边缘世界 RimWorld

边缘世界 RimWorld

Zombiefied (Zombie Apocalypse)
 此主题已被置顶,因此可能具有重要性
[Я_Я] OMG67 2019 年 1 月 2 日 上午 6:26
Bugs/Problems
Welp, I created this for everyone that wants to say a bug or problem he/she found :v


Mine is that my turrets won't fire at incoming zombies, a horde appeared at my base, wich is defended with lots of modded turrets (Vanilla Turrets + I think the mod is called), and they won't fire at them because they are animals, I don't know if marking them as hunting prey will work, but i want that my turrets just fire at zombies (make them a hidden faction and they will be marked as enemies). Away from that, great mod ;D
< >
正在显示第 1 - 15 条,共 50 条留言
Dr. Quackers M.D. 2019 年 2 月 5 日 下午 3:23 
Megafuana, Dinosauria, all my modded animal mods dont work. The zombies turn into human form zombies.
Depraved Arachnophile 2019 年 2 月 5 日 下午 5:25 
Yeah all the modded animals and races don't have the compatibility promised. They all have the "Zombieland Problem"; I.E. they all turn into human zombies.
Zombiefied  [开发者] 2019 年 2 月 17 日 下午 5:23 
Most modded animals should turn into modded animal zombies
最后由 Zombiefied 编辑于; 2019 年 3 月 4 日 上午 4:45
Dr. Quackers M.D. 2019 年 2 月 20 日 下午 2:28 
Animal Colab project is the only mod with animals that this works with all other animal mods, megafauna, dinosauria, alpha animals, man bear pig all dont work. Now that I know that you know I can wait patiently for a solution.
Depraved Arachnophile 2019 年 2 月 23 日 上午 10:32 
Zombies tend to retreat back a small distance when they get shot. Im not sure why; there isnt anything in the console referencing it.
Dude_Geode_Miner 2019 年 2 月 25 日 下午 1:38 
(Edit): it maybe that i am using your mod AND Zombieland, i now bleve it is Zombieland not yours Sorry :-/
i do not know if this bug is because am running a LOT of mods in 1 game or if it is just the Zombie mod but 1 of the Zombies is a pink box and a head. I have sum pics with the console showing the Errors if that helps? :-)

1 https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1666948451
2 https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1666948590
3 https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1666948644
最后由 Dude_Geode_Miner 编辑于; 2019 年 2 月 25 日 下午 1:57
Dr. Quackers M.D. 2019 年 2 月 25 日 下午 5:51 
The purple box is often caused by a texture conflict. I had two tribal head ware mods back in the days of .16 and it did the same thing. The body textures for zombies from both mods are conflicting. May I ask why you would even feel the need to run both. They do the same thing but zombified does it better!
Depraved Arachnophile 2019 年 3 月 3 日 上午 11:01 
Mod has been running very good so far, but [some] zombies still seem to retreat a tiny distance when being shot at. They turn around right quick but its still strange to see.
最后由 Depraved Arachnophile 编辑于; 2019 年 3 月 3 日 上午 11:04
Zombiefied  [开发者] 2019 年 3 月 4 日 上午 4:44 
Sometimes the zombies just get distracted by small sounds like breaking sticks! (I have no idea why they do it)
Depraved Arachnophile 2019 年 3 月 11 日 下午 2:00 
When zombies wander in, small amount of yellow error spam.

at < 0
Verse.Log:Warning(String, Boolean)
RimWorld.LovePartnerRelationUtility:MinPossibleAgeGapAtMinAgeToGenerateAsLovers(Pawn, Pawn)
RimWorld.LovePartnerRelationUtility:GetGenerationChanceAgeGapFactor(Pawn, Pawn, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Harmony.Traverse:GetValue(Object[])
Psychology.Harmony.LovePartnerRelationUtility_GenerationChancePatch:PsychologyFormula(Single&, Pawn, Pawn, PawnGenerationRequest, Boolean)
RimWorld.LovePartnerRelationUtility:LovePartnerRelationGenerationChance_Patch1(Pawn, Pawn, PawnGenerationRequest, Boolean)
RimWorld.PawnRelationWorker_ExSpouse:GenerationChance_Patch1(Object, Pawn, Pawn, PawnGenerationRequest)
Verse.<GeneratePawnRelations>c__AnonStorey4:<>m__2(Pair`2)
Verse.GenCollection:RandomElementByWeightWithDefault(IEnumerable`1, Func`2, Single)
Verse.PawnGenerator:GeneratePawnRelations_Patch1(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch2(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

