RimWorld

RimWorld

Antimatter Annihilation
 Toto téma bylo přilepeno, takže je nejspíš důležité
Epicguru  [vývojář] 30. kvě. 2020 v 9.22
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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Zobrazuje se 115 z 112 komentářů
Epicguru  [vývojář] 30. kvě. 2020 v 13.59 
Yep the warnings that look like:

Type Building_AlloyFusionMachine probably needs a StaticConstructorOnStartup attribute, because it has a field activeGraphics of type Graphic[]. All assets must be loaded in the main thread.

Are nothing to worry about - I will try to remove them but they aren't harmful at all.
Epicguru  [vývojář] 30. kvě. 2020 v 13.59 
Thank you for the report anyway, I hope you enjoy.
thank for the response, when i begin a new colony i gonna try out
You appear to have forgotten to set age restrictions for Ultratech soldiers; one of them was biological age 6. And it wasn't necessarily just a fluke, since quite a few are children.

The character generation seems a bit unbalanced. Compared to commandos, these guys have far lighter armor on average (most wear just everyday clothing like industrial-tech settlers), and far more implants. This means despite being overall easier to take down than power armor soldiers, they pay just as well -- or perhaps even more (especially since I've never seen any other faction carry archotech parts on their raiders).

Plus, from a lore perspective it doesn't really make such sense for an ultratech corporation to be launching assaults in t-shirts and blue jeans. Shouldn't they at least have a company jumpsuit or something, even if you aren't giving them standard helmets and bulletproof vests?
Naposledy upravil Regularity; 31. kvě. 2020 v 10.43
also the green sniper rifle (i forgot the name) the uncraftable one stopped done damage after the first shoot in a lancer, like it removed one of its legs, but after that, no matter how much the lancer was hit, it dont registered the damage
Naposledy upravil robot1840; 31. kvě. 2020 v 11.01
Epicguru  [vývojář] 31. kvě. 2020 v 11.19 
@regularity thank you for the report.

I've turned down the bionics a bit and upped the armour, now almost all raiders will have at least flak vests. I intentionally make few of the wear helmets, both because I like the look and to give weaker colonies at least a fighting chance.

I agree that archotech parts were a poor choice, even though within the Ultratech 'lore' they can supposedly manipulate Archotech stuff, so they will no longer spawn with them.

Fixed raider age issue, you will no longer be raided by toddlers.
Epicguru  [vývojář] 31. kvě. 2020 v 11.20 
@robot1840

That gun should work just like any other, could you send me a log file if this issue still occurs? Thanks.
the problem its that doesnt show at all in the logs, if i had any log i give to you, but wehat happened is that the green archotech sniper rifle, form some reason, stopped doing damage in the lancer after the first shot, but i don had seen any error log produced
Epicguru  [vývojář] 31. kvě. 2020 v 13.16 
@robot1940 I have tested and I can't find any fundamental issue - I suspect that the bullets were just being reflected by it's armor, otherwise some other mod might be messing with things. I have buffed the sniper rifle anyway - it not does more damage and has much better armor penetration, so it's mostly a guaranteed 1 hit to the chest and will do lots of damage to mechanoids.

I tested again with sythers and mechanoids, they both take damage almost every shot.
oh thanks i gonna test it
Getting a bug when trying to reinstall composite refiners, System.NullReferenceException: Object reference not set to an instance of an object, more specifically
System.NullReferenceException: Object reference not set to an instance of an object
at AntimatterAnnihilation.Buildings.Building_CompositeRefiner.CreateZone () [0x00007] in <607a08ba86424f739a8cfcba45ac6b05>:0
at AntimatterAnnihilation.Buildings.Building_CompositeRefiner.SpawnSetup (Verse.Map map, System.Boolean respawningAfterLoad) [0x0000b] in <607a08ba86424f739a8cfcba45ac6b05>:0
at (wrapper dynamic-method) Verse.GenSpawn.DMD<DMD<Spawn_Patch2>?-1042561792::Spawn_Patch2>(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.Rot4,Verse.WipeMode,bool)
at (wrapper dynamic-method) RimWorld.Blueprint.DMD<DMD<TryReplaceWithSolidThing_Patch0>?1823961344::TryReplaceWithSolidThing_Patch0>(RimWorld.Blueprint,Verse.Pawn,Verse.Thing&,bool&)
at RimWorld.Blueprint_Install.TryReplaceWithSolidThing (Verse.Pawn workerPawn, Verse.Thing& createdThing, System.Boolean& jobEnded) [0x00007] in <0de063f107214aa3839ba3ee388b65f4>:0
at QualityBuilder._Toils_Construct+<>c__DisplayClass0_0.<Prefix>b__0 () [0x0005f] in <3a5b1cbd27ec4f13b7532f5f540a7b9c>:0
Verse.Log:Error(String, Boolean)
QualityBuilder.<>c__DisplayClass0_0:<Prefix>b__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:DMD<DMD<DriverTick_Patch1>?19051136::DriverTick_Patch1>(JobDriver)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:DMD<DMD<Tick_Patch3>?275680896::Tick_Patch3>(Pawn)
Verse.TickList:Tick()
Verse.TickManager:DMD<DMD<DoSingleTick_Patch2>?-318286976::DoSingleTick_Patch2>(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Hope this helps?
Epicguru  [vývojář] 3. čvn. 2020 v 1.26 
It does help. It means that the output spot is blocked or overlaps an existing stockpile zone. I'll change the error into a warning but it shouldn't have broken anything.
It actually completely despawns the composite refiner, though the only thing on that particular spot at the time was a sterile tile, so I doubt it's overlapping with anything, unless it counts flooring as well.
Epicguru  [vývojář] 4. čvn. 2020 v 1.02 
@JamesonMdrago Yep I discovered that a bit later. It's fixed now. Sorry for the inconvenience.
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