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 61-75 от 112 коментара
Mutant  [разработчик] 28 септ. 2020 в 7:36 
Първоначално публикувано от MaysaChan:
@Epicguru
Here
https://imgur.com/Iw3yHTe

I test it once again without any mod and it turns to be ok, I think other mod actually cause a mess with this mod pathfinding but I honestly could find an impostor since I activate over 280 mods but I will try my best to find as soon as I can.

It's like the Save our Ship 2 pathfinding bug. Developers of that mod already know about it, and said that they'll fix it.
Epicguru  [разработчик] 28 септ. 2020 в 12:04 
@MysaChan This bug is not caused directly by this mod, but rather a bug caused by other mods that change pathfinding conflicting with mine. I can't fix this bug because I didn't 'create' it.

You can try going into mod settings and disabling 'Custom Pathfinding' and also 'Beam Damage'. Hopefully that will solve the issue, but otherwise, you will have to disable other mods to find out which one is creating the conflict.
Epicguru  [разработчик] 29 септ. 2020 в 1:14 
Първоначално публикувано от BUTTERSKY11:
@Epicguru I wish I saw the pathfinding warning before I went on a journey to figure out why my pathfinding was broken with SOS2
Yeah I think SOS2 breaks a lot of pathfinding stuff, their Steam page mentions that it is a known bug too.
I've found that turning off beam damage stops the reactor from generating power.
Последно редактиран от aaaarrrrhhhhhh; 4 окт. 2020 в 4:17
Първоначално публикувано от aaaarrrrhhhhhh:
I've found that turning off beam damage stops the reactor from generating power.
Uh oh :/
Will fix ASAP.
Bug has been fixed, thanks for report and sorry for inconvenience.
Първоначално публикувано от Epicguru:
Bug has been fixed, thanks for report and sorry for inconvenience.
Thank you for the great mod.
i have noticed that a lot of raiders just come along with anti matter grenades, more than actual normal grenades. dunno if it is intended but thought i should notify

Edit: added hugslog for modlist https://gist.github.com/HugsLibRecordKeeper/6dd4309427659f1526756b8b6e16ae50
Последно редактиран от Sally smithson; 13 дек. 2020 в 7:40
Epicguru  [разработчик] 13 дек. 2020 в 11:19 
I'll check it, but there shouldn't be any reason that they're more common than regular grenades.
I keep having this bug where i load into the game, and when I try to interact with any building from your mod that i already placed the design for, or is already built, no options popped up, it shows the pop up window on the left side of the screen, but i cant change its fire setting, or deconstruct it, or manually target anything. In order to cancel the blueprint or deconstruct the buildings i have to manually go into the Orders tab and do it from there.
this also happens to any new buildings i try to place from your mod
It also removes the pop up options from any other building blueprints i try to place, but when buildings other than your mods buildings finish being built, their options reappear
I think this is what's broken, it was red in the debug logs, but i'm not sure, i'm not a coder or developer


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 Verse.BuildableDef.get_PlaceWorkers () [0x0002b] in <d72310b4d8f64d25aee502792b58549f>:0
at (wrapper dynamic-method) RimWorld.Designator_Build.RimWorld.Designator_Build.get_Visible_Patch2(RimWorld.Designator_Build)
at RimWorld.BuildCopyCommandUtility.FindAllowedDesignatorRecursive (Verse.Designator designator, Verse.BuildableDef buildable, System.Boolean mustBeVisible) [0x00017] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.BuildCopyCommandUtility.FindAllowedDesignator (Verse.BuildableDef buildable, System.Boolean mustBeVisible) [0x0007c] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.BuildCopyCommandUtility.BuildCommand (Verse.BuildableDef buildable, Verse.ThingDef stuff, System.String label, System.String description, System.Boolean allowHotKey) [0x0000d] in <d72310b4d8f64d25aee502792b58549f>:0
at RimWorld.BuildCopyCommandUtility.BuildCopyCommand (Verse.BuildableDef buildable, Verse.ThingDef stuff) [0x00020] in <d72310b4d8f64d25aee502792b58549f>:0
at Verse.Building+<GetGizmos>d__18.MoveNext () [0x00180] in <d72310b4d8f64d25aee502792b58549f>:0
at AntimatterAnnihilation.Buildings.Building_AATurret+<GetGizmos>d__68.MoveNext () [0x00084] in <965086ce6a1c47c2aae3c2fe8056e144>:0
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0(System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:Verse.Root.OnGUI_Patch1(Root)
Epicguru  [разработчик] 14 дек. 2020 в 3:01 
This looks like a mod incompatibility issue, could you send me a mod list? The error message isn't enough for me to tell what's causing the issue.
How can i copy my mod list, i'm using mod that reorganizes the mod list, Mod Manager
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