RimWorld

RimWorld

Braixen and Delphox - Fire Pokemon [1.5]
 This topic has been pinned, so it's probably important
Yanzihko  [developer] Mar 14, 2021 @ 12:38pm
Bug Reports
let's get rid of bugs together :)
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Showing 1-15 of 17 comments
Jiopaba Aug 23, 2021 @ 11:57am 
Just randomly while doing some unrelated testing I spawned some Braixen who showed up with Cloth Broadwraps on. When viewed from the side their ears get chopped off about one inch up. Not sure what the deal is with that. If it turns out to not be easily recreatable let me know and I'll try to narrow it down if it's a mod incompatibility.
Yanzihko  [developer] Aug 23, 2021 @ 2:10pm 
Originally posted by Jiopaba:
Just randomly while doing some unrelated testing I spawned some Braixen who showed up with Cloth Broadwraps on. When viewed from the side their ears get chopped off about one inch up. Not sure what the deal is with that. If it turns out to not be easily recreatable let me know and I'll try to narrow it down if it's a mod incompatibility.

Their ears can be a little bit messy with some head apparel, sorry. A price to pay for having destructable ears.
Jiopaba Aug 23, 2021 @ 2:43pm 
Oho! Well, that's fine then. I don't hardly mind, I just wasn't sure if it was something you were aware of. I only happened to see it as I flew by when I spawned three colonists who happened to be Braixen while testing something else and they showed up with the broadwrap. I don't usually show headwear in most situations anyway and I think the broadwrap itself is ugly as heck.
Last edited by Jiopaba; Aug 23, 2021 @ 2:43pm
FlareFluffsune Aug 29, 2021 @ 5:57pm 
Jesus christ been spending all day trying to figure out an odd stuttering that's been happening and I think it may be this mod. At least according to RocketMan which is catching the errors.

SOYUZ:[NOTSOYUZ] Soyuz caught an error while a pawn is ticking. Soyuz probably didn't cause it since this is just used to catch the exception and reset the state. Unless Soyuz is in the StackTrace it's not it. with error System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Thought_IdeoMissingBuilding.CurrentStateInternal () [0x00018] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Thought_Situational.RecalculateState () [0x00006] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.SituationalThoughtHandler.CheckRecalculateMoodThoughts () [0x0003a] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.SituationalThoughtHandler.AppendMoodThoughts (System.Collections.Generic.List`1[T] outThoughts) [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.ThoughtHandler.GetAllMoodThoughts (System.Collections.Generic.List`1[T] outThoughts) [0x0003f] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.ThoughtHandler.GetDistinctMoodThoughtGroups (System.Collections.Generic.List`1[T] outThoughts) [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.ThoughtHandler.TotalMoodOffset () [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Need_Seeker.NeedInterval () [0x00008] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Need_Mood.NeedInterval () [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at (wrapper dynamic-method) RimWorld.Pawn_NeedsTracker.RimWorld.Pawn_NeedsTracker.NeedsTrackerTick_Patch0(RimWorld.Pawn_NeedsTracker)
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
RocketMan.Logger:Debug (string,System.Exception,string)
Soyuz.Patches.Pawn_Tick_Patch:Finalizer (Verse.Pawn,System.Exception)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

Exception ticking Martial (at (135, 0, 168)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <d243303f714d4dc48680ccaecd2f594e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

Basically this is flooding my debug log for all my delphox/braixen pawns (and I think it happens with vulpes too) and I literally have been just going through mod one at a time I'm practically down to a super minimal amount of mods. I'm honestly wondering if its Ideology so I might run a new map while simulating not having ideology.

Mod list is:
Dubs PerfMon
Harmony
Core
Royalty
Ideology
Hugs
HD Pawn (<- You should just get rid of this now compression is optional in vanilla.)
HAR
BraiPhox
Vulpes
Camera+
Graphics+
CSL
Vanilla Textures
Vanilla Framework
VCE
Rocketman
CharEditor

FlareFluffsune Aug 29, 2021 @ 6:24pm 
Okay I do believe it could be something to do with the interactions with Ideology because I disabled it and spawned 100 BraiPhox and things are basically running fine where with ideology enabled I was getting a lot of stuttering with just like about 15 and it got worse when I went up to 60 pawns.

Dunno if this helps but thought I would say something.
Yanzihko  [developer] Aug 29, 2021 @ 10:12pm 
Originally posted by FlareFluffsune:
Okay I do believe it could be something to do with the interactions with Ideology because I disabled it and spawned 100 BraiPhox and things are basically running fine where with ideology enabled I was getting a lot of stuttering with just like about 15 and it got worse when I went up to 60 pawns.

Dunno if this helps but thought I would say something.

