RimWorld

RimWorld

Medical System Expansion 2
 This topic has been pinned, so it's probably important
Abraxas  [developer] 11 Apr, 2020 @ 4:47am
Bug Reports
If you see errors or notice things breaking please provide an error, a description of what was happening, and how to replicate it.
Also please include a HugsLog this can be created by pressing Ctrl F12 while the game is running, if for some reason the HugsLog does not upload please copy to clip board and paste it on PasteBin and share that link.
Other useful things to use would be imgur [imgur.com]
Last edited by Abraxas; 11 Apr, 2020 @ 4:48am
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Showing 1-15 of 114 comments
TwistedMinds 20 Apr, 2020 @ 1:06pm 
Not blaming the mod for my nonsense, but I can "confirm" adding this mod mid-game seems to break map loading (" map.FinalizeLoading()" ). HugsLog[gist.github.com]

Other than breaking Dub's Bad Hygiene ground water (it even tells you to not continue :), there were errors about pawns but they seemed to work fine anyway. I don't think it caused any other issues. I'm using EPOE-Forked and already had bionics/adv.bionics installed and this is how it looked on a pawn throwing an error image[i.imgur.com].
Again, I installed mid game knowing it would cause problems. Removing the mod (after a save! hah!) allowed DBH to work again. No big deal, imma just use your mod in my next colony ;)

At first sight, everything is fine on a new colony so great job, can't wait play with it.
Cheers and thanks for the mod. (reposted to add a bit more clarity)
noj  [developer] 20 Apr, 2020 @ 5:00pm 
@TwistedMinds Hello thank you for your report.
I should have fixed the problem that was causing the errors in the console.
I also added a debug action that should fix the missing parts on all pawns in the game (labelled "Fix all prostheses in the world"), just click it once after loading in and the missing fingers problem should be gone!
Let me know if these features work properly!
TwistedMinds 20 Apr, 2020 @ 5:17pm 
Incredible! No more broken map loading and the "Fix all protheses in the world" worked (almost!) as intended. It fixed everything nicely beside parts which were already replaced by Alpha Animal's "mutant" part. No errors in the log to show for it, and it's a very specific case ;) Thank you very much for the quick fix! This is fine[i.imgur.com]
noj  [developer] 20 Apr, 2020 @ 5:35pm 
Yeah I'd need to make a patch for Alpha Animals for that part to work properly, will look into it tomorrow. Should be easy enough if it just adds human prostheses, else I'm not too sure how to deal with different body types yet.
noj  [developer] 21 Apr, 2020 @ 10:58am 
I patched mutant arm and leg.
TwistedMinds 22 Apr, 2020 @ 3:48am 
Worked fine in my save where I added MSE2 mid-game and used your debug fix. I had no Mutant Legs to fix, but everything's dandy with my Mutant Arms. I was not expecting you to work on that so quickly, bonus point is I have about 10 bionic arms and 50 bionic fingers laying around now :]
Thank you for making this mod, it fixed one of my major issue with the game.
noj  [developer] 22 Apr, 2020 @ 5:19am 
You are welcome :)
LegionSystem 26 Apr, 2020 @ 7:34pm 
ould not execute post-long-event action. Exception: System.TypeInitializationException: The type initializer for 'MSE2.MedicalSystemExpansion' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at MSE2.IgnoreSubPartsUtilities.IgnoreAllNonCompedSubparts () [0x001bc] in <3fb9afba4e024d459cd72a70f0ee5c88>:0
at MSE2.MedicalSystemExpansion..cctor () [0x00059] in <3fb9afba4e024d459cd72a70f0ee5c88>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00018] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.PlayDataLoader+<>c.<DoPlayLoad>b__4_2 () [0x0000a] in <36108d57f84d49cabdae818c2a53fc38>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007d] in <36108d57f84d49cabdae818c2a53fc38>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?-1023166848::Update_Patch1>(Root)
Verse.Root_Entry:Update()
https://gist.github.com/66018dc76ba540c6cf2802ab32289a65


Can some one tell me what the hell this means?
Last edited by LegionSystem; 26 Apr, 2020 @ 7:42pm
LegionSystem 26 Apr, 2020 @ 7:37pm 
Specifically its breaking RIM hud and is just actually breaking my game its interfering with GWP as well and my colonist's arm is just... gone.
Last edited by LegionSystem; 26 Apr, 2020 @ 7:43pm
Garr Incorporated 27 Apr, 2020 @ 2:24am 
Okay. This mod broke the game with RimHUD installed for me as well. Funnily enough, it was working fine until I decided to add some more minor mods into the ongoing game. That's when RimHUD was gone. It also made some toggles in the bottom right invisible and removed the HD faces from the colonists.
Maybe this will help you identify the problem. After removing this mod from the game, everything returned to normal.

https://gist.github.com/c7da3bfba9a28297fad6540783a22977
Last edited by Garr Incorporated; 27 Apr, 2020 @ 2:24am
Abraxas  [developer] 27 Apr, 2020 @ 2:28am 
@Garr by chance did you used to use the Mod "Mod Medicine Patch" the version that was removed from the work shop and did not require Pharmacist ?
that mod being removed mid save can cause RimHud to break.
Also is it still broken after the version revert ?
Garr Incorporated 27 Apr, 2020 @ 2:41am 
This same error came up about 9 days ago on a different save. Slightly different symptoms, but RimHUD breaking was one of them. I doubt that reverting to "two days ago" version will work.
I will try and report here regardless.
Abraxas  [developer] 27 Apr, 2020 @ 2:53am 
strange as I have yet to see an issue with RimHud and MSE 2 fro ma version less than 8 days old
Garr Incorporated 27 Apr, 2020 @ 2:56am 
I tested the reverted version of the mod. It seems to be working fine. At the very least, the errors disappeared.
I included the logs just in case:
https://gist.github.com/a88d0c8485d89d3fce6b4635a1dea12b
Abraxas  [developer] 27 Apr, 2020 @ 2:59am 
the only thing I can suggest at the moment is to try and restructure your list following a load order guide (the one on the RimWorld of Magic Wiki has a good reputation for working most of the time), but changing a list is not very Save Compatible.

I doubt it will resolve the issue we are talking about but it can help at some points.
Last edited by Abraxas; 27 Apr, 2020 @ 3:03am
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