RimWorld

RimWorld

RimDark 40k - Mankinds Finest
[Bug] Primarch Incubator spawns infinite babies when “Time to birth” goes negative; console spams HERE1/HERE2/HERE3 per spawn
Game: RimWorld 1.6

Near the end of incubation, the incubator UI shows Time to birth as a negative value (e.g., -2s).

From that moment, the building spawns ~10+ babies every second (“baby rain”).

Each baby spawn prints one or more debug lines HERE1, HERE2, HERE3 in the log at the same timestamp, repeating continuously.

Repeating stack trace (one per spawn)
pgsql
复制
编辑
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Genes40k.Building_PrimarchGrowthVat:EmbryoBirth ()
Genes40k.Building_PrimarchGrowthVat:Finish ()
Genes40k.Building_PrimarchGrowthVat:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch4 (Verse.Root_Play)
Console shows a pattern of HERE1, HERE2, HERE3 lines per spawn; sometimes it’s not just HERE2 but all three.

Prior anomalies (likely related)
While crafting Primarch Elixir with Vulkan + Immortal II genes, a corpse with Vulkan genes suddenly appeared in the colony. It couldn’t be revived (Mechanite Serum / psy resurrection both fail) and vanished after save+reload.

After starting incubation, a different Vulkan-gene Immortal corpse spawned again, this time carrying my custom embryo gene sequence (the sequence was created in-game via the gene editor).

When the above run reached hatching, the negative Time to birth and baby rain began.

Craft elixir/embryo with Vulkan + Immortal II plus my custom gene sequence (edited in the in-game gene editor).

Start incubation; watch for corpse spawn events during crafting/incubation.

Near hatching, Time to birth goes negative → log begins spamming HERE1/HERE2/HERE3 and ~10+ babies/sec are created.

Frequency
100% in my current run (persists after restart).

Notes / hypothesis (for devs by ChatGPT5)
Negative countdown suggests a ticks/gestation underflow; Finish() likely fires each Tick() while state isn’t cleared, causing repeated EmbryoBirth().

The corpse events with correct target genes (including my custom embryo sequence) hint that a failed spawn/cleanup path is being hit earlier in the pipeline and then removed on load.

Potential fixes: clamp gestation to [0,1]; on first <= 0 transition set a guard (hasBirthed/inBirth) and clear embryo/state; ensure EmbryoBirth() cannot run twice per entity; sanity-check pawn.DestroyedOrNull() before retry loops.
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Showing 1-1 of 1 comments
Gamersquid Aug 12 @ 11:45pm 
I got the same issue. Had to pause, pick the best one, Destroy the gestator, and YEAT the rejects with a transport pod
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