边缘世界 RimWorld

边缘世界 RimWorld

Stargates!
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catcraft  [开发者] 2022 年 7 月 24 日 下午 11:45
Bug Reports
put bug reports here :)
include a log even if you don't see any errors
最后由 catcraft 编辑于; 2022 年 8 月 13 日 上午 1:46
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正在显示第 1 - 15 条,共 70 条留言
Raisermrk2 2022 年 7 月 25 日 上午 4:21 
Exception ticking StargateMod_Stargate1866635 (at (98, 0, 217)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.CompTransporter.CompTick () [0x00006] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.ThingWithComps.Tick () [0x00024] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.TickList.Tick () [0x0015c] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()

somehow this is preventing me from saving my game
catcraft  [开发者] 2022 年 7 月 25 日 上午 4:22 
try destroying and respawning the gate
Byter 2022 年 7 月 25 日 上午 10:43 
After a recent update my advanced stargate showed an error like the above. I destroyed and rebuilt it. I then added a new iris to it and now I don't have a button to close it... (the only buttons I have available are destroy, select similar (probably a mod that adds that) and "uinstall")

Oh and while I'm here: I never had a gate raid.. :D
最后由 Byter 编辑于; 2022 年 7 月 25 日 上午 10:45
Azarath 2022 年 7 月 25 日 上午 11:38 
I have the same problem with the iris. The open/close icon is gone.
Worked great before the update.

I'm sure it will get solved soon enough. Keep up the good work :D
DAV 2022 年 7 月 25 日 下午 12:14 
Started giving the following error since the last update.

Exception ticking StargateMod_Stargate34731751 (at (85, 0, 211)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.CompTransporter.CompTick () [0x00006] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.ThingWithComps.Tick () [0x00024] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.TickList.Tick () [0x0015c] in <81af9f8a18324e17b286924a43555a7c>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Already tried to destroy and respawn it. The error remains.
最后由 DAV 编辑于; 2022 年 7 月 25 日 下午 12:15
mindtamo 2022 年 7 月 25 日 下午 11:03 
Adding "load" is a good feature, at least i no longer need to send genesis(strs expanded) with 1 pawn, enabling goods and animals/prisoners to be sent through gates... but if gate closes while loading stuff, everything is sent upon activating again... Sadly everything one is trying to send is destroyed by the gate activation animation/fireworks. Also had new iris bug.
mindtamo 2022 年 7 月 25 日 下午 11:13 
Also ancient temple stockpile is highly too OP... 75 arch eye is way too much
catcraft  [开发者] 2022 年 7 月 26 日 上午 12:47 
comptransporter nullreferenceexception should be fixed, as is the iris button
mindtamo i agree 75 archo eyes is too much but i don't have control over the amounts, that's up to VEF. also when you say "but if gate closes while loading stuff, everything is sent upon activating again" do you mean that stuff isn't instantly going through the gate when it's loaded?
mindtamo 2022 年 7 月 26 日 上午 2:33 
引用自 CatCraftYT
also when you say "but if gate closes while loading stuff, everything is sent upon activating again" do you mean that stuff isn't instantly going through the gate when it's loaded?
Pawns continue loading even when gate closes, and upon activating gate again, all the stuff appears on the other side instantly, everything in blue blast radius gets destroyed. Two solutions. 1. Add pod travel speed. So that items start unloading after the fireworks. Or 2. deny auto close for the gate if it is interacted by pawns loading it.. or even 3rd solution, enable permanent gate opening until flicked off manually
catcraft  [开发者] 2022 年 7 月 26 日 上午 3:03 
ah. should've been fixed in last update
Darian Stephens 2022 年 8 月 1 日 上午 9:40 
The Stargate facility I found, with loads of chemfuel generators and flatscreen TVs, seems to be missing power conduits through walls, making everything unpowered.
Conduits on the bare floor are still there, though.
最后由 Darian Stephens 编辑于; 2022 年 8 月 1 日 上午 9:40
mindtamo 2022 年 8 月 1 日 上午 10:48 
引用自 Darian Stephens
The Stargate facility I found, with loads of chemfuel generators and flatscreen TVs, seems to be missing power conduits through walls, making everything unpowered.
Conduits on the bare floor are still there, though.
i found 75 resurrect nanites there, in early game(under 8h from new start, was literally cutting angles there), had to settle there and leave empty to keep stuff without calling endgame disasters to my main colony(base got "battlefield" event from rimeffect upon settling... went home without taking anything, no pawns=easy raids 1 man with a club n etc no matter how rich base is)
catcraft  [开发者] 2022 年 8 月 2 日 上午 12:32 
引用自 Darian Stephens
The Stargate facility I found, with loads of chemfuel generators and flatscreen TVs, seems to be missing power conduits through walls, making everything unpowered.
Conduits on the bare floor are still there, though.
fixed
mindtamo 2022 年 8 月 3 日 下午 10:59 
Is it just me, or does the pyramid with archno eyes and sub persona(vital for max out perfect researcher androids) does not spawn anymore? Haven't got a single spawn in this playthrough. While i already had 3 facilities that made death just a temporary brake, if corpse is preserved.
最后由 mindtamo 编辑于; 2022 年 8 月 3 日 下午 11:01
catcraft  [开发者] 2022 年 8 月 4 日 上午 12:24 
don't see a reason why it wouldn't spawn, ig you're just getting unlucky. also yw for the very broken loot lol
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