RimWorld
Antimatter Annihilation
 Тази тема е прикачена, така че сигурно е важна
Bug reports
Please report any and all bugs here.
It is very important that you give me as much detail as possible:
  • When and where does the bug happen
  • How often does the bug happen
  • What does the debug log say
  • Did you add to an existing save
  • What other mods do you have installed
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Показване на 31-45 от 112 коментара
Yes I added a bunch of try catch blocks to pinpoint the issue since it never occured with my mods lists. You're correct about the enumeration over a null list being the issue.

My only guess is that some mod adds some recipe that somehow uses the grenades but does not specify a recipe user, hence why the wiki gets confused when there is a recipe but nowhere to craft the item.

I've updated the wiki mod, the issue should now be resolved.
Awesome, thanks!

Generally a good idea to catch that anyway since having no recipe users is actually valid I believe (means you can craft it at the crafting spot)
You're welcome. Tell me if you find any more bugs.
Having no recipe users is not valid, if you don't specify a crafting station it will default to the crafting spot but it within the code it will always populate the recipeUsers array with the CraftingSpot.
I Get this error message when I try to place down a Particle Accelerator

Root level exception in OnGUI(): System.ArgumentNullException: Value cannot be null.
Parameter name: type
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at (wrapper dynamic-method) Verse.ThingMaker.DMD<DMD<MakeThing_Patch1>?-2057423232::MakeThing_Patch1>(Verse.ThingDef,Verse.ThingDef)
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3 c) [0x0006a] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.DesignatorManager.ProcessInputEvents () [0x00058] in <36108d57f84d49cabdae818c2a53fc38>:0
at RimWorld.MapInterface.HandleMapClicks () [0x0000f] in <36108d57f84d49cabdae818c2a53fc38>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00089] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.Root.OnGUI () [0x0003d] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

and this when I try to open the Wiki

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.WindowStack.Add (Verse.Window window) [0x00000] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) RimWorld.MainTabsRoot.DMD<DMD<ToggleTab_Patch1>?-93579008::ToggleTab_Patch1>(RimWorld.MainTabsRoot,RimWorld.MainButtonDef,bool)
at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x00005] in <36108d57f84d49cabdae818c2a53fc38>:0
at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x0004d] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) RimWorld.MainButtonWorker.DMD<DMD<DoButton_Patch0>?417263872::DoButton_Patch0>(RimWorld.MainButtonWorker,UnityEngine.Rect)
at RimWorld.MainButtonsRoot.DoButtons () [0x0010c] in <36108d57f84d49cabdae818c2a53fc38>:0
at (wrapper dynamic-method) RimWorld.MainButtonsRoot.DMD<DMD<MainButtonsOnGUI_Patch1>?153980544::MainButtonsOnGUI_Patch1>(RimWorld.MainButtonsRoot)
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00037] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.Root.OnGUI () [0x0003d] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

I did not add this to an existing save
Последно редактиран от Alexi; 21 юни 2020 в 5:47
I seem to be having issues with the textures when using the railgun and reactor. Here is part of the message that i see:

Type RailgunEffectSpawner probably needs a StaticConstructorOnStartup attribute, because it has a field Prefab of type GameObject. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Entry:Update()

Other than that loving the mod:)
That warning is harmless, it's just Rimworld nitpicking. What kind of texture issues are you seeing? Could you send a screenshot, or describe what looks wrong?
Първоначално публикувано от Epicguru:
That warning is harmless, it's just Rimworld nitpicking. What kind of texture issues are you seeing? Could you send a screenshot, or describe what looks wrong?

When using the railgun the explosion leaves a pink square texture on ground as well the reactor just firing pink beans instead of the blue and yellow.
Hm that sounds like a shader issue. Are you using a very old PC or old graphics card? I'll check that the game version hasn't updated.
Първоначално публикувано от Epicguru:
Hm that sounds like a shader issue. Are you using a very old PC or old graphics card? I'll check that the game version hasn't updated.

It could be that I'm currently playing on a Mac so that could be the issue. If it is then it is not an issue
So I just made use of the M3G_UMIN's new attack world tile ability to level an Empire base and it also did a considerable amount of damage to the same location on the map in my base, resulting in the death of a husky, a whole bunch of exploded firefoam poppers, some gardener robots vaporized, and every item I had in a shipping container from Simply Storage being knocked down 10-80% of their hitpoints depending on item. I am running.....way too many mods, and also playing on version 2624 (patch just before meditation update), so no idea if either of those are the cause or not. Not a big deal since I'm also running a lot of other overpowered mods that make death basically no consequence, but I imagine if I didn't have on demand res serums I'd be pretty mad right now about the husky.

I am happy to note however that the Empire base I fired upon was completely vaporized. Take that, Stellarch. Royal Favor THAT.
Epicguru  [разработчик] 6 авг. 2020 в 12:36 
Sorry about your Husky :/ I've just double checked the code, it shouldn't be possible for the beam to spawn in two maps at once... If you have the time, could you make a backup of your save and try to reproduce the bug? If it happens again when you try, then I'll have to dig deeper in the code.
The whole beam didn't hit my map, it seemed like it was just part of the initial burst or something.
I will try again and see what happens later today.
Ok, thanks.
i have no clue on if this is the right place to report this but i got a quest bug where an entire quest broke because the faction of this mod was selected.

https://docs.google.com/document/d/1QMOAph5JHfZxZwv82MruUlydylTkx3zdFcQQ-uiKBpw/edit?usp=sharing
i put it in a google document because it was too big
Hey Guru,
The my pawns are unable to refuel buildings with CompRefuelableConditional while on a spaceship from SaveOurShip2. When they try to pick up the fuel (plasteel or AA canisters) they immediately drop it, then try to pick it up and drop it again in an endless loop.

The weird thing is the debug log shows no errors. Does not occur with the alloy fusion machine or composite refiner, only the particle accelerator and reactor injector; hence why I believe it has something to do with CompRefuelableConditional. I just tested in on the ground and they work just fine, even with edits to the DLL and XML files.

Any idea why that could be? It's obviously not your mod so I understand if you're too busy to look through their code, but if you get a chance it'd be great. Their source code is bundled with the mod.
Cheers
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