RimWorld

RimWorld

Boats
 This topic has been pinned, so it's probably important
Smash Phil  [developer] Dec 7, 2019 @ 3:47pm
Bug Reports
Please either post your issues / bugs here or on GitHub[github.com].

Please include:
  • Error Log
  • Description of bug
  • How it occurred
  • Steps to recreate it
The more detail you give me, the easier it is for me to fix it :) Thanks

Bug List
  1. Cannot form caravan on non player-home map if all pawns are inside boat.
  2. Boat meat falling from drop pods
  3. Boat Caravans in progress do not save upon exiting the game.
  4. World Path selection sometimes being slightly laggy

Issues but not bugs
  • Some items upon returning from a caravan will be in the pawn's inventory or be transfered upon docking your boat even if you didn't select it. This is because those items are already in the Pawn's inventory, and to avoid issues with mods like Simple Sidearms that utilize the inventory, I'm leaving their inventories alone. So if you do a trade at a settlement without your boat, or obtain an item and return to a Docked Boat, look in your pawn's inventories.

Not everything makes it up on this board, especially the very minor things, so if you would like to look at all changes, future plans, bugs, and incompatibilities for this mod you can check my progress on Trello[trello.com]
Last edited by Smash Phil; Jan 10, 2020 @ 5:56pm
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Showing 1-15 of 431 comments
firespark84 Dec 7, 2019 @ 6:26pm 
Could not find valid edge cell to spawn boats on. Choosing Random Cell. Please report to mod author of Boats.
Verse.Log:Error(String, Boolean)
RimShips.CellFinderExtended:MiddleEdgeCell(Rot4, Map, Pawn, Predicate`1)
RimShips.EnterMapUtilityBoats:EnterSpawn(Caravan, Map, Func`2, CaravanDropInventoryMode, Boolean)
RimShips.EnterMapUtilityBoats:Enter(Caravan, Map, CaravanEnterMode, CaravanDropInventoryMode, Boolean, Predicate`1)
RimShips.ShipHarmony:EnterMapShipsCatchAll1(Caravan, Map, CaravanEnterMode, CaravanDropInventoryMode, Boolean, Predicate`1)
RimWorld.Planet.CaravanEnterMapUtility:Enter_Patch1(Caravan, Map, CaravanEnterMode, CaravanDropInventoryMode, Boolean, Predicate`1)
RimWorld.Planet.SettlementUtility:AttackNow_Patch0(Caravan, SettlementBase)
RimWorld.Planet.<Attack>c__AnonStorey0:<>m__0()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
I tried to costal raid an island costal settlement
it occured immidiatly upon ariving at the settlement in a gallion with full crew and gunners
(note I used dev instantly attack command to get there)
steps would be to start a new game, build gallion, load gunners and crew with pawns and sail to attack a costal settlement.
Smash Phil  [developer] Dec 7, 2019 @ 6:30pm 
Gotcha gotcha, still refining the cell spawner, since the boats need to find a spot that won't get a part of it stuck in a mountain. I'll get to it tonight

What you're seeing was a catch for when it couldn't find a valid spot. Just so it doesn't spawn the boat off the edge of the Map. :)
Last edited by Smash Phil; Dec 7, 2019 @ 6:31pm
Ferpman (Cyan) Dec 8, 2019 @ 2:43am 
Not sure if it was a bug, but pawns who get into a boat will have their work priorities wiped clean when they exit the boat.
Smash Phil  [developer] Dec 8, 2019 @ 4:06am 
Originally posted by Ferpman:
Not sure if it was a bug, but pawns who get into a boat will have their work priorities wiped clean when they exit the boat.
Ooo i'm not sure why this didn't come up when I did a playthrough for bug testing, but I know what you are talking about. I'll look into it.

edit1: Huh... very strange. It seems to only be with work priorities. I thought it might also affect apparel settings and food / drug policies, but those are saved and working properly. Even the restriction tab setting is kept. I'll keep looking into it. Next patch to role out will be in a few days. I'll try and have it fixed by then
Last edited by Smash Phil; Dec 8, 2019 @ 6:05am
ꌗꉣ꒒ꂦ꓄ Dec 9, 2019 @ 4:54pm 
Not sure what the conflict could be (I've tried loading this mod late in the load order) but when it's active, handlers can't tame/train animals, they won't 'follow' the creature while it roams around, they'll just get to the critter, try once, then sit there 'taming Xxxx' until they get tired and give up trying, or the creature itself falls asleep or is attacked (both cases the job is cancelled normally).

Error log came up completely empty. It's not an error but I tried the following...

1. Had no problems before mod. Installed mod today.
2. Started a new game. Had someone with handler join the colony soon after.
3. He could not tame animals. Forcetamed a creature and tried to have him train it (instead of tame). Same problem.
4. Removed mod from active order, reloaded same save. Still could not tame/train.
5. Started new save with mod disabled. Handler could tame/train again.

All of this is without any indications in the debug log that there was any sort of error. And this was placeing the mod at the very end of the load order where it assumedly should have had no problems.

Don't think any other mods that may have altered training/taming was part of it, except /perhaps/ only for Colony Management.
Last edited by ꌗꉣ꒒ꂦ꓄; Dec 9, 2019 @ 4:58pm
Smash Phil  [developer] Dec 9, 2019 @ 5:06pm 
Originally posted by Psyra:
Not sure what the conflict could be (I've tried loading this mod late in the load order) but when it's active, handlers can't tame/train animals, they won't 'follow' the creature while it roams around, they'll just get to the critter, try once, then sit there 'taming Xxxx' until they get tired and give up trying, or the creature itself falls asleep or is attacked (both cases the job is cancelled normally).

Error log came up completely empty. It's not an error but I tried the following...