I have no idea, i have a 50 hour heavely modded save with all my races and i didn't encountered any major errors,

Perhaps it's CSL, because my races don't have in-build compatibility with child stuff.
FlareFluffsune Aug 30, 2021 @ 3:20am 
I'll give it a try without CSL then, which would make me sad because I like breeding big family colonies lol

Edit: Oof, might actually have been CSL after all, things are running very smooth with 100 BraiPhox and Ideology.
Last edited by FlareFluffsune; Aug 30, 2021 @ 3:47am
Vorpal Void Sep 7, 2021 @ 3:28am 
Previously on comments section: skeletons are still having tails, ears, noses and eyes. To fix that, add

<drawnDesiccated>false</drawnDesiccated>

For those bodyAddons.

Additionally, eyes and noses are drawing over full helmets, and here we have two possible solutions:

1. Add this for them parts:

<hiddenUnderApparelFor> <li>FullHead</li> </hiddenUnderApparelFor>

2. Disallow them to wear full helmets because of ears, but that's not very elegant.

I've made necessary changes, in my testing this works good but see if I've missed anything

https://yadi.sk/d/JhR3fWtyGWV15g
Last edited by Vorpal Void; Sep 7, 2021 @ 3:29am
chrisverrill20 Apr 1, 2022 @ 11:33pm 
Alright now that i did further testing

https://steamcommunity.com/profiles/76561198865687971/screenshots/

with the latest updates to ideology the mod breaks when starting a new colony i play with only the braixen and lifeform mod and with ideology it hard locks right before they would hit the land i tried many different setting variants and many different tile types and many different worlds but i cannot get past that part in the screenshot with ideology installed

no logs are given it just wont progress

side note love your work these brais and phoxes look adorable
Last edited by chrisverrill20; Apr 1, 2022 @ 11:34pm
Vorpal Void Apr 2, 2022 @ 6:59am 
Something really not working as intended.
Tested scenario: Four Spacefarers
Problem with "empty spawn" appears to be happening when "Ideology System Inactive" selected. Log file: https://gist.github.com/46bac3eca3557491cb278d7f6c4594f5
Selecting "Classic-like" or any other preset ideology seems to be starting fine.

@chrisverrill20 you can try to play with any ideology preset and see if this helps for now. For future references: to gather logs, you can use this (Ctrl+F12 when something is wrong) https://steamcommunity.com/sharedfiles/filedetails/?id=818773962
Yanzihko  [developer] Apr 2, 2022 @ 8:59am 
Originally posted by CV514:
Something really not working as intended.
Tested scenario: Four Spacefarers
Problem with "empty spawn" appears to be happening when "Ideology System Inactive" selected. Log file: https://gist.github.com/46bac3eca3557491cb278d7f6c4594f5
Selecting "Classic-like" or any other preset ideology seems to be starting fine.

@chrisverrill20 you can try to play with any ideology preset and see if this helps for now. For future references: to gather logs, you can use this (Ctrl+F12 when something is wrong) https://steamcommunity.com/sharedfiles/filedetails/?id=818773962

Very strange, i will take a look at this.
chrisverrill20 Apr 2, 2022 @ 9:45am 
thank you i will just play with ide off for now it seems to run great that way i am guessing the new modifactions in the latest patch conflicts with the mod

Yeah it seems like if you set it inactive it wont work i went through all the presets they all work just the inactive version seems to be bugged

diffaculty and commitment mode has no effect on it

workaround starting the save with ideology off and inactive then loading it after spawn gets around it hope this helps others
Last edited by chrisverrill20; Apr 2, 2022 @ 12:22pm
chrisverrill20 May 1, 2022 @ 1:01pm 
did you upgrade the mod cause the issue is resolved
Yanzihko  [developer] May 1, 2022 @ 1:14pm 
Originally posted by chrisverrill20:
did you upgrade the mod cause the issue is resolved

Yes, I fixed the issue with faction pawns not spawning with ideology system disabled. It was present in my other mods too. Enjoy.
Itimar TTV May 9, 2022 @ 6:31pm 
Hi, bit of a strange situation here I'm wondering if you have any thoughts. I have a bunch of mods, and I really like having your braixen/delphox one along side them!

Issue is, I have a few humanoid alien race dependent mods, but for some reason, the braixens and only the braixens suddenly stop eating after I save and reload the game. I've used the mod roughly since it came out and never experienced trouble with this. No error logs are generated, so I don't have anything to give you that's helpful. It started within the past 7 days.

So, in short:

--- It's just the braixens that won't eat after save/load

--- No errors (on game load or during gameplay), debug mode is on

--- additionally, other colonists will not feed them either if downed/imprisoned/bed rest/etc. I feel like this is an important clue.

I have my restrictions set up to allow every colonist to eat everything, and have a variety of food and meal types.

I've tried making sure there weren't too many queued jobs/tasks/etc.

I've tried things people suggested about killing/resurrecting the pawns

I've tried changing the order of every related mod I can think of, and took some time and really cleaned out my mod list of extra fluff.

I have tried a few other things like the 'common sense' mod to brute force (or override)

Any thoughts?
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