边缘世界 RimWorld

边缘世界 RimWorld

More than Ashes V2
Three-legged Wolf  [开发者] 2022 年 8 月 8 日 下午 9:23
Bugs and Issues
Post any Bugs or issues you come across here. I'll try to help and bugfix If I can. Keep in mind that I'm not an expert code-guru by any means. I can however certify that this mod works flawlessly on my end, and has done so for the past 2 years. But bugs are bound to show up depending on different modlists.
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正在显示第 1 - 15 条,共 69 条留言
Laowai 2022 年 8 月 11 日 下午 8:45 
[PROBLEM SOLVED] apparently 'Tech Advancing' was causing the issues, your mod is fine!

I've played with your mod for a while now and ever since I added it my colonists have been abandoning their prioritized work do go off and do something else, it's a really small thing but super annoying sometimes. Like I tell them to prioritize hauling something and then halfway through they just drop the item and go sleep instead (Or something else). Another thing is they sometimes quit doing their work and then immediately start again, this is very apparent with butchers as when they're almost done butchering an animal, then they stop - and begin again, causing the butchering process to restart. Any ideas?
最后由 Laowai 编辑于; 2022 年 8 月 11 日 下午 10:22
Three-legged Wolf  [开发者] 2022 年 8 月 12 日 上午 12:28 
@travis coat well you apprently solved your issue... but I'm afraid you're mistaking as to how. There must be a conflict somewhere for sure, but I'm using Tech Advancing right now with MTA, and have done so since forever without any issues. Truth be told Tech advancing is a quasi permanent mod in my Modlists, no matter the playthrough, and so is MTA. Must be some weird synergy and conflict between various mods. If removing Tech Advancing fixed it... then I assume it's a conflict between that and something else, but I can guarantee it's not MTA :) Hope you find what the issue is.
Laowai 2022 年 8 月 12 日 上午 12:35 
引用自 Three-legged Wolf
@travis coat well you apprently solved your issue... but I'm afraid you're mistaking as to how. There must be a conflict somewhere for sure, but I'm using Tech Advancing right now with MTA, and have done so since forever without any issues. Truth be told Tech advancing is a quasi permanent mod in my Modlists, no matter the playthrough, and so is MTA. Must be some weird synergy and conflict between various mods. If removing Tech Advancing fixed it... then I assume it's a conflict between that and something else, but I can guarantee it's not MTA :) Hope you find what the issue is.

Thank god for that, your mod is incredible for all kinds of playthroughs (especially Rim of Madness ones). Hidden gem for sure. Thank you!
Three-legged Wolf  [开发者] 2022 年 8 月 12 日 上午 12:38 
@travis coat Thanks for your kind words :) And you sir have good tastes :p This mod was very designed for playthroughs with such mods. Rim of Madness is one of my all-time favourites ^^ works well with ROM - cults aswell. Shame Rim of Madness doesn't get some much needed love, it has issues :S
VERY_FLOOFY 2022 年 8 月 19 日 上午 7:19 
I'm getting an issue with the procedure for implanting the seedling, It just keeps giving me the prompt of "Need Material" even though i have several seedlings, 27 glitterworld medicine and I don't know if i'm stupid, sleep deprived, or something is bugged.

Edit: Alright I tried it with a colonist this time instead of a prisoner, which worked... so the bug is with prisoners I guess?

