RimWorld

RimWorld

Portal Gun
 This topic has been pinned, so it's probably important
Diddily  [developer] Mar 3, 2020 @ 7:55am
Bug reports
Please place any bugs you encounter (with logs if possible) here.
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Showing 1-15 of 43 comments
marccharlton4 Mar 3, 2020 @ 7:23pm 
When firing to create a portal, the gun fires a spread of dozens of projectiles a second, each one creating a portal before being replaced by the next projectile. With each projectile I get the following error log. "AmmoCrate" is from Vanilla Security expanded. When I disable that mod everything works fine on a new game.

Exception ticking Breiban (at (111, 0, 139)): System.NullReferenceException: Object reference not set to an instance of an object
at VFESecurity.StatPart_AmmoCrate.CanAffect (RimWorld.StatRequest req) [0x00054] in <a8aacccfe3a14f0b99683e4c913e5ad9>:0
at VFESecurity.StatPart_ValueOffsetFactor.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x00001] in <a8aacccfe3a14f0b99683e4c913e5ad9>:0
at RimWorld.StatWorker.FinalizeValue (RimWorld.StatRequest req, System.Single& val, System.Boolean applyPostProcess) [0x00022] in <ec6a788fc2924fa7953988d603aa2de0>:0
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x0004c] in <ec6a788fc2924fa7953988d603aa2de0>:0
at RimWorld.StatWorker.GetValue (Verse.Thing thing, System.Boolean applyPostProcess) [0x00007] in <ec6a788fc2924fa7953988d603aa2de0>:0
at (wrapper dynamic-method) RimWorld.StatExtension.DMD<DMD<GetStatValue_Patch2>?-646244096::GetStatValue_Patch2>(Verse.Thing,RimWorld.StatDef,bool)
at Verse.VerbProperties.AdjustedCooldown (Verse.Tool tool, Verse.Pawn attacker, Verse.Thing equipment) [0x00016] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.VerbProperties.AdjustedCooldown (Verse.Verb ownerVerb, Verse.Pawn attacker) [0x00033] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.VerbProperties.AdjustedCooldownTicks (Verse.Verb ownerVerb, Verse.Pawn attacker) [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb.TryCastNextBurstShot () [0x0023e] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb.WarmupComplete () [0x00013] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb_LaunchProjectile.WarmupComplete () [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb_Shoot.WarmupComplete () [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Stance_Warmup.Expire () [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Stance_Busy.StanceTick () [0x00017] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Stance_Warmup.StanceTick () [0x000f7] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00018] in <ec6a788fc2924fa7953988d603aa2de0>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Tick_Patch1>?2129174656::Tick_Patch1>(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <ec6a788fc2924fa7953988d603aa2de0>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Diddily  [developer] Mar 3, 2020 @ 7:26pm 
A) That's kind of hilarious. B) I'll take a look, thanks for the report.
Diddily  [developer] Mar 3, 2020 @ 7:37pm 
Holy crap you were not kidding, that's a lot of portals!
Diddily  [developer] Mar 3, 2020 @ 9:50pm 
@marccharlton4 Fixed in latest. There were some assumptions made by VFE Security the Portal Gun broke, patched it up for now so the errors go away.
hell_skaar Mar 24, 2020 @ 7:08am 
Hey there (First of all, this mod is awesome). I've come accross a little bug. For note,I also use the mods Misc. Robots, Misc. Robots++, Misc. Robots HP Ext.
Sometimes, a robot or a pawn gets 'stuck' at a portal when I reload the game. The robot/pawn is invisible, and part of the HUD disapears. When you move the screen until the robot/pawn in problem is out os screen, the HUD comes back, which allows for pinpointing the problem.
Basic troubleshooting:
1. Before I save for the day, I recall all robots to their stations
2. It happened for the fisrt time to a pawn today (hence me being here). If that happens, you can tell a pawn to arrest the broken one (once you figured out where he is) and he reappears. Then cancel the arrest (unless he has been a very bad boy/girl, that's up to you)
3. For stuck robots: I use developper and the command 'destroy'. Spam it on the tile until you hit the bugged one and the bug disapears

No logs at this point, but if you want I can try recreating the problem and see what I can get
Zed Mar 24, 2020 @ 9:53am 
Pawns cannot craft a "vanometric power cell module", pop-up says "Cannot craft: need material", but I already have 50+ plasteel, 100+ gold, an advanced component, and a vanometric power cell laying in my stockpile. Looks like it does not like my vanometric power cell, I dunno why.
Zed Mar 24, 2020 @ 12:37pm 
also I get a ton of messages like:

Exception drawing Megaspider2145154: System.NullReferenceException: Object reference not set to an instance of an object
at Portal_Gun.HarmonyPatches.HarmonyPatches.Patch_BuildingBlockingNextPathCell (Verse.Building& __result, Verse.AI.Pawn_PathFollower& __instance, Verse.Pawn& ___pawn) [0x00004] in <8550d0530a2842bb8e803458d1dbdad8>:0
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.DMD<DMD<BuildingBlockingNextPathCell_Patch1>?1103539968::BuildingBlockingNextPathCell_Patch1>(Verse.AI.Pawn_PathFollower)
at Verse.PawnTweener.MovedPercent () [0x00030] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.PawnTweener.TweenedPosRoot () [0x00021] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.PawnTweener.ResetTweenedPosToRoot () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.PawnTweener.PreDrawPosCalculation () [0x0001d] in <65f126dfb1e4464fa378d4b237f11a99>:0
at (wrapper dynamic-method) Verse.Pawn_DrawTracker.DMD<DMD<get_DrawPos_Patch1>?-1216496128::get_DrawPos_Patch1>(Verse.Pawn_DrawTracker)
at Verse.Pawn.get_DrawPos () [0x00006] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.Thing.Draw () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.ThingWithComps.Draw () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x000d8] in <65f126dfb1e4464fa378d4b237f11a99>:0


when I have a couple of megaspiders on fire in my caves and the game UI becomes wery weird and only partial-working(
Diddily  [developer] Mar 26, 2020 @ 6:59am 
@hell_skaar, a log would be super helpful, but I will install those mods and play around for a bit to see if I can repro it.
Diddily  [developer] Mar 26, 2020 @ 7:02am 
@★ Intrigue ★, is the vanometric power cell minimized (not installed)? I assume so, so I'll check that out. No mods that might add one as well?

Thanks for the log info on the burning bug issue. Should be easy enough for me to reproduce, I'll get back to you. Sorry for the troubles!
Zed Apr 7, 2020 @ 10:31am 
@Diddily I've got a situation similar to @hell_skaar has. But worse than that - on Windows it only causes UI glitches, but on a Linux game - it makes a whole RimWorld game segfault and terminate.
I've made a post about how I found a mod that causes a fault - https://www.reddit.com/r/RimWorld/comments/fwoi36/using_bisection_power_of_git_to_identify_a_buggy/ if you interesed.
Also you can take a look at my savegame at http://0xff.me/rimworld-portalgun-bug.zip
It's 130+ mods btw:) I think on Windows it will cause UI glitches, and on Linux game will terminate after you select some pawn or move a viewport to a place with portal exit.
Hope you will find a bug soon because I enjoy playing with portals very much)
Zed Apr 7, 2020 @ 11:35am 
simple steps to reproduce Linux crash without any other mods:
1. start a new game, only HugsLib, Harmony and Portal mods.
2. using dev tools spawn a Portal Gun and a Vanometric Power Cell module
3. direct any pawn to insert module into the Gun
4. game crash once a pawn approches a module

Obtained 18 stack frames.
#0 0x0000004040084d in (Unknown)
#1 0x00000041f233f4 in Verse.PawnRenderer:RenderPawnAt (UnityEngine.Vector3)
#2 0x00000040cb52fc in Verse.Map:MapUpdate ()
#3 0x00000040cb4cdc in Verse.Game:UpdatePlay ()
#4 0x00000040ceca9a in (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
#5 0x007f87ef055389 in mono_print_method_from_ip
#6 0x007f87ef1c1167 in mono_perfcounter_foreach
#7 0x007f87ef1c2014 in mono_runtime_invoke
Last edited by Zed; Apr 7, 2020 @ 11:38am
Diddily  [developer] Apr 10, 2020 @ 11:14pm 
FYI I responded on the reddit thread as I am more likely to see that response
hell_skaar Apr 18, 2020 @ 2:38am 
Hey there, here is a log obtained when loading a 'problematic' save:

When I load. It seems to refresh permanently even if I clear the log and the game is paused
Exception drawing X01: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn_StanceTracker.get_FullBodyBusy () [0x0000d] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.PawnTweener.MovedPercent () [0x00018] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.PawnTweener.TweenedPosRoot () [0x00021] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.PawnTweener.ResetTweenedPosToRoot () [0x00000] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.PawnTweener.PreDrawPosCalculation () [0x0001d] in <284a6ff744b9480aa693aa0b43675384>:0
at (wrapper dynamic-method) Verse.Pawn_DrawTracker.DMD<DMD<get_DrawPos_Patch1>?-1102630144::get_DrawPos_Patch1>(Verse.Pawn_DrawTracker)
at Verse.Pawn.get_DrawPos () [0x00006] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.Thing.Draw () [0x00000] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.ThingWithComps.Draw () [0x00000] in <284a6ff744b9480aa693aa0b43675384>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x000d8] in <284a6ff744b9480aa693aa0b43675384>:0
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Stuck pawn was named X01, and the 'try to arrest' worked fine. Hope it helps :)
Diddily  [developer] Apr 18, 2020 @ 10:13am 
That helps a lot! I’ll fix it no problem now, many thanks!
Diddily  [developer] Apr 18, 2020 @ 11:16am 
@hell_skaar I repro'd and fixed it locally, I'll try to push the fix by later today, thanks for the help!
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