RimWorld

RimWorld

Antimatter Annihilation
 This topic has been pinned, so it's probably important
Epicguru  [developer] May 30, 2020 @ 9:22am
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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Showing 76-90 of 112 comments
Drake Phoenix Dec 14, 2020 @ 9:06am 
Sorry for the trouble, i don't usually get errors, so i don't have a lot of experience troubleshooting them.
Drake Phoenix Dec 14, 2020 @ 9:41am 
I just checked rimworld, whatever it is, is now affecting the mountains around my base, as well as Genetic Rim
Epicguru  [developer] Dec 14, 2020 @ 11:47am 
There is a button in mod manager to 'copy current mod list' or something like that.
Drake Phoenix Dec 14, 2020 @ 2:37pm 
Now the game wont even open past any of the menus, i cant load my save game or the mod list at all.
Epicguru  [developer] Dec 14, 2020 @ 7:02pm 
Sounds like some of the mods are really acting up. I'd ask for help on the forums, it's very unlikely that it's being caused by Antimatter Annihilation.
Drake Phoenix Dec 16, 2020 @ 9:45am 
Ok, Thanks for your help
Holgast Jan 8, 2021 @ 5:07pm 
very minor typo that continually bugs me: the faction is called 'divison' x when it should be 'division'. 'memebers' and whatever other typos are in there are fine, I just really dislike this one in particular :P
Epicguru  [developer] Jan 9, 2021 @ 6:54am 
Oops, I'll fix both now. Thanks.
Epicguru  [developer] Jan 9, 2021 @ 6:58am 
It has been corrected, although the faction name change will not take effect unless you create a new save. You can also edit your save file to correct if it bothers you a lot.
Holgast Jan 10, 2021 @ 6:26pm 
thanks a lot :)
ethan.h.maners Jan 19, 2021 @ 5:29pm 
I am having an issue with the graphics on antimatter railgun. When I shoot it, there is a split second before the beam is unleashed where a giant pink/purple box appears, a little bigger than the target zone, and then remains there on the ground after firing. I installed and reinstalled mods (I am running a lot), sand tarted a new game. Below is the debug log, I can include a mod list if needed. I am illiterate when it comes to coding so I am not sure if what is below is what is needed or even describes the issue. Thanks for your help.



--- Main thread ---
0.0115ms (self: 0.0109 ms) ExecuteToExecuteWhenFinished()
- 0.0006ms (self: 0.0006 ms) Verse.Sound.Sustainer -> Void <.ctor>b__15_0()


Hotspot analysis
----------------------------------------
1x ExecuteToExecuteWhenFinished() -> 0.0109 ms (total (w/children): 0.0115 ms)
1x Verse.Sound.Sustainer -> Void <.ctor>b__15_0() -> 0.0006 ms (total (w/children): 0.0006 ms)

Verse.Log:Message(String, Boolean)
Verse.ThreadLocalDeepProfiler:Output(Watcher)
Verse.ThreadLocalDeepProfiler:End()
Verse.DeepProfiler:Verse.DeepProfiler.End_Patch1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:ExecuteWhenFinished(Action)
Verse.Sound.Sustainer:.ctor(SoundDef, SoundInfo)
Verse.Sound.SoundStarter:TrySpawnSustainer(SoundDef, SoundInfo)
Verse.Projectile:Verse.Projectile.Launch_Patch2(Projectile, Thing, Vector3, LocalTargetInfo, LocalTargetInfo, ProjectileHitFlags, Thing, ThingDef)
yayoCombat.yayoTryCastShot:Prefix(Boolean&, Verb_LaunchProjectile)
Verse.Verb_LaunchProjectile:Verse.Verb_LaunchProjectile.TryCastShot_Patch3(Verb_LaunchProjectile)
AntimatterAnnihilation.Verbs.Verb_Railgun:TryCastShot()
Verse.Verb:Verse.Verb.TryCastNextBurstShot_Patch0(Verb)
Verse.Verb:WarmupComplete()
Verse.Verb_LaunchProjectile:Verse.Verb_LaunchProjectile.WarmupComplete_Patch1(Verb_LaunchProjectile)
Verse.Verb:Verse.Verb.TryStartCastOn_Patch7(Verb, LocalTargetInfo, LocalTargetInfo, Boolean, Boolean)
Verse.Verb:TryStartCastOn(LocalTargetInfo, Boolean, Boolean)
AntimatterAnnihilation.Buildings.Building_AATurret:BeginBurst()
AntimatterAnnihilation.Buildings.Building_AATurret:TryStartShootSomething(Boolean)
AntimatterAnnihilation.Buildings.Building_AATurret:Tick()
AntimatterAnnihilation.Buildings.Building_AntimatterRailgun:Tick()
Verse.TickList:Verse.TickList.Tick_Patch2(TickList)
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Epicguru  [developer] Jan 20, 2021 @ 1:33am 
Hi Ethan, unfortunately I can't se an error in that log. If you get red errors in the debug log, be sure to send me those.

The pink square indicates that the shader could not be loaded. The only reason I can imagine that happening is if you're using a very old PC with outdated graphics drivers.

Try going into dev mode and setting up an Antimatter Reactor. If that also causes pink textures to appear, then it is definitely a shader issue; otherwise, send me your modlist so I can try to find the cause.

Thanks.
dekeche Jan 24, 2021 @ 10:13am 
I'm not sure this is an actual bug, or just something unintuitive. Niether of these issues generate a debug message.
1. Antimatter railgun has a high chance of not damaging the tile it's aimed at. As a consequence, it won't actually damage a static enemy it's firing at.
2. Antimatter railgun will not deal splash damage, if it is partually inside a shield. (Shield Generators by Frontier Developments) It does still work if it's completely inside.

Other mods:
Shield Generators by Frontier Developments
Dub's bad hygine
Ambition of the Cosmic
Misc. Robots and Misc. Robots++
RT Solar Flare Shield
RimFactory
Fluffiy Breakdown
Auto-Mortars

Other QOL Mods, will provide if asked, but I think the interaction is just between this and Frontier Developments.

Epicguru  [developer] Jan 24, 2021 @ 2:02pm 
Ok, I'll look into it.

However, I doubt it is something that I can fix in my code, since the explosion is spawned the same way as any other explosive weapon such as grenades or rocket launchers, and therefore should deal damage in the same way.

For the shield generator bug, it simply sounds like a bug with that mod, it may be worth getting into contact with the author.

I'll run tests with these mods and see if there is anything I can do.
Vys Feb 11, 2021 @ 8:58am 
Hello there, I have only just started using your mod but I encountered a frustrating issue when the Thunder Gun and the Multi Barrel Gun(I forget what they're called, the one you research right after Thunder Gun) open fire, the game will freeze for a second or so and then unfreeze.

In order to test this I opened up a new game and installed a few cheat mods to accelerate myself to the point I could build them and tested again, with a front line composed of 4 Thunder Guns and two Multi Barrel Guns I experienced the same lag spike against a raid of about 25 enemies. I dismantled these and built 50+ turrets added by another mod and let them open fire on a raid of similar size and this time there was no freezing at all.

I will note that I didn't have exclusively guns from this mod built during my first test(forgot to remove them). So either the AA turrets are conflicting with other turrets and causing a freeze when they fire or the guns by themselves are causing one. It doesn't seem to be caused by having the mod installed in itself, if the mod is installed there is no freezing so long as I haven't built any AA turrets.
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