Another edit: Same issue with slaves, so it only works on colonists... which sucks because that mood debuff of a dead colonist sucks.
最后由 VERY_FLOOFY 编辑于; 2022 年 8 月 19 日 上午 7:26
Three-legged Wolf  [开发者] 2022 年 8 月 19 日 上午 9:25 
@Very_Floofy Check pharmacist or assignments in general. likely your settings are set to use herbal medicine or worse for prisoners and slaves, and you only have industrial medicine. WHich is why it works fine on your colonists :)
VERY_FLOOFY 2022 年 8 月 19 日 下午 2:46 
Ok so I am stupid I guess, thanks
Three-legged Wolf  [开发者] 2022 年 8 月 19 日 下午 3:45 
@VERY_FLOOFY I prefer the word "Distracted" ^^
VERY_FLOOFY 2022 年 8 月 19 日 下午 10:44 
Ok another issue, the limbs of the apex come off incredibly easily
CrackaJack  [开发者] 2022 年 8 月 20 日 上午 4:31 
not enough hp per part?
Laowai 2022 年 8 月 20 日 上午 8:19 
@CrackaJack I actually noticed this aswell, after I get the implants its incredibly easy to get a destroyed nose or torn out eye etc. Haven't seen any issues with the arms and legs!
Three-legged Wolf  [开发者] 2022 年 8 月 20 日 上午 8:39 
I will look into this
Three-legged Wolf  [开发者] 2022 年 8 月 20 日 上午 10:14 
Right, so I double checked, mutated eyes, ears, jaws and noses are all bodyparts which have more HP than their natural counterpart. Darkling eyes have 13hp each, as opposed to the natural eyes that have 10 hp. Same goes for basically any bodypart-replacement from this mod having a flat 140% bodypart efficiency. So for them being lost more easily, I'd say it's not true. As for limbs there is this long standing issue with replacement body parts. A base arm is composed of upper arm, lower arm, radius, wrist, hand, 5 digits... each ot these have their own HP pool, and they can each individually and randomly become the target of an attack (gunshot for example). when you replace an arm with a bionic arm, you replace all those small parts for 1 single part. A pawn with 4 bionic limbs has way less body parts to be targeted. A bullet can no longer hit a finger with such a pawn... the attack will default to the arm. As such, the more parts get replaced, the less targets enemies have, and eyes for example will be hit more often, since the pool of potential targets get drastically reduced. Nothing I can do about it :S It's vanilla issue
最后由 Three-legged Wolf 编辑于; 2022 年 8 月 20 日 上午 10:16
Laowai 2022 年 8 月 20 日 上午 10:22 
引用自 Three-legged Wolf
Right, so I double checked, mutated eyes, ears, jaws and noses are all bodyparts which have more HP than their natural counterpart. Darkling eyes have 13hp each, as opposed to the natural eyes that have 10 hp. Same goes for basically any bodypart-replacement from this mod having a flat 140% bodypart efficiency. So for them being lost more easily, I'd say it's not true. As for limbs there is this long standing issue with replacement body parts. A base arm is composed of upper arm, lower arm, radius, wrist, hand, 5 digits... each ot these have their own HP pool, and they can each individually and randomly become the target of an attack (gunshot for example). when you replace an arm with a bionic arm, you replace all those small parts for 1 single part. A pawn with 4 bionic limbs has way less body parts to be targeted. A bullet can no longer hit a finger with such a pawn... the attack will default to the arm. As such, the more parts get replaced, the less targets enemies have, and eyes for example will be hit more often, since the pool of potential targets get drastically reduced. Nothing I can do about it :S It's vanilla issue
That definitely makes sense, It also makes sense that the eyes and nose have 3 more, I guess that was just an unlucky coincidence.

One way of targeting this Vanilla issue is to make bionic parts for each of the individual fingers/toes, but that would be horribly tedious and I guess not really practical.
Three-legged Wolf  [开发者] 2022 年 8 月 20 日 上午 10:51 
@travis coat Well it won't even work as intended. Let's say you make a replacement upper arm bionic which attaches to the shoulder. And now you want to add a lower arm+hand... in vanilla you cannot connect a bionic onto another. They're just not coded that way. There is also the problem that every natural bodypart comes with it's own HP pool (every finger has like 5hp or whatever) so the more you replace parts the smaller your pawn's HP pool becomes. An arm with +40% more part efficiency will have 30HP instead of the base 20, but it will still be less that all natural parts of an arm combined in terms of HP pool. I tried mitigating this by having some mutations give a flat HP increase but it's not perfect. Artificial parts also give many perks to mitigate the weakness. There is a mod out there which tries to tackle this issue Medical System Expansion. And is supposedly compatible with many cybernetics mods... but i've never tested it, and don't think it will play nice with MTA. Do let us know if uu give it a go :)
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