Big_Dumb_Idiot Posted Sunday at 09:14 PM Posted Sunday at 09:14 PM Not sure if this is a bug, but I noticed that the Petsuit doesn't hide a Pawn's tail (if they have one). This includes tails from other mods, but also tails from vanilla Rimworld. 1
pyrobladeich Posted Sunday at 10:53 PM Posted Sunday at 10:53 PM Having an issue with the vacuum recreation cube. when a pawn gets in to the cube all their gear and cloths disappear from the map. Â
johnicarus Posted Sunday at 11:51 PM Posted Sunday at 11:51 PM Does this mod require a new save, or can it be added to existing ones?
Robodog_X920 Posted Monday at 08:54 AM Posted Monday at 08:54 AM 18 hours ago, Lapsa said: For some reason the collar conversion causes some massive amounts of lag after reaching 100% body conversion. Do you have the NL Facial Animations Mod installed? It seems that it is a bit of a hard requirement for the collar, and itll cause those jumping lag spikes without it. The face is supposed to be animated via that mod, so its freaking out when it doesn't exist as its still trying to run all that stuff.Â
Lapsa Posted Monday at 11:37 AM Posted Monday at 11:37 AM (edited) 2 hours ago, Robodog_X920 said: Do you have the NL Facial Animations Mod installed? It seems that it is a bit of a hard requirement for the collar, and itll cause those jumping lag spikes without it. The face is supposed to be animated via that mod, so its freaking out when it doesn't exist as its still trying to run all that stuff. I do not, and having tried face animations in the past it causes lag that is only slightly less unplayable than the lag from the conversion collar (and the lag from the collar literally slows down the game to the point where it is not playable by any metric). lol  Since that seems like it is unintended (the face animations mod isn't mentioned as a hard requirement, after all), I'll likely wait. I've also had issues with the comfort drones - the description of raids insinuates that they are supposed to do something unique, however they just try forcibly taking advantage of a downed pawn before glitching out and entering a loop of trying and failing to do so. Edited Monday at 11:41 AM by Lapsa 1
HMSGUO Posted Monday at 01:23 PM Posted Monday at 01:23 PM Hi, thanks for continuing to work on RDF. I have been testing RDF 1.0.6 on RimWorld 1.6 and noticed a few issues and possible compatibility problems. I went through the mod files and compared some of the behavior with vanilla Anomaly content. I may have misunderstood a few mechanics, so please feel free to correct me if any of these are intentional. I am mainly reporting what I observed in-game and what I could find in the current definitions/code. 1. Living Latex Obelisk does not show the normal vanilla obelisk Gizmo UI RDF_LivingLatexObelisk still appears to have functioning activity and study mechanics: activity percentage increases normally; suppression works; study works; the Study Notes tab works; automatic study can still be toggled from the Study tab. However, it does not display the normal Warped Obelisk gizmo bar. A vanilla Warped Obelisk in the exact same save, with the exact same mod list, correctly shows: the activity bar; the automatic study gizmo; DEV: Activity -5%; DEV: Activity +5%; DEV: Go active; DEV: End study cooldown; DEV: Trigger interaction effect; DEV: Advance study; DEV: Reset cooldown. The RDF Living Latex Obelisk shows none of these. Since RDF_LivingLatexObelisk inherits from WarpedObelisk, and the underlying activity/study systems are clearly still working, this looks more like a Gizmo inheritance/display issue than the comps being missing. I also tested a vanilla obelisk in the same save, so this does not seem to be a general UI problem. 2. Metallic Heart may be missing a normal gameplay spawn/event entry I may be missing the intended trigger, but I could not find an obvious IncidentDef, QuestDef, or other normal gameplay entry for: RDF_MetallicFleshmassHeart Once manually spawned, the heart appears to have a fairly complete gameplay loop: growth/network mechanics; regeneration; defender spawning; defeated state at 1 HP; capture/destroy interaction; Living Heart Storage; Living Latex production after capture. Because the mechanic itself appears so complete, I was wondering whether the natural spawn/event hook may simply be missing or unfinished. If it is intentionally triggered through another system, some documentation would also help. 3. Golden Plug integration appears to depend on an older RJW Extension The Golden Plug integration is only loaded when: rimworld.ekss.rjwex is active. The Golden Plug definitions also directly depend on old RJW Ex types such as: rjwex.anal_plug_def rjwex.anal_plug rjwex.anal_plug_soul In a current RJW setup using newer extensions such as: rim.job.world.onahole.ext and S16's Extension, the Golden Plug incident is not registered at all and does not appear in the Dev Mode incident list. I am not sure whether continued support for the old RJW Ex package is intentional, but it may be worth either documenting the old dependency or porting the Golden Plug to the current RJW bondage gear API. 4. Several RDF buildings produce minifiable ThingCategory config errors The following startup errors appear: Config error in RDF_DollPress: is minifiable but not in any thing category Config error in RDF_FinishingAltar: is minifiable but not in any thing category Config error in RDF_PawTotem: is minifiable but not in any thing category Config error in RDF_FactoryMonument: is minifiable but not in any thing category The game still loads, but I thought this was worth reporting because it may affect storage filters or minified-building behavior. 