RimWorld

RimWorld

AI art
boriselec  [developer] Mar 26, 2023 @ 3:20pm
bugs
bugs reports goes here
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Showing 1-15 of 22 comments
Vardath Mar 31, 2023 @ 3:47am 
Occasionally the image will not be generated and a big red ? with a white background becomes the colonists portrait.
Originally posted by Vardath:
Occasionally the image will not be generated and a big red ? with a white background becomes the colonists portrait.
Same
Originally posted by Edge анiме zлодей:
Originally posted by Vardath:
Occasionally the image will not be generated and a big red ? with a white background becomes the colonists portrait.
Same
Now working, idk what happend
Last edited by Edge анiме zлодей; Apr 6, 2023 @ 5:08am
I've seen that (a big red ? with a white background) happen once with an incompletely transferred image, presumably due to the server choking on too many requests. The issue might've resolved itself when the directory structure for locally stored images changed (edit: or when the query string for the image in question changed), causing the mod to generate a new portrait.

This is all just my speculation, though.
Last edited by Somebody Something; Apr 7, 2023 @ 2:22am
Vardath Apr 6, 2023 @ 5:55pm 
The images no longer update as a colonist grows or changes traits. Plus can we please have an update image button?
Halicade Apr 15, 2023 @ 4:37pm 
Couple things I noticed.
The childhood backstory "Coma child" makes the pawn render as a child regardless of age.

If pawns are in a mental state (social fight), their avatars disappear until they stop fighting. Guessing that's intended though.

With Biotech, if you make a xenotype with all of the hair colors it seems to always result in a pawn with snow white hair. Looking at the pawn through dev mode->Remove gene, it appears you're taking the first hair color listed as opposed to the dominant one. Offspring with multiple hair colors have similar happen to them though usually with other colors. Removing the dominant gene and adding it back doesn't seem to place it on top either so current solution would be removing all other colors.
boriselec  [developer] Apr 20, 2023 @ 8:49am 
Originally posted by Somebody Something:
I've seen that (a big red ? with a white background) happen once with an incompletely transferred image, presumably due to the server choking on too many requests. The issue might've resolved itself when the directory structure for locally stored images changed (edit: or when the query string for the image in question changed), causing the mod to generate a new portrait.

This is all just my speculation, though.

Yes, probably partially loaded images caused this.
pointemorte. Apr 30, 2023 @ 12:21pm 
All of the portraits show 25 years olds. Is this a bug?
Zephyr May 28, 2023 @ 10:18am 
Limit exceeded
boriselec  [developer] Jun 4, 2023 @ 8:40pm 
> If pawns are in a mental state (social fight), their avatars disappear until they stop fighting.
Fixed

> All of the portraits show 25 years olds. Is this a bug?
Not bug but ui quirk. Fixed

> Limit exceeded
Served was down. Should be fixed now.
TonnTomat Jul 19, 2023 @ 7:32am 
refresh не работает, картинка просто сворачивается и ничего не происходит, хотя может это из-за того что этот мод на сервере установлен?
boriselec  [developer] Aug 2, 2023 @ 12:35pm 
Refresh работает только если текстовое описание изменилось.
В последней версии кнопка не показывается в таком случае
If I repeatedly click on the gizmo, the window that displays the enlarged portrait gradually moves downwards for some reason.
boriselec  [developer] Aug 9, 2023 @ 10:33am 
Thanks for report. Fixed
After the update, having the gizmo enabled makes all pawn gizmos disappear for some reason.
Disabling the AI art gizmo immediately makes all other gizmos reappear. The double size setting seems to have no impact on the issue.

Tested on ongoing modded colony, as well as a new one running nothing at all besides Harmony, Core and, AI art. No DLC, if that matters.

Also the following showed up in the debug log, which might or might not be related:
System.NullReferenceException: Object reference not set to an instance of an object at ArtAi.Avatar.DescriptionAvatar.Race (Verse.Pawn pawn) [0x0000c] in <d02db98c9c9940d4b034e1d5b50d597d>:0 at ArtAi.Avatar.DescriptionAvatar.GetByColonist (Verse.Pawn pawn) [0x0005c] in <d02db98c9c9940d4b034e1d5b50d597d>:0 at ArtAi.Avatar.AvatarDrawer.GetDescription (Verse.Thing thing) [0x00043] in <d02db98c9c9940d4b034e1d5b50d597d>:0 at ArtAi.Avatar.AvatarDrawer.Draw (Verse.Thing thing, UnityEngine.Rect rect, System.Single& startX) [0x00001] in <d02db98c9c9940d4b034e1d5b50d597d>:0 at ArtAi.Avatar.GizmoGridDrawer_DrawGizmoGrid_Patch.Prefix (System.Single& startX) [0x0009e] in <d02db98c9c9940d4b034e1d5b50d597d>:0 at (wrapper dynamic-method) Verse.GizmoGridDrawer.Verse.GizmoGridDrawer.DrawGizmoGrid_Patch1(System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>) at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1[T] selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x0017a] in <95de19971c5d40878d8742747904cdcd>:0 currentSelectable: null UnityEngine.StackTraceUtility:ExtractStackTrace () Verse.Log:Error (string) Verse.Log:ErrorOnce (string,int) RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) RimWorld.MainTabWindow_Inspect:DrawInspectGizmos () RimWorld.InspectPaneUtility:ExtraOnGUI (RimWorld.IInspectPane) RimWorld.MainTabWindow_Inspect:ExtraOnGUI () Verse.WindowStack:WindowStackOnGUI () RimWorld.UIRoot_Play:UIRootOnGUI () Verse.Root:OnGUI ()

I'm saying "might not be related" because I've seen this (or a similar) message spammed to my debug log well before the update, but other than that the mod worked just fine.

Edit: This particular one showed up on the unmodded new game, once, between "Initializing new game" and "Loading game" in the debug log, while I think previously I've seen it (or a similar message) show up several times during gameplay.

Edit 2: I double-checked and I can say with confidence that I am using the latest version of the mod right now, however I cannot say for sure whether the previous, working version was the June 5th or the August 2nd one. I do know that I've used the refresh button before.
Last edited by Somebody Something; Aug 10, 2023 @ 5:38am
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