RimWorld

RimWorld

Hellsing ARMS Ultimate
 This topic has been pinned, so it's probably important
Baskerville  [developer] Jul 13, 2022 @ 1:00pm
Bug Reports & Known Issues
How to report a bug:
  1. The circumstances of the bug.
  2. Stacktrace (the entirety of the console's red text for a given issue.)
  3. HugsLib Log (collect by pressing Ctrl + F12 in game) (post a link to the HugsLib site or Pastebin; other URLS deleted/ignored)

Known Issues:
  • If anyone knows how to make Ideology funeral notifications shut up when, for instance a pawn metamorphoses or a true vampire loses one life, please enlighten me.

  • Using Drink Blood/Exsanguinate on a Ghoul/ArtVamp/TruVamp who has "gone wild" will produce errors

  • Sometimes random pawns spawn with unique Hellsing backstories that they shouldn't have.

  • Stabbing the Console with Red Errors / “Why Are Bayonets Gunshots?”
    Occasionally a red error is thrown when pawns are targeted with stab attacks. The exception ticks on either the melee-attacking pawn or the thrown projectile. I have no idea why this happens. At first I thought there was an issue with the races’ “eye glare” parts, bodydefs, or bodypartdefs, or maybe the weapons’ damagedefs when applying hediffs, but it occurs even when normal human pawns are targeted, and it occurs even without any custom damagedefs. This error was more frequent when bayonets were thrown, since there are several projectiles and their only ranged damage type is stabbing. I’ve changed the damagedef of those weapons to gunshots because thrown bayonet users spammed the console too much.
    Full StackTrace:
    Exception ticking HSAU_Bayonet_Thrown42553: System.InvalidOperationException: Operation is not valid due to the current state of the object. at Verse.HediffSet.GetRandomNotMissingPart (Verse.DamageDef damDef, Verse.BodyPartHeight height, Verse.BodyPartDepth depth, Verse.BodyPartRecord partParent) [0x00094] in <81af9f8a18324e17b286924a43555a7c>:0 at Verse.DamageWorker_Stab.ChooseHitPart (Verse.DamageInfo dinfo, Verse.Pawn pawn) [0x00054] in <81af9f8a18324e17b286924a43555a7c>:0 at Verse.DamageWorker_AddInjury.GetExactPartFromDamageInfo (Verse.DamageInfo dinfo, Verse.Pawn pawn) [0x0004f] in <81af9f8a18324e17b286924a43555a7c>:0 at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch1(Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult) at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo dinfo, Verse.Pawn pawn) [0x00091] in <81af9f8a18324e17b286924a43555a7c>:0 at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo dinfo, Verse.Thing thing) [0x00013] in <81af9f8a18324e17b286924a43555a7c>:0 at (wrapper dynamic-method) Verse.Thing.Verse.Thing.TakeDamage_Patch5(Verse.Thing,Verse.DamageInfo) at RimWorld.Bullet.Impact (Verse.Thing hitThing) [0x000ac] in <81af9f8a18324e17b286924a43555a7c>:0 at (wrapper dynamic-method) Verse.Projectile.Verse.Projectile.CheckForFreeIntercept_Patch1(Verse.Projectile,Verse.IntVec3) at (wrapper dynamic-method) Verse.Projectile.Verse.Projectile.CheckForFreeInterceptBetween_Patch1(Verse.Projectile,UnityEngine.Vector3,UnityEngine.Vector3) at (wrapper dynamic-method) Verse.Projectile.Verse.Projectile.Tick_Patch1(Verse.Projectile) at Verse.TickList.Tick () [0x0015c] in <81af9f8a18324e17b286924a43555a7c>:0 UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.TickList:Tick () (wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () Verse.Game:UpdatePlay () Verse.Root_Play:Update ()

  • Occasionally looking at a ghoul or vampire’s Log Tab will throw a red error, and the Log Tab will be empty.

  • No matter what I set the factions’ caravan carriers to, it always ends up being just muffalo (at least when I spawn the caravan via dev tools).

