RimWorld

RimWorld

Medieval Times Unofficial Update (1.1,1.2,1.3)
 This topic has been pinned, so it's probably important
Gotgass  [developer] Mar 10, 2020 @ 12:23pm
bug reports
Post your bug reports here. save file and mod list helps.
Last edited by Gotgass; Apr 12, 2020 @ 9:18pm
< >
Showing 1-15 of 64 comments
Gavitron Mar 11, 2020 @ 2:08pm 
Hey thanks for doing this update. It looks like there's an issue with the boots clothing slot where dudes will wear like eight pairs of boots at a time, this was present back in 1.0 as well. Seems like it's related specifically to alien races with weird feet. In my case I'm using the Warhammer mods and it seems like the Fimir are wearing one pair like normal, but the Beastmen want to wear half a dozen pairs if they can get their hands on them.
Last edited by Gavitron; Mar 11, 2020 @ 3:28pm
Fuga Mar 11, 2020 @ 4:05pm 
Texture error using "Ice Creation Station"

https://gist.github.com/eba8e6c4d821797ccf9ed3255ab95b26
Gotgass  [developer] Mar 11, 2020 @ 5:01pm 
F3ll I think I fix that, Gavitron the boots are specific set to bodypartgroup feet not legs so if you have more then one pair of feet you need more boots/socks then you would otherwise. if I did change it to legs then I hope you don't mind not wearing pants.
Last edited by Gotgass; Mar 11, 2020 @ 5:20pm
Fuga Mar 11, 2020 @ 5:50pm 
I've applied a fix to MedTimes_Recipes_Production.xml,

line 613 changed to:

<li>Apparel_PowerArmorHelmet</li>

line 618 changed to:

<li>Apparel_PowerArmor</li>

line 675 changed to:

<li>Apparel_PowerArmorHelmet</li>

line 680 changed to:

<li>Apparel_PowerArmor</li>
Gotgass  [developer] Mar 11, 2020 @ 6:14pm 
f3ll not sure why you think I have not done that but that was fixed a while ago.
Last edited by Gotgass; Mar 11, 2020 @ 6:15pm
Gotgass  [developer] Mar 11, 2020 @ 6:18pm 
f3ll I don't think you are getting the updates I have pushed to the workshop.
are you using a local copy?
Last edited by Gotgass; Mar 11, 2020 @ 6:21pm
Fuga Mar 11, 2020 @ 6:21pm 
Strange, I've subscribed yesterday and I got the ice creation station fix today. Sorry about that!
Gotgass  [developer] Mar 11, 2020 @ 6:22pm 
it might be the steam servers being slow.
Last edited by Gotgass; Mar 11, 2020 @ 6:22pm
tha peng Mar 11, 2020 @ 10:43pm 
my man you confused the colony texture zoomed in with the faction icon that appears flat on the screen when you zoom out
Gotgass  [developer] Mar 12, 2020 @ 5:53am 
thanks for the heads up that should be fixed now.
tha peng Mar 14, 2020 @ 11:34am 
is it a bug that items have a base value that is signifantly lower than its "materials and labor" worth would be?
if not, then why not change that anyway?
I dont want to have a fully decked out barbarian be sent my way on the first week of naked brutality
Gotgass  [developer] Mar 15, 2020 @ 8:15am 
peng it is not a bug and did you even look at how much the raid pawns have to get the gear? it's not much but remember medieval raids don't do small.
tha peng Mar 16, 2020 @ 1:10am 
I understand but tribalwear takes 20 points of labor to make while the wraps take 25 and those 20 points alone add 84~ points of silver in value to the tribalwear, then the cloth as material costs additional 30-40 silver while the wraps stay at their base value of 25

my problem might not be that raiders show up fully decked out; my problem is that the prices are way lower than they are supposed to be
Gotgass  [developer] Mar 16, 2020 @ 6:56am 
not really I took a look and they fall in line with base rimworld cost and work values.
EvilGrin Apr 6, 2020 @ 3:11am 
I encountered a strange bug with warborne cultists not dying no matter what damage they take. It only affects a couple ones though, aprox 5 out of 100. It only happed with these warbourne cultists, all other raiders died as expected when loosing their torsos...

Exception ticking Anya (at (4, 0, 27)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_RelationsTracker.Notify_PawnKilled (System.Nullable`1[T] dinfo, Verse.Map mapBeforeDeath) [0x0001d] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Kill_Patch6>?-1925309184::Kill_Patch6>(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<CheckForStateChange_Patch1>?1685980032::CheckForStateChange_Patch1>(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<AddHediff_Patch2>?-918929024::AddHediff_Patch2>(Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
at Verse.HealthUtility.AdjustSeverity (Verse.Pawn pawn, Verse.HediffDef hdDef, System.Single sevOffset) [0x00046] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.HediffGiver_Bleeding.OnIntervalPassed (Verse.Pawn pawn, Verse.Hediff cause) [0x0002b] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<HealthTick_Patch1>?612281216::HealthTick_Patch1>(Verse.Pawn_HealthTracker)
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Tick_Patch2>?-1057920512::Tick_Patch2>(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <29684bdca4b441d38f64a3f064edc8ed>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?39321600::Update_Patch1>(Root_Play)

https://steamcommunity.com/profiles/76561198021466054/screenshots/

I activated debug mode, and even with 'kill', the pawn won't die. I have to 'destroy' the pawns, otherwise they are immortal (No Immortals mod loaded though ;p , also the beheading part would finish them at least...)

I got TONS of mods loaded, so I cannot simply remove them one by one to find possible incompatabilities, and the last mods added were only QoL/Interface stuff that doesn't affect gameplay. As far as I can see, it only happens on medieval factions right now.

Also, is it intentional that these Factions behave like suicidal idiotic maniacs? just asking 'cause only these pawns NEVER break for losses, even if only one pawn is surviving. Most factions retreat/flee with 50% or more losses...
If intentional, that's ok. but I'd like an option to set the break/raid size limit if possible.

< >
Showing 1-15 of 64 comments
Per page: 1530 50