RimWorld

RimWorld

Research Reinvented
 This topic has been pinned, so it's probably important
PeteTimesSix  [developer] Sep 29, 2022 @ 4:04am
Rimworld 1.3 Bug reports
Rimworld 1.3 bug reports
Drop any issues with the Rimworld v1.3 version of Research Reinvented here. Ideal bug report contains the following, in descending order of importance:

-likely things that make your situation unique (recently installed mods, research project in question, etc)
-reproducible description of the situation
-full error log (you can grab one by pressing Ctrl + F12)
-modlist (also contained in full log)
-savegame
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Showing 1-15 of 34 comments
Tec Sep 29, 2022 @ 5:29am 
thought i would post this here, turns out it wasnt the quality. I get it just from the normal research kits.

here is the log:
https://gist.github.com/2e0e70c47b95f973205c40d1f8a3eabc

you can ignore the kiln errors, that something else im aware of.
Last edited by Tec; Sep 29, 2022 @ 5:30am
Tec Sep 29, 2022 @ 5:42am 
i get a gui error when i right click them too. i tried removing that while you are nearby mod to see if that helps, but it didnt
Last edited by Tec; Sep 29, 2022 @ 5:42am
PeteTimesSix  [developer] Sep 29, 2022 @ 5:53am 
Originally posted by Tec:
thought i would post this here, turns out it wasnt the quality. I get it just from the normal research kits.

Ive pushed an update that should at least throw more helpful errors. See what it does.
Tec Sep 29, 2022 @ 6:19am 
the update allowed me to right click them now and they equipped it. it showed a different error this time.

https://gist.github.com/d2808434d852ca604d59627641ec711f

research opportunity logistics - : mending kit (0 / 100) in category Logistics has missing totals score
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
PeteTimesSix.ResearchReinvented.Defs.ResearchOpportunityCategoryDef:GetCurrentAvailability (PeteTimesSix.ResearchReinvented.Opportunities.ResearchOpportunity)
PeteTimesSix.ResearchReinvented.Opportunities.ResearchOpportunity:get_CurrentAvailability ()
PeteTimesSix.ResearchReinvented.Managers.ResearchOpportunityManager/<>c:<GetCurrentlyAvailableOpportunities>b__10_0 (PeteTimesSix.ResearchReinvented.Opportunities.ResearchOpportunity)
System.Linq.Utilities/<>c__DisplayClass1_0`1<PeteTimesSix.ResearchReinvented.Opportunities.ResearchOpportunity>:<CombinePredicates>b__0 (PeteTimesSix.ResearchReinvented.Opportunities.ResearchOpportunity)
System.Linq.Enumerable/WhereSelectListIterator`2<PeteTimesSix.ResearchReinvented.Opportunities.ResearchOpportunity, Verse.ThingDef>:ToList ()
System.Linq.Enumerable:ToList<Verse.ThingDef> (System.Collections.Generic.IEnumerable`1<Verse.ThingDef>)
PeteTimesSix.ResearchReinvented.Rimworld.WorkGivers.WorkGiver_Analyse:GetAnalyzables ()
PeteTimesSix.ResearchReinvented.Rimworld.WorkGivers.WorkGiver_Analyse:HasJobOnThing (Verse.Pawn,Verse.Thing,bool)
RimWorld.FloatMenuMakerMap:AddJobGiverWorkOrders (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>,bool)
(wrapper dynamic-method) RimWorld.FloatMenuMakerMap:RimWorld.FloatMenuMakerMap.AddUndraftedOrders_Patch3 (UnityEngine.Vector3,Verse.Pawn,System.Collections.Generic.List`1<Verse.FloatMenuOption>)
(wrapper dynamic-method) RimWorld.FloatMenuMakerMap:RimWorld.FloatMenuMakerMap.ChoicesAtFor_Patch1 (UnityEngine.Vector3,Verse.Pawn,bool)
RimWorld.FloatMenuMakerMap:TryMakeFloatMenu (Verse.Pawn)
(wrapper dynamic-method) RimWorld.Selector:RimWorld.Selector.HandleMapClicks_Patch1 (RimWorld.Selector)
RimWorld.Selector:SelectorOnGUI ()
RimWorld.MapInterface:HandleLowPriorityInput ()
(wrapper dynamic-method) RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootOnGUI_Patch2 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
Tec Sep 29, 2022 @ 6:22am 
ive done a previous research fine. however just checked for this research im currently doing and i see it says it in the ui https://ibb.co/wz3mRqc. (link to image)

Im switching to another research and it seems logistics is missing from most research projects, so the error didnt show up before.

If it helps. Mending kits are crafted and used as fuel for the repair table. which repairs apparel and weapons.

