintTransfer]: Capping current cost of 33295.95 to target cost of 36617
[RealRuins][BlueprintTransfer]: TilesByCost: 1196 items, filteredTiles: 150 items of cost 28334.4
[RealRuins][BlueprintTransfer]: Done. Resulting cost is 33295.95. Items left: 1196/1196

but the game still crashes.
X_Mangoose_X May 9, 2020 @ 8:28pm 


Originally posted by MR. TETEREW:
Originally posted by Verence:
My game also crashes on arrival to ruins. Setting log level for the mod to "Errors only" doesn't help, in fact, it was there by default. Any other workarounds until the patch is released?
In this case your log with "show all" level will be very helpful. To locathe the log you need to go to options -> open log folder, then crash the game by entering ruins, and then send me player.log from the folder opened earlier. (or you can post here part of the log starting with "Large ruins - preselected file name..."


I have the same instant crash problems as other users when trying to enter the ruins


SaveableFromNode exception: System.MissingMethodException: Constructor on type 'RealRuins.CaravanArrivalAction_VisitAbandonedBase' not found.
at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ScribeExtractor.SaveableFromNode[T] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00131] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
Subnode:
<arrivalAction Class="RealRuins.CaravanArrivalAction_VisitAbandonedBase" />



[RealRuins][Scatter]: Large Ruins - Preselected file name is C:\Users\user\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\RealRuins\B07C06F9-8635-4F0F-B51E-13A10112469B.bp
[RealRuins][Scatter]: Running stand-alone scatterer
[RealRuins][Scatter]: [0 s]: Loading blueprint of size 200 - 200 to deploy at 0, 0
[RealRuins][BlueprintTransfer]: Loading blueprint at path C:\Users\user\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\RealRuins\B07C06F9-8635-4F0F-B51E-13A10112469B.bp
[RealRuins][Transferring blueprint of faction {0}]: Ancients
[RealRuins][BlueprintTransfer]: Blueprint transfer utility did remove 0/707 incompatible items. New cost: 39929.09
[RealRuins][BlueprintTransfer]: Capping current cost of 39929.09 to target cost of 23197
[RealRuins][BlueprintTransfer]: TilesByCost: 707 items, filteredTiles: 175 items of cost 37676.7
[RealRuins][BlueprintTransfer]: Done. Resulting cost is 22474.19. Items left: 707/707
[RealRuins][BlueprintTransfer]: Failed to spawn item TETable because of System.NullReferenceException: Object reference not set to an instance of an object

at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x001b1] in <7fbd950cec7c442c82ffc67b816b69eb>:0


thanks for your mod!
Last edited by X_Mangoose_X; May 9, 2020 @ 8:30pm
MR. TETEREW  [developer] May 11, 2020 @ 10:20am 
Originally posted by X_Mangoose_X:
I have the same instant crash problems as other users when trying to enter the ruins
Well, both logs shows that the problem is in the arrival process itself, and it's highly likely because of some mod conflict (some other mod changes arrival action so my mod can't override it for ruins world objects), so I'll try to add some more logging there to determine which mod causes the conflict.
Also probably changing mod order may help.
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