边缘世界 RimWorld

边缘世界 RimWorld

Rimedieval
 此主题已被置顶,因此可能具有重要性
Ogam  [开发者] 2021 年 6 月 14 日 上午 12:51
Bug report
Send your log and we will take a look. Any bugs or mods incompatibilities.
最后由 Ogam 编辑于; 2021 年 6 月 14 日 上午 12:51
< >
正在显示第 1 - 15 条,共 91 条留言
BGAI 2021 年 6 月 21 日 上午 6:33 
Hi @ogam

I've tried several times but the mod installation fails.
What's wrong?

https://photos.app.goo.gl/8ZYsmVpFdL5J4KBGA

debug log
RimWorld 1.2.3005 rev1190
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

[Rimedieval] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationAdd(/Defs/PawnKindDef[@Name = "ImperialFighterBase"]/apparelTags)) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2516523040\1.2\Patches\AddArmour.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

[Rimedieval] Patch operation Verse.PatchOperationSequence(count=23, lastFailedOperation=Verse.PatchOperationReplace(/Defs/PawnKindDef[defName="Empire_Common_Lodger"]/apparelTags)) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\2516523040\1.2\Patches\PawnKindsMedievalPatch.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.PatchOperationSequence:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

Key binding conflict: Dev_ChangeSelectedDebugAction and MainTab_Architect are both bound to Tab.
Verse.Log:Warning(String, Boolean)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot)
Verse.KeyPrefsData:ErrorCheck()
Verse.KeyPrefs:Init()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

thanks for advance.

Ogam  [开发者] 2021 年 6 月 21 日 上午 6:44 
引用自 csakura38
Hi @ogam
I've tried several times but the mod installation fails.
What's wrong?


We already fixed it, will be in next steam update. You just dont have Royalty but even with this errors you can keep playing.
BGAI 2021 年 6 月 22 日 上午 5:52 
@Ogam Thank you.
I will wait next update.
Belgian Waffle 2021 年 8 月 23 日 下午 6:35 
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.
最后由 Belgian Waffle 编辑于; 2021 年 8 月 23 日 下午 6:35
Ogam  [开发者] 2021 年 8 月 24 日 上午 1:29 
引用自 The Belgian Waffle
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.


Yes we aware of this problem, it take some time to be fixed.
Belgian Waffle 2021 年 8 月 24 日 下午 5:30 
引用自 Ogam
引用自 The Belgian Waffle
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.


Yes we aware of this problem, it take some time to be fixed.
Alright, thank you!
SolidLiquid 2021 年 9 月 3 日 下午 2:11 
Hi,

I downloaded the newest 1.3 version from github today and i'm having a problem with research restrictions; I can still research industrial techs, even when i have ticked the option for disabling everything other than medieval tech.
I'm running a metric ton of mods, and am uncertain if there are any conflicts.

Sorry for not having a clear idea of what's causing the problem.
Here's the log if it helps https://pastebin.com/9eCGXJEK
pone 2021 年 9 月 4 日 上午 2:30 
me too

I think it is because of ResearchPal, it shows the hidden mods
最后由 pone 编辑于; 2021 年 9 月 4 日 上午 3:13
Ogam  [开发者] 2021 年 9 月 4 日 上午 11:50 
Yeah, we need to patch ResearchPal again
ShadowVVolf 2021 年 9 月 27 日 上午 10:40 
引用自 Ogam
引用自 The Belgian Waffle
Hi,
I've been eagerly awaiting the mod's update so I decided to use the GitHub beta build you linked in the comments earlier, so this is of course with that version.

I found that upon generating a world no factions (or sometimes just 1 or 2) will spawn if both the Jewelry Mod and this mod are active, and it continues to happen if only those two mods (besides Harmony and Hugslib) are active.

Here[gist.github.com] is the log after loading up a world.

It's obviously not a huge deal to just remove Jewelry for now, but I do like to play with it and I'm sure others do as well, so I figured I'd say something to help. Thank you in advance, and if you think this would be better off posted on the Jewelry mod's page then just let me know. Thanks for your guys' work, and have a good day.


Yes we aware of this problem, it take some time to be fixed.

That explains my World Gen issue, is this the same cause of the inability to open the research menu (Debug log below) or was this fixed?