Ive also found other researches that display logistics properly. However the ones that work use ingredients that are only made of one thing, i think perhaps its having an issue with fuels that are made of multiple ingredients?
Last edited by Tec; Sep 29, 2022 @ 6:48am
PeteTimesSix  [developer] Sep 29, 2022 @ 9:22am 
Originally posted by Tec:
ive done a previous research fine. however just checked for this research im currently doing and i see it says it in the ui https://ibb.co/wz3mRqc. (link to image)

Ive not been able to replicate it so far and I really have no clue how it can even happen in the first place, but Ive made some changes that might avoid the issue. See if it helped.
Tec Sep 29, 2022 @ 10:44am 
i manually added back in the Logistics progress to the save file and its fine now, not sure what caused, maybe a save error.
Last edited by Tec; Sep 29, 2022 @ 10:45am
M0rr1s0n Sep 29, 2022 @ 10:58am 
Okay, I still got weird behaviour with Dubs Mint Menus, I made a short YT upload to show what the situation is:
- building protoype
- having a protoype at an prototype workbench
- clicking the building, opening the bill menu
--> fps drop < 10 fps

https://youtu.be/GQL39TT-f3I (sorry for the audio, watched a Twitch-stream in the background...)

The log says nothing regarding that issue, but I guess you see a lot more than I do :D
https://gist.github.com/HugsLibRecordKeeper/1c0c495bc8eba1cabab144c97dffe40b
PeteTimesSix  [developer] Sep 29, 2022 @ 1:56pm 
Originally posted by M0rr1s0n:
--> fps drop < 10 fps
Hopefully Ive improved on this a bit. Gimme a shout if it persists.
M0rr1s0n Sep 29, 2022 @ 2:13pm 
Damn, you're quick! Gonna try out the new update tomorrow, just ended my session ;-)

Thank you very much!
Tyrant Sep 29, 2022 @ 3:54pm 
Originally posted by PeteTimesSix:
Originally posted by M0rr1s0n:
--> fps drop < 10 fps
Hopefully Ive improved on this a bit. Gimme a shout if it persists.

I'm also seeing the fps/tps drop on specifcally building prototypes, not sure if it's related to M0rr1s0n's. Dubs performance analyzer shows the IsAvailableOnlyForPrototyping postfix averaging about 50ms. I've just unsub'd and resub'd to force an update, so unless your improvement isn't uploaded yet, I'd guess there's still a problem?
Vedrit Sep 29, 2022 @ 5:11pm 
I get null refs after a pawn wears a kit

https://gist.github.com/db81137e3579729f48c4cb63f006d1d7
Yaslana Sep 30, 2022 @ 12:58am 
It seems I have a similar error like Tec. But not on all research projects. Only on some projects, I get this error when they try to study a workbench. On other projects they are able to study the bench without errors. (Currently I get this error with the recon armor project)

Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at PeteTimesSix.ResearchReinvented.Rimworld.Comps.Comp_ResearchKit.MeetsProjectRequirementsLocally (Verse.ResearchProjectDef project) [0x00041] in <58db9c4848314960847eace32ef8c07f>:0
at PeteTimesSix.ResearchReinvented.Rimworld.Comps.Comp_ResearchKit.MeetsProjectRequirements (Verse.ResearchProjectDef project) [0x00000] in <58db9c4848314960847eace32ef8c07f>:0
at PeteTimesSix.ResearchReinvented.Rimworld.MiscData.FieldResearchHelper+<>c__DisplayClass0_0.<GetValidResearchKits>b__1 (RimWorld.Apparel a) [0x00006] in <58db9c4848314960847eace32ef8c07f>:0
at System.Linq.Utilities+<>c__DisplayClass1_0`1[TSource].<CombinePredicates>b__0 (TSource x) [0x0000e] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x00037] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at System.Linq.Enumerable.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00015] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at PeteTimesSix.ResearchReinvented.Rimworld.WorkGivers.WorkGiver_AnalyseTerrain.ShouldSkip (Verse.Pawn pawn, System.Boolean forced) [0x0001f] in <58db9c4848314960847eace32ef8c07f>:0
at (wrapper dynamic-method) RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.PawnCanUseWorkGiver_Patch3(RimWorld.JobGiver_Work,Verse.Pawn,RimWorld.WorkGiver)
at (wrapper dynamic-method) RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch1(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, Verse.AI.JobIssueParams jobParams) [0x000fb] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob (Verse.ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch2 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
M0rr1s0n Oct 1, 2022 @ 4:31pm 
Not really a bug but an exploit:
When queuing up objects to analyze, the threshold of that category is ignored and research points still get counted beyond the threshold. I made a quick screenshot to show this:
https://imgur.com/a/XEmQigF (look at "Material Studies" --> 43 / 38)
Best would be that analyzation would be canceled if the threshold is reached, or points beyond the threshold don't get counted to not abuse this. The first time id happened I didnt even notice it happening but wondered how I got through research this fast.
Dave Oct 1, 2022 @ 8:09pm 
Pretty big bug (or problem I do not know), once I researched the multi-analyzer, any project on the same layer as fabrication (like the cryptosleep casket, vitals monitor, bioregneration, and uranium slug turret) creates the issue of being unable to right click with my main researcher. If I switch the research project, I regain full control but if I switch to fabrication (or other projects on the same layer) I instantly lose all control of the researcher. It does not affect any other pawn, only the researcher.

Here is the Log
https://gist.github.com/HugsLibRecordKeeper/8f7e4be2762cf7f865bba7da115c0b08
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