and

Getting random element from empty collection.
Verse.Log:Warning(String, Boolean)
Verse.GenCollection:RandomElement(IEnumerable`1)
CommonSense.ThingMaker_MakeThing_CommonSensePatch:Postfix(Thing, ThingDef, ThingDef)
Verse.ThingMaker:MakeThing_Patch4(ThingDef, ThingDef)
RimWorld.PawnInventoryGenerator:GiveRandomFood(Pawn)
RimWorld.PawnInventoryGenerator:GenerateInventoryFor(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:GenerateGearFor_Patch2(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch2(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch3(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
SquareToeJoe 2019 年 4 月 27 日 下午 2:16 
I've got 3 problems so far.

1. Zeds ignore animals it seems.

Either that or their path finding has been really ♥♥♥♥ since the first one I ran into because the one really chased me lol

2. I enabled Human Zombies only but a dead timberwolf just resurrected into a zed. Does Human only mean Human Spawn only?

3. New problem, apparently bows count as noisy, which makes 0 sense. Had hunters assigned to bows to keep from luring zombies from edge of map. As soon as my hunter shot an animal they all started heading in that direction.
最后由 SquareToeJoe 编辑于; 2019 年 5 月 1 日 下午 1:02
Extinction 2019 年 5 月 5 日 上午 4:58 
Exception drawing ZombieAA_FissionMouseThird130060: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.PawnKindLifeStage>.get_Item (int) <0x00083>
at Verse.Pawn_AgeTracker.get_CurKindLifeStage () <0x000d5>
at (wrapper dynamic-method) Verse.PawnGraphicSet.ResolveAllGraphics_Patch1 (object) <0x004a4>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x000fa>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00081>
at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3) <0x0003d>
at Verse.Pawn.DrawAt (UnityEngine.Vector3,bool) <0x0004b>
at Zombiefied.Pawn_Zombiefied.DrawAt (UnityEngine.Vector3,bool) <0x00065>
at Verse.Thing.Draw () <0x00052>
at Verse.ThingWithComps.Draw () <0x0001c>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x00468>
Verse.Log:Error(String, Boolean)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

also this error when one of the alpha animals ressurects
Demonlord09 2019 年 6 月 5 日 上午 10:11 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1761685309

When an animal tries to eat a Zombie corpse, an error is thrown and the job fails.
Demonlord09 2019 年 6 月 5 日 上午 10:14 
We've also got this one:
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn.Discard (bool) <0x001f3>
at RimWorld.Planet.WorldPawns.DiscardPawn (Verse.Pawn,bool) <0x0009e>
at RimWorld.Planet.WorldPawns.PassToWorld (Verse.Pawn,RimWorld.Planet.PawnDiscardDecideMode) <0x00209>
at Verse.PawnGenerator.DiscardGeneratedPawn (Verse.Pawn) <0x000c7>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00ab9>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

Which goes with this one:
Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=5430.133 )
Verse.Log:Error(String, Boolean)
Zombiefied.IncidentWorker_ZombieHorde:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Zombiefied.ZombiefiedMod:HandleZombieRaid()
Zombiefied.ZombiefiedMod:Tick(Int32)
HugsLib.HugsLibController:OnTick()
HugsLib.Core.HugsTickProxy:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
最后由 Demonlord09 编辑于; 2019 年 6 月 5 日 上午 10:15
Demonlord09 2019 年 6 月 5 日 上午 10:21 
32 counts of this one:
Error in WorldPawnGCTick(): System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Pawn.Discard (Boolean silentlyRemoveReferences) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.DiscardPawn (Verse.Pawn p, Boolean silentlyRemoveReferences) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.RemoveAndDiscardPawnViaGC (Verse.Pawn p) [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawnGC+<PawnGCPass>c__Iterator1.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawnGC.WorldPawnGCTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldPawns.WorldPawnsTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldPawns:WorldPawnsTick()
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
< >
正在显示第 1 - 15 条,共 50 条留言
每页显示数: 1530 50