RimWorld

RimWorld

MarsX v3 - Musky Edition
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Dubwise  [developer] Sep 4, 2016 @ 2:13pm
Bug Reports and Suggestions
Please post bug reports and suggestions here http://grimworld.co.uk/
Last edited by Dubwise; Jan 4, 2017 @ 6:58pm
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Showing 1-15 of 284 comments
Dubwise  [developer] Sep 4, 2016 @ 2:13pm 
Currently working on an alpha 15 version with a new air system
Last edited by Dubwise; Sep 4, 2016 @ 2:13pm
PringleMan Sep 10, 2016 @ 5:25pm 
Upon activation from a clean startup, I get an error that reads "Found no usable data when trying to get defs from file WorkTypes.xml. Upon loading in to the game, the only material available to build walls from is Wood. I cannot change the material type, and it throws a comment at the top saying "You have no usable materials from which to build this."
Dubwise  [developer] Sep 10, 2016 @ 5:32pm 
the workTypes is ok its just because im not using the contents anymore, and have you tried opening the materials supply crate to get some materials before building?
PringleMan Sep 11, 2016 @ 9:53am 
That was the problem. Maybe put a disclaimer in the description? I tend to plan out the walls of my base right at the start before I do anything else, and I am sure I am not the only one that was confused by that.

Thank you so much for your fast response.
Dubwise  [developer] Sep 11, 2016 @ 10:12am 
i added a quick start guide to the description, maybe i'll add a tiny amount of aluminium next to wreckage just to default the material types to it
Last edited by Dubwise; Sep 11, 2016 @ 10:13am
Nicholas Sep 12, 2016 @ 12:30am 
When i go to build a solar inverter it completes the job and then the tile turns into nothing instead of a inverter, tried turning on god mode via dev mode and it doesn't spawn no matter what combination of setup i try.
Dubwise  [developer] Sep 12, 2016 @ 5:32am 
Originally posted by Nicholas:
When i go to build a solar inverter it completes the job and then the tile turns into nothing instead of a inverter, tried turning on god mode via dev mode and it doesn't spawn no matter what combination of setup i try.

Right now i can only gurantee that prepare carefully will work.
Can you give me a list of all the mods you are running, people keep getting that error with a certain mod and it makes no sense because the inverter is just a building with no code and im just checking that it exists
Nicholas Sep 12, 2016 @ 12:57pm 
Originally posted by Dubwise56:
Right now i can only gurantee that prepare carefully will work.
Can you give me a list of all the mods you are running, people keep getting that error with a certain mod and it makes no sense because the inverter is just a building with no code and im just checking that it exists

I turned off a bunch of unnecessary mods and it seems to be working now, it could have been any of the following causing it:

Furnace
Auto Seller
Talons Faction
PetMute
Miniaturisation
Medieval Times
ED-Embrasures
Hoarfrost V1.2
MoreLesserMechnoids
Improved Infestation
Double Population]
Clean Before Clearing Snow
Wildlife Tab
FishIndustry
Numbers
Solar Apocalypse and Rogue Planet
[sd] chicken nest
Dubwise  [developer] Sep 12, 2016 @ 1:08pm 
oh well i dont have the time to hunt down problems with every little mod out there so all i can recommend is sticking with prepare carefully and basic stuff like hair packs and furniture and stuff that doesnt impact any game mechanics.

If you do happen to randomly find out what it is please let me know then i take a crack at fixing it
Dubwise  [developer] Sep 18, 2016 @ 7:40pm 
Just released an update, view the change notes for details
LeGourmet003 Sep 19, 2016 @ 11:59am 
I got the crew preparing to launch pop-up, and when i hover it, it tell who is coming next but then i saw Pilot ''name'' DECEASED, so what, sending dead peoples to mars ?
Dubwise  [developer] Sep 19, 2016 @ 1:58pm 
Originally posted by James Higs:
I got the crew preparing to launch pop-up, and when i hover it, it tell who is coming next but then i saw Pilot ''name'' DECEASED, so what, sending dead peoples to mars ?

New tactic to solve the problem of radiation in deep space, just kill them before the launch...

Ok thats a bug i'll fix it quick and push a patch, thanks for posting about it

Edit: Fixed
Last edited by Dubwise; Sep 19, 2016 @ 3:41pm
Blink Welder Sep 20, 2016 @ 2:41am 
It's complaining when loading. No other mods loaded, just yours.

"Config error in WakeUp: Is equipment but has no CompEquippable"
"Could not load UnityEngine.AudioClip at beeps/computerbeep_64 in any active mod or in base resources".
"Grain couldn’t resolve: Clip not found in beeps/computerbeep_64"


Also hit a save game breaking compatibility issue with your latest update. It started acting like there were two versions of the same peep reserving the same beds/machines/etc, some of them started sleeping on the floor unless I rebuilt their beds each night, and some machines became reserved and couldn’t be cleared, even if I used debug to kill the peep.

Still, looks interesting, just If you're going to break save games let folks know. Thanks.
Last edited by Blink Welder; Sep 20, 2016 @ 2:43am
Dubwise  [developer] Sep 20, 2016 @ 7:39am 
that's quite odd, i have been testing non stop and didn't run into a bug like that and i constantly reload a save with each change rather than making new games, and i just loaded the steam version and the computerbeep file isn't missing, Maybe some other process is reserving it or something, i'll change it to an ogg in the next patch
Копчушка Sep 20, 2016 @ 9:07am 
i had a problem. after a while the colonists started to get burn (solar radiation), while there were no events, and the colonists continued to receive burn even under a mountain, and so I started to play 3 times and have always had this problem
Last edited by Копчушка; Sep 20, 2016 @ 9:08am
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