5. MK-III drones can trigger WorkGiver_Train NullReferenceExceptions I have repeatedly seen errors involving: RDF_HostServiceDrone_MKIII RDF_OverseerDrone_MkIII with: System.NullReferenceException inside WorkGiver_Train. This seems to happen when the vanilla animal training work system evaluates these drones. It may mean that the drones are being treated as trainable animals while lacking some data or component expected by WorkGiver_Train. 6. Some player-visible text is hardcoded in DLLs I also noticed that a fair amount of player-visible text is not exposed through normal RimWorld localization keys. This includes things such as: storyteller comments; event reactions; right-click options; status messages; some notifications. For example: Mistress: Pink suits the colony. Try not to embarrass yourself. appears to be hardcoded in the Storytellers DLL. This makes full localization difficult without modifying binaries or code. If possible, it would be very helpful if these strings could be moved to normal .Translate() / Keyed language entries. 7. Living Latex Obelisk study progress is difficult to understand in-game This is more of a UX suggestion than a bug. The obelisk uses cumulative study thresholds, but the Study Notes UI does not show the actual numerical study progress toward the next stage. After the second note, the player can repeatedly study the obelisk without knowing how close they are to the final unlock. Something like: Study progress: 14 / 30 in the inspect string or Study tab would make the mechanic much easier to understand. Environment RimWorld 1.6 RDF 1.0.6 Anomaly enabled Odyssey enabled RJW enabled RDF modular packages enabled My English isn't very good, so I used AI translation. 2
diamdiamont Posted Tuesday at 11:45 PM Posted Tuesday at 11:45 PM I don't really know if there are some clashing between my mods, so take with a grain of salt. 1. It should've been obvious, but I'm a dumbass and was using JustBodies. Because of this rdf-genes was failing at drawing the pawn and did not want apply any (even vanilla) xenotypes. So probably just add it as a conflict or warning. 2. Conversion collar can never complete brainwashing stage because dollification is set to complete >0.999 severity and caps at 1, but it has a daily severity loss of 0.05 (which is strange, because I did not found a severity per day comp on it in code). Because of all this it loses just the right amount of severity per hour to go to the previous stage (it slowly drops to 0.995 in several hours, and then goes back to 1) and starts reverting brainwashing, removing it before dollification can reach 1 again. I just changed it to be complete at >0.99 and it started working perfectly. I saw that brainwashing also uses >0.999, but I I didn't test if it also needs to be fixed. Nice mod and cool ideas, just hoping that you will consider moving away from using ai textures in the future.
EventidesTurmoil Posted Wednesday at 04:45 AM Posted Wednesday at 04:45 AM Most of the dependencies are not listed/written into the core mod folder, so it does not check if the mods are loaded at all before attempting to reload. 2
ShadedCitadel Posted Wednesday at 01:34 PM Posted Wednesday at 01:34 PM The mod crashes on 1.6. From what i can tell it's caused by the Vacuum bed: It tries to draw the pawn inside it without initializing (atleast from what i can tell) "Node is null - you must called EnsureGraphicsInitialized() on the drawn dynamic thing Lu before drawing it." Enabled Modules: Furniture Ideology Creatures Biomes Events Storytellers Latex Futa Autopenetration Genes Sperm Systems Dollpress Colonist's Deco + Bedroom of Delight Deco Factions Robotics Traits Weapons log.txt
Overlord2401 Posted Wednesday at 04:09 PM Author Posted Wednesday at 04:09 PM 2 hours ago, ShadedCitadel said: The mod crashes on 1.6. From what i can tell it's caused by the Vacuum bed: It tries to draw the pawn inside it without initializing (atleast from what i can tell) "Node is null - you must called EnsureGraphicsInitialized() on the drawn dynamic thing Lu before drawing it." Enabled Modules: Furniture Ideology Creatures Biomes Events Storytellers Latex Futa Autopenetration Genes Sperm Systems Dollpress Colonist's Deco + Bedroom of Delight Deco Factions Robotics Traits Weapons log.txt 74.8 kB · 1 download already known and working on it 3
pyrobladeich Posted Wednesday at 06:10 PM Posted Wednesday at 06:10 PM Great mod, outstanding potential just waiting to be tapped. Â
pyrobladeich Posted yesterday at 01:49 AM Posted yesterday at 01:49 AM Is anyone else getting a lot of extra lag with this last update? I started a new colony on a rubber crystal fields tile and its very laggy. I also get an animation error were pawns blink during an animation and I get this error message "Exception drawing Espresso: System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct."Â
Overlord2401 Posted yesterday at 02:48 AM Author Posted yesterday at 02:48 AM 58 minutes ago, pyrobladeich said: Is anyone else getting a lot of extra lag with this last update? I started a new colony on a rubber crystal fields tile and its very laggy. I also get an animation error were pawns blink during an animation and I get this error message "Exception drawing Espresso: System.InvalidOperationException: Operations that change non-concurrent collections must have exclusive access. A concurrent update was performed on this collection and corrupted its state. The collection's state is no longer correct."Â can you attach a playerlog?
