RimWorld

RimWorld

Kure's Rimworld of Magic Class Expansion Pack
«Wyvern» Dec 4, 2020 @ 4:07am
Bug Report
List bugs you can find here
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Showing 91-105 of 195 comments
Usagi-sama Dec 11, 2021 @ 11:31am 
Greetings ~
A Starseeker pawn of mine is unable to cast some spells, such as Whiteout (lv.4 frost spell) or Beckon (lv.3 teleport-to-self). More precisely, pawn seems to spend a single tick "casting an ability", then goes on to do another job. No mana is used and the spell does not fire. The log window does not show anything particular - no red error, nothing related to RoM, and the window stays blank on a failed spellcast. I have read your comment regarding the VE framework, and I imagine the problem comes from the mod Magical menagerie, which I had not used on previous saves.
I have tried most everything I could think of (resetting the pawn's class, recreating the pawn from scratch using Character editor, disabling all mods beside RoM-related ones), but the issue persists. However, the pawn of a newly-created save did not have this problem.
I will welcome any pointers or advice, as I would prefer not abandoning this colony. I will report this issue on the RoM page itself, but I thought it best to come here first, since Starseekers are one of your classes.
Thank you for your time, and for this expansion pack :-)
Aegael  [developer] Dec 11, 2021 @ 1:02pm 
As written above --

Abilities with a low cast time sometimes don't go on cooldown properly with certain VEF mods. It's generally animal mods that require VEF that cause the problem, such as Alpha Animals, Race to the Rim, Monster Hunter, Witcher Monster Hunt, Magical Menagerie, and Bastyon. Although, a few other ones will also cause it, like VEF Mechanoids as well as their utility belt mod.

It's a fundamental incompatibility with JecsTools. VEF introduces something called the Multi Verb Combat Framework which, when utilized by a mod, seems to destructively modify the casting framework of JecsTools and thus Rimworld of Magic. The two most notable problems it causes are these:

1. Nearly every single ability you cast now causes a cooldown period afterwards where your pawn can't move or take any action, as if you'd fired a weapon. Vanilla Rimworld of Magic doesn't have this.

2. Abilities may not go on cooldown - many abilities won't go on cooldown properly if you immediately issue a movement command to the pawn after casting the ability, but it's especially notable with abilities that have very low cast times, such as Beckon.

There isn't a lot I can do on my end, since it's not really an incompatibility with this mod...it impacts other mods that utilize JecsTools too, like the Jedi mod, and vanilla Rimworld of Magic. It's notable in my mod because I have some abilities with quick cast times, but even if I increased the cast time of those abilities, casting time in Rimworld of Magic is influenced by your shooting speed, which means that simply by utilizing a vanilla Rimworld mechanic, you can boost the casting speed of most abilities to the point where you're going to run into this issue anyways. And I'd prefer not to change my entire mod to work around a three-way destructive incompatibility.

I've brought up the issue with the authors of VEF multiple times, but they've simply brushed me off and pretended it's not a problem. I've tried several different load orders, but ran into the same problem every time, with nothing but a naked testing modlist.

A workaround you can potentially implement on your own if you aren't willing to drop the incompatible mods is you can try not issuing any actions to a pawn after casting an ability, until the ability has properly gone on cooldown. Issuing any command too soon is generally what causes the ability to not go on cooldown.
Last edited by Aegael; Dec 11, 2021 @ 1:03pm
Usagi-sama Dec 12, 2021 @ 3:04am 
Thank you for your answer.

The problem I encounter is that the spells do not fire at all, however I go about it. Ordering the pawn to cast a spell, and nothing else, does nothing. When drafting the pawn and pausing the game to issue the order, the pawn's activity changes from "Watching for targets" to nothing, and back to watching the moment I resume the game, and the spell was not cast, even though no other order was issued (the pawn did not even turn towards their target). Also, the Heal spell does not show this problem (casts like normal), even though its cast time is shorter than Whiteout's.

For further testing, I paused the game, ordered the pawn to pick up an item, queued the whiteout spell, then queued another pick up, and resumed the game. The pawn completed the first pick up order, then abruptly stopped, as if they had tried to cast with no line of sight, and picked another job (not picking up the second item). Keeping the pawn selected during this trial made the casting cursor appear, with the highlighted range and area of effect of the ability. I could then only select pawns as targets with this spell (which can usually target pawns or the ground), and hovering over a pawn made the spell's icon appear beside the cursor, which does not usually happen (I think).

Dropping Magical menagerie (and all other mods, actually) from this save did not restore the spells. I can record an extremely short video of either scenario presented above, if you like, or of another situation if that helps. If not, I suppose I will abandon this colony.

I will tinker a bit more to see what interferes with my pawn's magic. Thank you again for your time, and I wish you a pleasant day.
Aegael  [developer] Dec 12, 2021 @ 8:24am 
Starseeker works fine on my end, so it sounds like there's some artifact data from a mod incompatibility causing problems in your save.
Avrixel Dec 16, 2021 @ 9:44am 
My mechhunter suddenly cant use her abilities, with the same gun she had since almost the time I have her (Charge sniper rifle)

she was using abilities just fine and after she leveled up after 1 mechanoid ship the abilities suddenly say that she has incompatible weapon

here are Logs if it helps: https://gist.github.com/86b5ba77d5d344879b228a60e41dc504
Eburi Dec 19, 2021 @ 9:28pm 
My gambler dies from Mana Sickness due to having no mana without a blue card
Zarquon Dec 20, 2021 @ 12:35pm 
new game. had multi-classed two pawns (one magic + one stam class). worked fine as usual. restarted the game after a quadrum and now both pawns have lost access to their stamina class skills.
They still have the trait, UI box for levelling/allocation and stamina bar but neither have any of the usable skills /toggles appear on the screen (the magic ones do). It's never happened before when just using rimworld of magic by itself.
No error messages are being shown

