边缘世界 RimWorld

边缘世界 RimWorld

Jurassic Rimworld 1.1
NineCities 2018 年 6 月 26 日 上午 5:26
bugs ive seen so far (found a fix - load right after core and hugslib)
EmbryonicChamber, LargeInfoBoard, SmallInfoBoard disappear on construction completion.
DNA ReconstructionBench isnt working for me even though i have the dna available.

I am running about 70 mods, just wondering if anyone else is having this problem. I installed this mod and used it on an existing save very late game.
最后由 NineCities 编辑于; 2018 年 6 月 26 日 下午 3:43
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正在显示第 1 - 14 条,共 14 条留言
A half eaten french fry 2018 年 6 月 26 日 上午 7:13 
Tried both building & using god mode on the said 3 items, having same issue. In god mode it won't even place. Also the mod removed the music from the game.
NineCities 2018 年 6 月 26 日 上午 7:28 
The music goes back and forth between vanilla and Jurassic for me. I kinda like that, keeps it fresh.
Serpy  [开发者] 2018 年 6 月 26 日 上午 7:38 
That's really odd. I can both construct and use devmode to build every one of those items. Do you have any mods that effect building at all? I can't begin to think what might be causing that.

I know there was an issue with the DNA bench when I was testing that may still be lingering, where a colonist uses the bench, reconstructs DNA, then as soon as they finish the job they sit there still lingering while the progress bar disappears. Drafting and undrafting seems to fix this, but I still can't pinpoint what causes it.

Music may break if there's another mod that alters music too. If you want it back you can delete the SongDef.xml and delete the music subfolder in the sound folder.
A half eaten french fry 2018 年 6 月 26 日 上午 7:43 
Exception in Tick (pawn=Droid 0, job=FinishFrame (Job_94259) A=Thing_EmbryonicChamber_Frame69937, CurToil=1): System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00000] in <filename unknown>:0
at RimWorld.JobDriver_ConstructFinishFrame+<MakeNewToils>c__Iterator0+<MakeNewToils>c__AnonStorey1.<>m__1 () [0x00000] in <filename unknown>:0
at Verse.AI.JobDriver.DriverTick () [0x00000] in <filename unknown>:0 lastJobGiver=RimWorld.JobGiver_Work, curJob.def=FinishFrame, curDriver=RimWorld.JobDriver_ConstructFinishFrame
Verse.Log:Error(String)
Verse.AI.Pawn_JobTracker:StartErrorRecoverJob(String)
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

This is what shows in debug log when i try to build it. Trying to place it in god mode yeilds nothing in the debug log.

Edidet to include the whole thing. Didn't notice it was more.

Basically the same for all 3 items
最后由 A half eaten french fry 编辑于; 2018 年 6 月 26 日 上午 7:49
NineCities 2018 年 6 月 26 日 上午 10:57 
引用自 Serpy
That's really odd. I can both construct and use devmode to build every one of those items. Do you have any mods that effect building at all? I can't begin to think what might be causing that.

I know there was an issue with the DNA bench when I was testing that may still be lingering, where a colonist uses the bench, reconstructs DNA, then as soon as they finish the job they sit there still lingering while the progress bar disappears. Drafting and undrafting seems to fix this, but I still can't pinpoint what causes it.

Music may break if there's another mod that alters music too. If you want it back you can delete the SongDef.xml and delete the music subfolder in the sound folder.

The only building mod I believe I'm running is Replace Stuff. Also running Metal Doesn't Burn.
最后由 NineCities 编辑于; 2018 年 6 月 26 日 上午 11:00
Serpy  [开发者] 2018 年 6 月 26 日 上午 11:12 
I'll download both mods and see if anyone goes awry. I'll get back if I find anything out, I'm sorry about this! D:
NineCities 2018 年 6 月 26 日 上午 11:18 
引用自 Serpy
I'll download both mods and see if anyone goes awry. I'll get back if I find anything out, I'm sorry about this! D:
Thanks much, I'll review what else I'm running great artwork and music!
PalletWorshipper 2018 年 6 月 26 日 上午 11:21 
i know this isnt a bug or anything but it would be great if when you click on a dinousaur it says somewhere if it is a herbivore, carnivore ect... thanks so much and congrats on making this. such a good mod!!!!



NineCities 2018 年 6 月 26 日 下午 2:48 
引用自 Serpy
I'll download both mods and see if anyone goes awry. I'll get back if I find anything out, I'm sorry about this! D:

Ok, tested other things and getting the same issue (dissappears upon constuction complete) for the following items:

small rock, large rock, small plant, large plant, torch brazier, steel becon, land cruiser - all of these

these built ok: amber extract bench, holoscape, security gate, dna recon bench (dna bench doesnt currently work).

I'm going to try disabling some things to see if theres an effect.
最后由 NineCities 编辑于; 2018 年 6 月 26 日 下午 2:51
NineCities 2018 年 6 月 26 日 下午 3:14 
Update: looks solved: moving Jurassic Rimworld to load right after core and hugslib solved the build problems AND the dna bench worked and i produced my first dino egg. SWEET.
Havent tested it enough to see if there were any side effects to other mods but it wasnt replace stuff or metal doesnt burn (i tried it first by removing those and still had the same errors).

Thanks for this mod Serpy! Please make the big dinos WAY stronger!
最后由 NineCities 编辑于; 2018 年 6 月 26 日 下午 5:28
BrenTenkage 2018 年 6 月 26 日 下午 9:21 
I can confirm that Nine Cities has found a solution, it works for me too
Serpy  [开发者] 2018 年 6 月 27 日 上午 5:48 
Oof, you got to it before I did. I'll add the solution to the mod description in case it helps anyone else, thank you for that!
monkeyfeet 2018 年 6 月 30 日 下午 4:25 
removing this mod made it so that mechanoids unable to spawn, I tried using development mode but it produced an error.
NineCities 2018 年 6 月 30 日 下午 8:17 
something that just happened recently... when a dino in the wild stalks one of my colonists, my turrets dont fire on the dinosaur throughout the encounter. If i fire on a dino (not a stalking one) and it enrages, turrets do fire on the dino like they are supposed to.
最后由 NineCities 编辑于; 2018 年 7 月 2 日 上午 6:49
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