pyrobladeich Posted yesterday at 03:05 AM Posted yesterday at 03:05 AM  This log is from the previous version. I changed back to last version to see if that would fix it. It did not. I wonder if is from the map tile I chose to start with. https://gist.github.com/HugsLibRecordKeeper/fdf4e9359c95664d4c9a2429a0e53cb4
pyrobladeich Posted yesterday at 04:02 AM Posted yesterday at 04:02 AM I put the most current version of the mod back in and waited for the issue to happen again. Here is the log for that. https://gist.github.com/HugsLibRecordKeeper/4d6d2a230559ab6fe311f9584ec2c1ff
soleil343 Posted 21 hours ago Posted 21 hours ago (edited) Just as a heads up, it appears that one of the modules may be causing issues with biotech's mechanoids, making it so they cant recognize steel as a resource and resulting in their recipe being "50x ingredients" with no ability to accept steel Edited 21 hours ago by soleil343
Pyromannnn Posted 13 hours ago Posted 13 hours ago I get a whole bunch of errors! Â They all say the same thing: Could not find a type named ColonistsDeco.BedsideDeco_Default UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string) Verse.ParseHelper:ParseType (string) Verse.ParseHelper/Parsers`1/<>c__DisplayClass2_0<System.Type>:<Register>b__0 (string) Verse.ParseHelper:FromString (string,System.Type) (wrapper dynamic-method) Verse.DirectXmlToObjectNew/DummyTypeToHoldDynamicMethods:ParseAndSetComplexTypeField_System_Type (object,System.Reflection.FieldInfo,System.Xml.XmlNode,System.Type) (wrapper dynamic-method) Verse.DirectXmlToObjectNew/DummyTypeToHoldDynamicMethods:ParseAndReturnDef_Verse_ThingDef (int,int,System.Xml.XmlNode,System.Type) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DirectXmlToObjectNew.DefFromNodeNew_Patch2 (System.Xml.XmlNode,Verse.LoadableXmlAsset) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ParseAndProcessXML_Patch4 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>,bool) Verse.LoadedModManager:LoadAllActiveMods (bool) Verse.PlayDataLoader:DoPlayLoad () Verse.PlayDataLoader:LoadAllPlayData (bool) Verse.Root/<>c:<Start>b__10_1 () Verse.LongEventHandler:RunEventFromAnotherThread (System.Action) Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_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 () Â Am I missing a module or something maybe?
Overlord2401 Posted 13 hours ago Author Posted 13 hours ago 27 minutes ago, Pyromannnn said: I get a whole bunch of errors! Â They all say the same thing: Could not find a type named ColonistsDeco.BedsideDeco_Default UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string) Verse.ParseHelper:ParseType (string) Verse.ParseHelper/Parsers`1/<>c__DisplayClass2_0<System.Type>:<Register>b__0 (string) Verse.ParseHelper:FromString (string,System.Type) (wrapper dynamic-method) Verse.DirectXmlToObjectNew/DummyTypeToHoldDynamicMethods:ParseAndSetComplexTypeField_System_Type (object,System.Reflection.FieldInfo,System.Xml.XmlNode,System.Type) (wrapper dynamic-method) Verse.DirectXmlToObjectNew/DummyTypeToHoldDynamicMethods:ParseAndReturnDef_Verse_ThingDef (int,int,System.Xml.XmlNode,System.Type) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DirectXmlToObjectNew.DefFromNodeNew_Patch2 (System.Xml.XmlNode,Verse.LoadableXmlAsset) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ParseAndProcessXML_Patch4 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>,bool) Verse.LoadedModManager:LoadAllActiveMods (bool) Verse.PlayDataLoader:DoPlayLoad () Verse.PlayDataLoader:LoadAllPlayData (bool) Verse.Root/<>c:<Start>b__10_1 () Verse.LongEventHandler:RunEventFromAnotherThread (System.Action) Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_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 () Â Am I missing a module or something maybe? working on it. Â 2
ShadedCitadel Posted 10 hours ago Posted 10 hours ago Question: Will there be non-xenogen ways of making dolls? Or is that going to be the intended solution? (also thank you for the response earlier! ^-^)
soleil343 Posted 9 hours ago Posted 9 hours ago 11 hours ago, soleil343 said: Just as a heads up, it appears that one of the modules may be causing issues with biotech's mechanoids, making it so they cant recognize steel as a resource and resulting in their recipe being "50x ingredients" with no ability to accept steel did some testing before work, it seems to be the biome module that causes this.
Overlord2401 Posted 2 hours ago Author Posted 2 hours ago 7 hours ago, ShadedCitadel said: Question: Will there be non-xenogen ways of making dolls? Or is that going to be the intended solution? (also thank you for the response earlier! ^-^) Mmmm like for the sentient dolls? there is the doll press.
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