1. Had no problems before mod. Installed mod today.
2. Started a new game. Had someone with handler join the colony soon after.
3. He could not tame animals. Forcetamed a creature and tried to have him train it (instead of tame). Same problem.
4. Removed mod from active order, reloaded same save. Still could not tame/train.
5. Started new save with mod disabled. Handler could tame/train again.

All of this is without any indications in the debug log that there was any sort of error. And this was placeing the mod at the very end of the load order where it assumedly should have had no problems.

Don't think any other mods that may have altered training/taming was part of it, except /perhaps/ only for Colony Management.
I don't know what from this mod would cause that, I don't touch anything dealing with taming. In fact, I don't need to. I just tested ingame both as a new game and adding the mod to a preexisting game, and no problems. Could be another mod, or at the worst a mod that conflicts with boats. But I'm not sure how that would happen as again, I don't touch taming at all.
ChrisGB Dec 9, 2019 @ 5:21pm 
When trying to plan a route for a caravan:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at RimShips.ShipHarmony.TryAddWayPointWater (int,RimWorld.Dialog_FormCaravan,bool) <0x00017>
at (wrapper dynamic-method) RimWorld.Planet.WorldRoutePlanner.TryAddWaypoint_Patch1 (object,int,bool) <0x00031>
at RimWorld.Planet.WorldRoutePlanner.WorldRoutePlannerOnGUI () <0x005d0>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x000a7>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0007d>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Smash Phil  [developer] Dec 9, 2019 @ 5:45pm 
Originally posted by ChrisGB:
When trying to plan a route for a caravan:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at RimShips.ShipHarmony.TryAddWayPointWater (int,RimWorld.Dialog_FormCaravan,bool) <0x00017>
at (wrapper dynamic-method) RimWorld.Planet.WorldRoutePlanner.TryAddWaypoint_Patch1 (object,int,bool) <0x00031>
at RimWorld.Planet.WorldRoutePlanner.WorldRoutePlannerOnGUI () <0x005d0>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x000a7>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0007d>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Yessir, I got a fix for this coming in the next update. Someone else reported this. Has to do with adding waypoints outside of the original Forming Caravan window
ChrisGB Dec 9, 2019 @ 6:57pm 
Thanks for the prompt response, sorry I didn't see the other report . I'm looking forward to playing with this mod!
Smash Phil  [developer] Dec 9, 2019 @ 7:02pm 
Originally posted by ChrisGB:
Thanks for the prompt response, sorry I didn't see the other report . I'm looking forward to playing with this mod!
So when exactly does this occur? I myself have never been able to add waypoints outside of the initial caravan formation, but looking further in the code I do see that you can, hence the null reference error. I assumed waypoints were for initial caravan formation
ChrisGB Dec 10, 2019 @ 9:13am 
This occurred in planning mode, rather than caravan formation, when I tried to plan a normal overland route to see how long it would take. I wasn't able to set any planning waypoints on the world including on the colony hex or on ocean hexes.
E: Despite the most recent update, I still get the following when trying to plan a route.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at RimShips.ShipHarmony.TryAddWayPointWater (int,RimWorld.Dialog_FormCaravan,RimWorld.Planet.WorldRoutePlanner,bool) <0x000a8>
at (wrapper dynamic-method) RimWorld.Planet.WorldRoutePlanner.TryAddWaypoint_Patch1 (object,int,bool) <0x00034>
at RimWorld.Planet.WorldRoutePlanner.WorldRoutePlannerOnGUI () <0x005d0>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x000a7>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0007d>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Last edited by ChrisGB; Dec 10, 2019 @ 9:33am
Smash Phil  [developer] Dec 10, 2019 @ 9:39am 
Originally posted by ChrisGB:
This occurred in planning mode, rather than caravan formation, when I tried to plan a normal overland route to see how long it would take. I wasn't able to set any planning waypoints on the world including on the colony hex or on ocean hexes.
E: Despite the most recent update, I still get the following when trying to plan a route.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at RimShips.ShipHarmony.TryAddWayPointWater (int,RimWorld.Dialog_FormCaravan,RimWorld.Planet.WorldRoutePlanner,bool) <0x000a8>
at (wrapper dynamic-method) RimWorld.Planet.WorldRoutePlanner.TryAddWaypoint_Patch1 (object,int,bool) <0x00034>
at RimWorld.Planet.WorldRoutePlanner.WorldRoutePlannerOnGUI () <0x005d0>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x000a7>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0007d>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

The trouble with getting a fix for this is recreating the error. I'm not able to add waypoints outside of forming a caravan at all, as this is how vanilla behavior works. Are you using any mods that change this? And if so, what? Are the waypoints you are attempting to add while the caravan is formed and on the world map? A bit more information would help.

Also, what do you mean planning mode?
Last edited by Smash Phil; Dec 10, 2019 @ 9:39am
ChrisGB Dec 10, 2019 @ 9:56am 
Unloaded all other mods except for HugLib, JecsTools, and RuntimeGC and still encounter the error. By planning mode, I mean using the route planner tool in the world map. https://rimworldwiki.com/wiki/Caravan#Route_planner
Smash Phil  [developer] Dec 10, 2019 @ 10:12am 
Originally posted by ChrisGB:
Unloaded all other mods except for HugLib, JecsTools, and RuntimeGC and still encounter the error. By planning mode, I mean using the route planner tool in the world map. https://rimworldwiki.com/wiki/Caravan#Route_planner
Huh... I have never used or even seen that before. 3k hours in too. How exactly do you open the world route planner? I don't seem to have any options for it

Edit: Nvm, I found it. Thanks! I can start testing now
Last edited by Smash Phil; Dec 10, 2019 @ 10:13am
ChrisGB Dec 10, 2019 @ 10:23am 
No problem, calling this game complicated would be an understatement.
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