RimWorld

RimWorld

Religions of Rimworld
Castor  [developer] Feb 6, 2019 @ 4:55am
Bug reports
Post here every errors, mistakes of grammar, crash report
< >
Showing 1-15 of 25 comments
eldabys Feb 9, 2019 @ 8:32am 
It would be very helpful if you said on the mod page that the relic was made on the sculptor table--I spent quite a while searching every crafting inventory before I found how to make it.
Castor  [developer] Feb 9, 2019 @ 8:51am 
Originally posted by You're Welcome, Obama:
It would be very helpful if you said on the mod page that the relic was made on the sculptor table--I spent quite a while searching every crafting inventory before I found how to make it.

Did it. Thanks
Fenguard Feb 12, 2019 @ 2:46pm 
This may or may not be a bug but I have a frequent problem with religious colonists ignoring attending worship leading to and causing them to maintain the -20 mood debuff for "No worship for a long time'. I think it might be caused by their Recreation/Sleep/Eat needs taking priority over attending worship whenever they're below 40%-50% and go do to that instead, maybe in a further update the priority of that could be increased over Recreaton/Eating/Sleeping unless they're in dire need of one?

As well as I keep having to remove my relic from the altar and replacing it because every once in a while all my religious colonists get the 'No Church' debuff and refuse to attend scheduled worship despite it everything being in place and having worked fine before.
-WindsCreation- Feb 18, 2019 @ 7:38pm 
Can you change the needs status "No church" - "There's no place i could pray!"

Can you capitalize the I - "There's no place I could pray!"

Thank you. I know it's small, but it runs me crazy. :steamfacepalm:
egoanditspwn Mar 20, 2019 @ 10:56pm 
I have two Space Spirits colonists that both have "Same Religion" as well as "Foreign Religion" for each other. I'm guessing this is a bug and not just the Space Spirits version of the reformation, lol.
Agent00Funk Mar 24, 2019 @ 3:34pm 
Habing an issue where ther are "no candidates" for the preacher position. There are only 2 slots in the research tab (the basic one and relic making). Am I missing something or is this a bug?
Thanks
Castor  [developer] Mar 25, 2019 @ 6:13am 
@Agent00Funk Colonists who have the same religion assigned to the altar are required to be assigned to the altar
Agent00Funk Mar 30, 2019 @ 8:46pm 
Originally posted by Castor:
@Agent00Funk Colonists who have the same religion assigned to the altar are required to be assigned to the altar

Thank you for replying!
I have 2 colonists of the same faith as the altar, also a relic there, but still nothing. I've seen elsewhere that there is a tech that needs to be researched first, but I don't see it anywhere in the research screen.
baboon Apr 15, 2019 @ 6:46pm 
Nothing happens, they dont pick up the relic, i rebuilt all altars reched everything 10 times, it's just broken.
Medieval_Man Apr 25, 2019 @ 8:50pm 
To perhaps expand on the idea of the post above;
I've built the altar, the relevant relics to several religions, and have attempted to assign each of the religions available to the altar, but none of the pawns are willing to haul the relic to the altar. Everything else in the mod works, pawns have gained religion traits in random events, etc. I assumed it might be some sort of mod conflict, but I have no idea what.
Duke May 24, 2019 @ 11:43am 
I've been having issues where my pawns will just stand in one place not doing anything for long periods of time. I checked the debug and I see this warning constantly coming up.

TryMakePreToilReservations() returned false for a non-queued job right after StartJob(). This should have been checked before. curJob=PrayToGod (Job_739705) A=(138, 0, 144)
Verse.Log:Warning(String, Boolean)
Verse.AI.Pawn_JobTracker:StartJob_Patch2(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

I haven't had much time to play around with it to see if mod order helps. I should note that I don't have a "prayer spot" marked which I will try this evening.
Milo Sep 5, 2019 @ 5:55pm 
I can't build my altar after researching church furniture. It doesn't show up as an option in the spawn thing menu in dev mode, either (neither does the lectern). Any ideas?
Kuri Sep 6, 2019 @ 6:09pm 
I've uncountered an issue with the buildable candelabra, I can place the build order but when my pawn finish one the game pause and the building disappear, meaning an end of the job and a waste of ressource because I don't have the candelabra at the end of the effort.

Here's what the debug console say about it if it can help ! o/

Exception in JobDriver tick for pawn Hannelore driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_994947) A=Thing_Frame_Candelabra105815) lastJobGiver=RimWorld.JobGiver_Work System.ArgumentNullException: Argument cannot be null. Parameter name: type at System.Activator.CheckType (System.Type) <0x00095> at System.Activator.CreateInstance (System.Type,bool) <0x00027> at System.Activator.CreateInstance (System.Type) <0x0001e> at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x0035e> at (wrapper dynamic-method) RimWorld.Frame.CompleteConstruction_Patch2 (object,Verse.Pawn) <0x0033d> at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x00396> at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8> Verse.Log:Error(String, Boolean) Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) Verse.AI.JobDriver:DriverTick_Patch1(Object) Verse.AI.Pawn_JobTracker:JobTrackerTick() Verse.Pawn:Tick_Patch3(Object) Verse.TickList:Tick() Verse.TickManager:DoSingleTick_Patch1(Object) Verse.TickManager:TickManagerUpdate_Patch2(Object) Verse.Game:UpdatePlay() Verse.Root_Play:Update_Patch1(Object)
Ferallord Oct 18, 2019 @ 11:07pm 
this sounds like a great mod but The altar doesnt apear in the religion tab even after finishing all research, tried relogging and changing load order but same issue, conflict maybe?
Castor  [developer] Oct 19, 2019 @ 11:23am 
Originally posted by jayme.renaud:
this sounds like a great mod but The altar doesnt apear in the religion tab even after finishing all research, tried relogging and changing load order but same issue, conflict maybe?
do you play with any submods of this mod?
< >
Showing 1-15 of 25 comments
Per page: 1530 50