I can get the skills back onto my bar by using the "reset class" button in dev mode, however they disappear again every reload.
Last edited by Zarquon; Dec 20, 2021 @ 12:39pm
Val Dec 24, 2021 @ 4:52am 
Hi, I am getting a bunch of red text and it looks like most of if it coming from a couple of the classes, Gunbreaker, Runeknight and Mech Hunter. I found in another save I was playing I had to disable Gunbreaker and Mech hunter as when they came into my map my Rocketman would not stop spamming my log and that the pawn that had the class would just stand on the edge of my map.

This is a new load order that I thinned down abit but am now getting a bunch of red text on startup.

Thanks

Here is my log.
https://gist.github.com/679f30520da068b518c7b78fc7939028
Avrixel Jan 2, 2022 @ 8:14am 
Hello, I have another problem, a bit similar to Usagi, but with my Gadgeteer and Holosmith, with Gadgeteer its the Tazer ability and with holosmith its the 2 ranged abilities (Laser disk and Photon blitz) when I order one of those abilities the holosmith just starts standing and not doing anything, same with the Gadgeteer

also In case of the Holosmith the abilities were working unil he was almost killed by a Centipede, from that point on it stopped working

Could it be caused by mods like VFE like you were discussing above? then again, the abilities were working correctly for some time

also, when you talk about reseting pawn, is there one button way to do it or removing it and then putting it back with devmode is the way to do it?

https://gist.github.com/f55b2122a1511c1933d6e7971305a343
ZurgOtter Jan 5, 2022 @ 5:18pm 
Am unsure what is happening here. Prior to today's update I had points spent in Samurai. Now I am confused. The skills on her bar don't match the skills she is able to learn?

https://gyazo.com/335c48a403384a042bc0f9e193132cbd
PINGAS Jan 7, 2022 @ 9:44am 
My elemental gunner pawn REALLY loves to die randomly for no reason (it will just list any existing non-lethal condition)
Update: this seems to be an "infinite consciousness" bug that is not your dlc or even mod related. But I also noticed that this class' pistol dmg buff applies to any ranged weapons which seems broken and overpowered
Last edited by PINGAS; Jan 26, 2022 @ 4:01am
SPQR Jan 10, 2022 @ 10:32am 
although not a bug, just simple writing matter.
skill descriptions of Unmend1 and Unmend2 are split in half and the latter part is written after level up bra bra bra.
tamur.m Jan 22, 2022 @ 6:57pm 
Chaos Mage upon loading a save, seems to lose all access to Kure's spells through Chaos Tradition. Except for any Kure's spells that were "randomed" prior to exiting the save. Those become permanently known, and persist through saving and loading, and exiting the game.

example: rolling [Dispel] [Null Magic] [Greater Healing] [Accelerate Time] [Transmute], saving, then loading would then give me permanent access to Dispel and Null Magic (both Kure' spells), and I could roll 5 different non-Kure spells, losing all future access to spells provided by the mod until a complete stripping of the class via Spirit Extraction and class insight gem and book/script is read again. Not even Resetting class via dev mode resolves it.
sex is scary Jan 30, 2022 @ 3:02am 
gunbreakers cause a few problem

Exception ticking Nedali (at (407, 0, 2)): 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.HediffMaker.MakeHediff (Verse.HediffDef def, Verse.Pawn pawn, Verse.BodyPartRecord partRecord) [0x0001b] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
at (wrapper dynamic-method) Verse.HealthUtility.Verse.HealthUtility.AdjustSeverity_Patch1(Verse.Pawn,Verse.HediffDef,single)
at TorannMagic.CompAbilityUserMight.AssignAbilities () [0x0018e] in <a77e74ee63904b4bb8685fe1224b505d>:0
at TorannMagic.CompAbilityUserMight.PostInitialize () [0x00030] in <a77e74ee63904b4bb8685fe1224b505d>:0
at AbilityUser.CompAbilityUser.Initialize () [0x00007] in <f4b5b252698e4254a6ff9fe2d74f82fe>:0
at TorannMagic.CompAbilityUserMight.PostInitializeTick () [0x0003c] in <a77e74ee63904b4bb8685fe1224b505d>:0
at TorannMagic.CompAbilityUserMight.CompTick () [0x00069] in <a77e74ee63904b4bb8685fe1224b505d>:0
at Verse.ThingWithComps.Tick () [0x00024] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <12a8d1a0a5a64eae86579edb3a3b30c7>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Trapper Feb 3, 2022 @ 9:38am 
Started getting "No line of sight" spammed in the top left of my game. After some use of the debug mode I found out that when I deleted anyone with something in their bio related to this mod the issue was fixed, The people I deleted had the following skills/traits/classes "Ambusher, DuskBringer, Troubadour, Deadeye, Thunderblessed, Chroma Mage, Ravenous Skill, Arbormancer, Support Specialist, Mech Hunter, Starseeker" The issue only stopped when all of them were gone and not on any specific one. Not sure why it happens but hopefully this will help.

This is a screenshot of the issue http://prntscr.com/26o0l42
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