  • Rarely colonists will freak out while trying to move items around the corners of the Incantation Circle. Recruit them for a second and they should stop.
Last edited by Baskerville; May 22, 2024 @ 6:25am
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Showing 1-15 of 351 comments
Krazyfan1 Jul 13, 2022 @ 6:28pm 
are the true vampires meant to heal scars and cracks?
the one i have isn't...
Baskerville  [developer] Jul 13, 2022 @ 6:46pm 
True vampires are set up in a way that they shouldn't get scars. Was that one's scars from healing or was it generated with them? Also what is a crack?
Baskerville  [developer] Jul 13, 2022 @ 6:54pm 
If true vampires can generate with scars I'll see if I can add scar healing to the Regenerate ability. For now, if you get the Blood Processor you should be able to make something that will help with scars.
Krazyfan1 Jul 13, 2022 @ 7:01pm 
Originally posted by Baskerville:
True vampires are set up in a way that they shouldn't get scars. Was that one's scars from healing or was it generated with them? Also what is a crack?
crack in the bone.
and it was from a megaspider i believe.
Baskerville  [developer] Jul 13, 2022 @ 7:29pm 
Weird, that type of damage should heal no problem. Are you using another mod that changes the way damage or injuries are handled?
Krazyfan1 Jul 13, 2022 @ 7:44pm 
would Yayos combat 3 do anything?
or Just a Flesh wound?
Baskerville  [developer] Jul 13, 2022 @ 8:20pm 
Couldn't reproduce it with either of those at base settings. By the description I thought for sure Just a Flesh Wound would be it.
Last edited by Baskerville; Jul 13, 2022 @ 8:37pm
Baskerville  [developer] Jul 13, 2022 @ 8:48pm 
Ok after jacking the settings way up I'm getting "permanent bone cracks" which I guess is what you were talking about. I don't think it's a vanilla thing so I never thought to disable permanent damage in bones. Guess I'll just do that for every true vamp body part.

I think it's a simple fix but it will only be preventative. For healing the established stuff again research the Blood Processor.
Krazyfan1 Jul 13, 2022 @ 8:54pm 
fair enough
Baskerville  [developer] Jul 13, 2022 @ 9:17pm 
Nevermind, I was wrong, I did already knock out permanent injury chance from every body part. The mod just overrides that setting. It's also all in assembly so patching for compatibility would be tricky. I'm not going to set it as incompatible but I'll make a note about it. I would recommend turning the scar chance setting down in its Mod Settings.
'atrick Jul 14, 2022 @ 2:49pm 
Whenever I drink blood from an enemy pawn to turn them into ghouls, they instantly become hostile upon reviving. Here is the Stacktrace:

DInfo :
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
CombatPsycasts.Harmony.Patches.PatchFactionMemberDied:Postfix (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,bool,bool,Verse.Map,RimWorld.Faction)
(wrapper dynamic-method) RimWorld.Faction:RimWorld.Faction.Notify_MemberDied_Patch1 (RimWorld.Faction,Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,bool,bool,Verse.Map)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Kill_Patch22 (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch7 (Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.Notify_HediffChanged_Patch2 (Verse.Pawn_HealthTracker,Verse.Hediff)
Verse.Hediff:set_Severity (single)
HellsingArmsUltimate.Ability_DrinkBlood:Apply (Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Ability:ApplyEffects (System.Collections.Generic.IEnumerable`1<RimWorld.CompAbilityEffect>,Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Ability:ApplyEffects (System.Collections.Generic.IEnumerable`1<RimWorld.CompAbilityEffect>,System.Collections.Generic.IEnumerable`1<Verse.LocalTargetInfo>,Verse.LocalTargetInfo)
RimWorld.Ability:Activate (Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Verb_CastAbility:TryCastShot ()
(wrapper dynamic-method) Verse.Verb:Verse.Verb.TryCastNextBurstShot_Patch2 (Verse.Verb)
(wrapper dynamic-method) Verse.Verb:Verse.Verb.WarmupComplete_Patch1 (Verse.Verb)
Verse.Stance_Warmup:Expire ()
Verse.Stance_Busy:StanceTick ()
(wrapper dynamic-method) Verse.Stance_Warmup:Verse.Stance_Warmup.StanceTick_Patch1 (Verse.Stance_Warmup)
Verse.Pawn_StanceTracker:StanceTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch5 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
'atrick Jul 14, 2022 @ 2:49pm 
Second one: at < 0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.LovePartnerRelationUtility:MinPossibleAgeGapAtMinAgeToGenerateAsLovers (Verse.Pawn,Verse.Pawn)
RimWorld.LovePartnerRelationUtility:GetGenerationChanceAgeGapFactor (Verse.Pawn,Verse.Pawn,bool)
System.Reflection.MonoMethod:Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo)
System.Reflection.MethodBase:Invoke (object,object[])
HarmonyLib.Traverse:GetValue<single> (object[])
Psychology.Harmony.LovePartnerRelationUtility_GenerationChancePatch:PsychologyFormula (single&,Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest,bool)
(wrapper dynamic-method) RimWorld.LovePartnerRelationUtility:RimWorld.LovePartnerRelationUtility.LovePartnerRelationGenerationChance_Patch1 (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest,bool)
(wrapper dynamic-method) RimWorld.PawnRelationWorker_ExSpouse:RimWorld.PawnRelationWorker_ExSpouse.GenerationChance_Patch1 (RimWorld.PawnRelationWorker_ExSpouse,Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest)
Verse.PawnGenerator/<>c__DisplayClass38_0:<GeneratePawnRelations>b__2 (Verse.Pair`2<Verse.Pawn, RimWorld.PawnRelationDef>)
Verse.GenCollection:RandomElementByWeightWithDefault<Verse.Pair`2<Verse.Pawn, RimWorld.PawnRelationDef>> (System.Collections.Generic.IEnumerable`1<Verse.Pair`2<Verse.Pawn, RimWorld.PawnRelationDef>>,System.Func`2<Verse.Pair`2<Verse.Pawn, RimWorld.PawnRelationDef>, single>,single)
(wrapper dynamic-method) Verse.PawnGenerator:Verse.PawnGenerator.GeneratePawnRelations_Patch2 (Verse.Pawn,Verse.PawnGenerationRequest&)
(wrapper dynamic-method) Verse.PawnGenerator:Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch3 (Verse.PawnGenerationRequest&,string&,bool,bool)
(wrapper dynamic-method) Verse.PawnGenerator:Verse.PawnGenerator.GenerateNewPawnInternal_Patch8 (Verse.PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest)
(wrapper dynamic-method) Verse.PawnGenerator:Verse.PawnGenerator.GeneratePawn_Patch9 (Verse.PawnGenerationRequest)
HellsingArmsUltimate.HediffComp_FatalMetamorphosis:Notify_PawnDied ()
Verse.HediffWithComps:Notify_PawnDied ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Kill_Patch22 (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch7 (Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
(wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.Notify_HediffChanged_Patch2 (Verse.Pawn_HealthTracker,Verse.Hediff)
Verse.Hediff:set_Severity (single)
HellsingArmsUltimate.Ability_DrinkBlood:Apply (Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Ability:ApplyEffects (System.Collections.Generic.IEnumerable`1<RimWorld.CompAbilityEffect>,Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Ability:ApplyEffects (System.Collections.Generic.IEnumerable`1<RimWorld.CompAbilityEffect>,System.Collections.Generic.IEnumerable`1<Verse.LocalTargetInfo>,Verse.LocalTargetInfo)
RimWorld.Ability:Activate (Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Verb_CastAbility:TryCastShot ()
(wrapper dynamic-method) Verse.Verb:Verse.Verb.TryCastNextBurstShot_Patch2 (Verse.Verb)
(wrapper dynamic-method) Verse.Verb:Verse.Verb.WarmupComplete_Patch1 (Verse.Verb)
Verse.Stance_Warmup:Expire ()
Verse.Stance_Busy:StanceTick ()
(wrapper dynamic-method) Verse.Stance_Warmup:Verse.Stance_Warmup.StanceTick_Patch1 (Verse.Stance_Warmup)
Verse.Pawn_StanceTracker:StanceTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch5 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
'atrick Jul 14, 2022 @ 2:51pm 
Also for me, there's a chance when using the raise ghoul technique that they just get up and don't belong to the player faction so you literally gotta down them and arrest them. Sometimes it works other times it doesn't.
Baskerville  [developer] Jul 14, 2022 @ 3:05pm 
The Raise Ghoul thing is the same kind of error that I just fixed earlier, good catch. Fixing that now. As for the other issue, that's just how the ghoul assignment works right now. It needs more work because most of it was set up when I didn't know how to assembly. Were those red errors in the StackTrace you submitted? Also for future reference if you put that stuff in
(code)insert text here(/code) but with box brackets
it's a lot more legible.
Last edited by Baskerville; Jul 14, 2022 @ 3:07pm
Vulkandrache Jul 14, 2022 @ 7:33pm 
After playing around some more i have to ask:
Was in intentional that level 10 Vampires
get a 100000% bonus to conciousness (among other things)?

I cant help but feel this was supposed to be a X1024 modifier
and there was a percent error while writing the XML.
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