RimWorld
Glitterworld Uprising
Bug reports
Please report bugs and issues here.
Current known problems:
- no problems.

Before reporting please read how to do it in mod description. If is not an error, just an issue please try to give as much information as you can.
Последно редактиран от BlueEagle421; 6 окт. 2022 в 11:59
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Показване на 1-15 от 26 коментара
I found this while making translation files: philosopher's stone is pronounced as philosophers stone when it appears as an item
thanks, will fix
I'm getting an error that seems to involve the drug lab loading recipes.
Bug report is here:
https://gist.github.com/3e2b8132903dfae441f006faab26f147
(Line 314)
Последно редактиран от legomacinnisinc; 17 юли 2022 в 13:24
fixed
The model for the skilltrainer assembly terminal in the architect module and when trying to place is messed up. It isn't centered correctly and is tiny. When placed down it looks normal.
Could you maybe attach your mod list with load order and check for any this mod’s errors in the console?
Yep, I probably should have done that to begin with. I can't see any errors popping up with devmode enabled. I can interact with it and build it without errors but it looks off-centered when trying to build it.

https://gist.github.com/94173b42a861d4c5171e574c1b57fd50

LO: Harmony, Core, Royalty, Ideology, Hugslib, Combat Extended, Ushankas Glitterworld Uprising
Thanks. I would try to load CE after GU and see if the bug continues. Someone reported on my other mod similar thing and he also had CE installed so I guess it may be the cause
The bug continues after putting CE after GU.
https://gist.github.com/22e4abe5435cff45ca08781f8537a70c
LO: Harmony, Core, Royalty, Ideology, Hugslib, GU, CE

Tested without CE and still had the problem.
https://gist.github.com/d940e8c5cfef343d166f208b5c4c673b
LO: Harmony, Core, Royalty, Ideology, GU Hugslib
The glitterworld-analyzers still reset after loading a save. I've deconstructed and built them again but same result. Currently have 4 of these with 4 white and 4 black boxes hooked up making the countdown 3 days. Not seeing any errors but can provide save/hugslib if necessary.

edit: nevermind. I thought I read it was fixed in last night's update but see the notice now.
Последно редактиран от Ryder 🗲; 18 юли 2022 в 6:54
Yep, still working on it
For whatever reason this is causing an incompatibility with the Tab-Sorting Mod. Had to do a bit of trial and error but it appears when this mod and Tab-Sorting are both active the Architect menu does not work and attempting to change mod settings for Tab-Sorting creates a hard lock through an un-closeable dialogue box.
Might be related to the analyzer upon save load duration bug. But just in case: after a solar flare, the analyzers paused as expected. But once it was over it started to count down from 6 days rather than the expected 3 days (hooked up to 4x light, 4x dark supporters).
Последно редактиран от Ryder 🗲; 20 юли 2022 в 8:06
Hello. I am getting an error that seems to involve the druglab. Logs: https://gist.github.com/d1e42a3e90ebd1e8d3179bd753d4279b
As it is, I got lucky finding my last red error seemed to get removed when I took off this mod. Tried reading over it and taking out all of Vanilla Expanded Furniture and its associates, the error may have changed but it appeared that it was still there. Attempted to remove all of Vanilla expanded, except for the framework and again, the error may have changed, but it appeared to remain. I understand that this is a pretty stupid mod list and may very well not be worth your time to troubleshoot or look over. Just wanted to bring to your attention since you seemed to want any error reports you could manage. Somehow, I've managed to keep my mod list without red errors at the very least, so I've been lucky xD

https://gist.github.com/baae7c9f1e4b03b22576578648ce5521

load error log
XML error: Duplicate XML node name recipes in this XML block: <ThingDef ParentName="BenchBase"><defName>DrugLab</defName><label>drug lab</label><description>A work bench equipped with containers, heaters, and measurement devices for producing various drugs.</description><thingClass>Building_WorkTable</thingClass><graphicData><texPath>Things/Building/Production/TableDrugLab</texPath><graphicClass>Graphic_Multi</graphicClass><shaderType>CutoutComplex</shaderType><drawSize>(3.5,1.5)</drawSize><damageData><cornerTL>Damage/Corner</cornerTL><cornerTR>Damage/Corner</cornerTR><cornerBL>Damage/Corner</cornerBL><cornerBR>Damage/Corner</cornerBR></damageData></graphicData><castEdgeShadows>true</castEdgeShadows><staticSunShadowHeight>0.20</staticSunShadowHeight><costStuffCount>50</costStuffCount><stuffCategories><li>Metallic</li><li>Woody</li></stuffCategories><costList><Steel>75</Steel><ComponentIndustrial>6</ComponentIndustrial></costList><altitudeLayer>Building</altitudeLayer><fillPercent>0.5</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToBuild>3500</WorkToBuild><MaxHitPoints>120</MaxHitPoints><Flammability>1.0</Flammability></statBases><size>(3,1)</size><designationCategory>Production</designationCategory><passability>PassThroughOnly</passability><pathCost>50</pathCost><hasInteractionCell>True</hasInteractionCell><interactionCellOffset>(0,0,-1)</interactionCellOffset><surfaceType>Item</surfaceType><constructionSkillPrerequisite>4</constructionSkillPrerequisite><inspectorTabs><li>ITab_Bills</li></inspectorTabs><building><spawnedConceptLearnOpportunity>BillsTab</spawnedConceptLearnOpportunity></building><comps><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>ToolCabinet</li><li>VFE_DrugCabinet</li></linkableFacilities></li><li><compClass>CommonSense.DoCleanComp</compClass></li><li Class="VanillaFurnitureExpanded.CompProperties_RandomBuildingGraphic"><randomGraphics><li>Things/Building/Production/TableDrugLab</li><li>Things/Building/Production/TableDrugLabs/VFE_TableDrugLabAlternate</li><li>Things/Building/Production/TableDrugLabs/VFE_TableDrugLabBigJar</li><li>Things/Building/Production/TableDrugLabs/VFE_TableDrugLabDouble</li></randomGraphics></li></comps><placeWorkers><li>PlaceWorker_ShowFacilitiesConnections</li><li>PlaceWorker_PreventInteractionSpotOverlap</li></placeWorkers><researchPrerequisites><li>DrugProduction</li></researchPrerequisites><recipes><li>USH_Make_MedicineUltratech_Bulk</li></recipes><recipes><li>USH_Synthesise_Luciferium</li><li>USH_Synthesise_Luciferium_Bulk</li><li>USH_Synthesise_Lifter</li><li>USH_Synthesise_Lifter_Bulk</li><li>USH_Synthesise_RedFlicker</li><li>USH_Synthesise_RedFlicker_Bulk</li><li>USH_Synthesise_ScarletSmellingSalts</li><li>USH_Synthesise_ScarletSmellingSalts_Bulk</li><li>USH_Synthesise_LastWish</li><li>USH_Synthesise_LastWish_Bulk</li><li>USH_Synthesise_ScarletEye</li><li>USH_Synthesise_ScarletEye_Bulk</li><li>USH_Synthesise_MechaSuppressors</li></recipes></ThingDef>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.XmlInheritance:CheckForDuplicateNodes (System.Xml.XmlNode,System.Xml.XmlNode)
Verse.XmlInheritance:ResolveXmlNodeFor (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodesRecursively (Verse.XmlInheritance/XmlInheritanceNode)
Verse.XmlInheritance:ResolveXmlNodes ()
Verse.XmlInheritance:Resolve ()
(wrapper dynamic-method) Verse.LoadedModManager:Verse.LoadedModManager.ParseAndProcessXML_Patch1 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>)
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart (

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