RimWorld

RimWorld

RimRoads hotfix
eagle0600  [developer] Mar 12, 2020 @ 1:58pm
Bug Reports
Post bug reports here along with error and warning logs.
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Showing 1-14 of 14 comments
Leion Mar 12, 2020 @ 4:46pm 
A error mensage appear after activating this mod. The text is too big to fully copy it here. I have a bunch of mods intalled and not comflicting. This might be the couse. Conflict.
Last edited by Leion; Mar 12, 2020 @ 4:47pm
ReZpawner Mar 13, 2020 @ 5:24pm 
Tried to get a resource "UI/Overlays/ThingLine" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String, Boolean)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.MaterialPool:MatFrom(String, Shader, Color, Int32)
RimRoads.RoadTracker:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoCMethod:DoInvoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.RuntimeType:CreateInstanceImpl(BindingFlags, Binder, Object[], CultureInfo, Object[], StackCrawlMark&)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[])
RimWorld.Planet.World:FillComponents()
RimWorld.Planet.World:ConstructComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.WorldGenerator:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:DMD<DMD<LoadGame_Patch3>?-571118336::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.<>c:<Start>b__1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Tried to get a material from a different thread.
Verse.Log:Error(String, Boolean)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.MaterialPool:MatFrom(String, Shader, Color, Int32)
RimRoads.RoadTracker:.cctor()
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoCMethod:InternalInvoke(Object, Object[])
System.Reflection.MonoCMethod:DoInvoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MonoCMethod:Invoke(BindingFlags, Binder, Object[], CultureInfo)
System.RuntimeType:CreateInstanceImpl(BindingFlags, Binder, Object[], CultureInfo, Object[], StackCrawlMark&)
System.Activator:CreateInstance(Type, BindingFlags, Binder, Object[], CultureInfo, Object[])
System.Activator:CreateInstance(Type, Object[])
RimWorld.Planet.World:FillComponents()
RimWorld.Planet.World:ConstructComponents()
RimWorld.Planet.WorldGenStep_Components:GenerateFromScribe(String)
RimWorld.Planet.WorldGenerator:GenerateFromScribe(String)
RimWorld.Planet.World:ExposeData()
Verse.Game:DMD<DMD<LoadGame_Patch3>?-571118336::LoadGame_Patch3>(Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.<>c:<Start>b__1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
eagle0600  [developer] Mar 13, 2020 @ 5:42pm 
ReZpawner, I'll get on that as soon as I can.
Last edited by eagle0600; Mar 13, 2020 @ 5:42pm
eagle0600  [developer] Mar 13, 2020 @ 6:33pm 
Okay, done. That particular error should no longer appear, as the mod no longer uses materials directly itself.
IronWalnut Mar 17, 2020 @ 4:30pm 
My colonists only seem to make progress constructing roads at night (22h - 6h). The remaining time they are "resting" on the tile.

Not sure if this is a bug or a feature (never used the original mod), but this seems like the opposite of how construction should work.
Last edited by IronWalnut; Mar 17, 2020 @ 4:30pm
eagle0600  [developer] Mar 17, 2020 @ 4:55pm 
I'll look into it and see why it's working that way. From memory, I don't believe it used to, but it's a very unusual bug.
IronWalnut Mar 18, 2020 @ 8:49am 
I looked at the source for the original file and I think the error is somewhere in this block from CaravanJobDriver_ConsructRoads.cs (same issue in CaravanJobDriver_DeconstructRoad.cs)

if (!this.caravan.Resting)
{
[..work on the road]
}

https://github.com/jecrell/RimRoads/blob/master/Source/RimRoads/RimRoads/CaravanJobDriver_ConsructRoads.cs#L81-L93

https://github.com/jecrell/RimRoads/blob/master/Source/RimRoads/RimRoads/CaravanJobDriver_DeconstructRoad.cs#L52-L63


The check "if (!this.caravan.Resting)" seems to produce the wrong results for me, returning that "this.caravan.Resting" is true for me during the day (when the caravan is "idle" and not moving) and false at night, allowing work to happen

I cannot confirm, but I think between 1.0 and 1.1 idle caravans are now considered "resting" regardless of the time of day.

We could probably solve this by just doing "if (this.caravan.Resting)" but that is kind of hacky and might mess up other logic...
Last edited by IronWalnut; Mar 18, 2020 @ 9:17am
IronWalnut Mar 18, 2020 @ 9:03am 
More Test Results:

Caravan (Day, Moving) - this.caravan.Resting = false
Caravan (Day, Idle) - this.caravan.Resting = true
Caravan (Night) - this.caravan.Resting = false <---- WEIRD!

Maybe the meaning of this property changed? It seems to represent whether a caravan is "idle" instead of whether it is "resting". In which case changing the check to "if (this.caravan.Resting)" would solve the issue.

Also you're the bomb, thanks so much for porting this mod to 1.1! Even with the wack construction cycles I'm still building my roads
Last edited by IronWalnut; Mar 18, 2020 @ 9:48am
RadGH Mar 19, 2020 @ 10:29pm 
One minor bug I don't know if anyone else is facing. The yellow progress bar shows under the transparent gray background total bar. It's difficult to see how far the progress is. I wonder if that's just a layer issue you could fix by changing some numbers or changing the draw order between the top and bottom layer of the progress bar?

Everything else seems to be working great for me. I notice they are building at nigh too. Doesn't really matter to me though, I think it's great.
Last edited by RadGH; Mar 19, 2020 @ 10:34pm
Miyuri Mar 20, 2020 @ 12:07am 
Could you please add the JecsTools dependency in the mod file for convenience?
eagle0600  [developer] Mar 20, 2020 @ 12:09am 
First, that's not a bug report. and is off topic for this discussion. Second, no; I am not going to redistribute a mod that is still being actively maintained by its author.
Miyuri Mar 20, 2020 @ 12:24am 
Originally posted by eagle0600:
First, that's not a bug report. and is off topic for this discussion. Second, no; I am not going to redistribute a mod that is still being actively maintained by its author.
Oh, I should call it "requirement" which is just a few lines in about.xml for stating the required MODs.
If you add that, RimWorld 1.1 will check if the required MODs were loaded before.
eagle0600  [developer] Mar 20, 2020 @ 3:40am 
Ah, yes, I forgot to do that. Thanks for the reminder.
All construction done with the AISR2G stops at 1 work remaining and never proceeds regardless of road type. https://i.imgur.com/1KtUqoM.png
Last edited by Black★Rock Shooter; Apr 25, 2020 @ 8:17am
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