Root level exception in OnGUI(): System.TypeInitializationException: The type initializer for 'Rimedieval.Utils' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at Rimedieval.Utils.DoIdeologyPatches () [0x00053] in <dc4353b6962d4d1eb19e3990f5b50143>:0
at Rimedieval.Utils..cctor () [0x00281] in <dc4353b6962d4d1eb19e3990f5b50143>:0
--- End of inner exception stack trace ---
at Rimedieval.VisibleResearchProjects_Patch.Postfix (System.Collections.Generic.List`1[Verse.ResearchProjectDef]& __result) [0x00001] in <dc4353b6962d4d1eb19e3990f5b50143>:0
at (wrapper dynamic-method) RimWorld.MainTabWindow_Research.RimWorld.MainTabWindow_Research.get_VisibleResearchProjects_Patch1(RimWorld.MainTabWindow_Research)
at (wrapper dynamic-method) RimWorld.MainTabWindow_Research.RimWorld.MainTabWindow_Research.ViewSize_Patch0(RimWorld.MainTabWindow_Research,RimWorld.ResearchTabDef)
at RimWorld.MainTabWindow_Research.get_InitialSize () [0x0002e] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Window.SetInitialSizeAndPosition () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainTabWindow.SetInitialSizeAndPosition () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.Window.PreOpen () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainTabWindow_Research.PreOpen () [0x00000] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at Verse.WindowStack.Add (Verse.Window window) [0x0001f] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at (wrapper dynamic-method) RimWorld.MainTabsRoot.RimWorld.MainTabsRoot.ToggleTab_Patch1(RimWorld.MainTabsRoot,RimWorld.MainButtonDef,bool)
at RimWorld.MainButtonWorker_ToggleTab.Activate () [0x00005] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainButtonWorker.InterfaceTryActivate () [0x0008d] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainButtonWorker.DoButton (UnityEngine.Rect rect) [0x000ee] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at RimWorld.MainButtonsRoot.DoButtons () [0x0010c] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at (wrapper dynamic-method) RimWorld.MainButtonsRoot.RimWorld.MainButtonsRoot.MainButtonsOnGUI_Patch1(RimWorld.MainButtonsRoot)
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00037] in <b64badbf3c3d41018b3ca5d3e8c77771>:0
at (wrapper dynamic-method) Verse.Root.Verse.Root.OnGUI_Patch1(Verse.Root)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch1 (Verse.Root)
Ogam  [开发者] 2021 年 9 月 28 日 上午 6:18 
@ShadowVVolf if you use ResearchPal just disable group by tech level feature in mod settings. We cant patch it, this is a ResearchPal side problem
Jan 2021 年 10 月 12 日 上午 11:20 
I don't have the option to feed prisoners. Any ideas what might be causing this?
Ogam  [开发者] 2021 年 10 月 12 日 上午 11:50 
@Janessa Rim73 is your troublemaker, place stockpile near prison
KhanKanin 2021 年 10 月 12 日 下午 7:10 
I just want to start out by saying that this is a really great mod and just the feature of making it so the empire doesn't roll in with full power armor and laser rifles against my knights is just amazing, thank you so much for the mod!

But sadly I do have a bug to report otherwise I wouldn't be posting here.
When loading new saves it gives you the option to add 3 new factions each saying it's added in from this mod and the people from these 3 factions will spawn in with guns, flak armor, and other modern items.

Since this is an easy bug to avoid since you can just choose to ignore the option when asked I don't see it as much of a big deal. I just thought I'd write about it since I think having the Adventurer's Guild is pretty cool.

If it helps any I've never seen any of these factions through enemy bases or caravans, I've only seen them around my base through the mod 'Factional War" where one of those 3 factions will show up with guns to fight some tribals, suprisingly the tribals won but they were the bun race so they caught up with them and overwhelmed them.

Here is my log, hopefully it helps.
https://gist.github.com/f59c3e7c5d6b2ba972798b50879a890a
Ogam  [开发者] 2021 年 10 月 12 日 下午 11:16 
@Kotatsuji this is not a bug, it`s a part of end game quest and you just have to avoid this factions spawn before you start this quest
< >
正在显示第 1 - 15 条,共 91 条留言
每页显示数: 1530 50