RimWorld

RimWorld

Humanoid Alien Races
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monfortemy 22. juli 2021 kl. 14:37
Bug in style station.
Good evening, first of all thank you for the work in creating the mod and the ongoing support you offer.
Secondly, I would like to report a bug whereby the colonists change their style infinitely in the style station, the progress bar constantly restarts and the negative feature of needing a look change is not eliminated.
Thanks in advance
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freackyfreac 23. juli 2021 kl. 1:45 
Same issue here. With my awesome google skills i managed to go into dev mode for logs. i drafted all my colonists except the one stuck at styling station and this error counted up every time the progress bar restarted:

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.GenCollection:RandomElementByWeight<RimWorld.BeardDef> (System.Collections.Generic.IEnumerable`1<RimWorld.BeardDef>,System.Func`2<RimWorld.BeardDef, single>)
Verse.AI.Toils_StyleChange:GetRandomStyleItemWeighted<RimWorld.BeardDef> (Verse.Pawn,RimWorld.BeardDef,System.Nullable`1<RimWorld.TattooType>)
Verse.AI.Toils_StyleChange/<>c__DisplayClass1_0:<SetupLookChangeData>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:StartPath (Verse.LocalTargetInfo,Verse.AI.PathEndMode)
Verse.AI.Toils_Goto/<>c__DisplayClass1_0:<GotoThing>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Pawn_JobTracker:StartJob (Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.EndCurrentJob_Patch0 (Verse.AI.Pawn_JobTracker,Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch2 (Verse.Root_Play)
freackyfreac 23. juli 2021 kl. 1:54 
This is what the styling station looks like when i access it manually with the pawn:
https://i.imgur.com/iBMYu0L.png
Before the test and logs i changed the load order to Harmony ->Core->Royality->Ideology->HugsLib->Humanoid Alien Races->Nyaron Race - Rest of my mods. when i started the playthrough and when this pawn was generated the order was a different one.
Dracupuncture 23. juli 2021 kl. 19:54 
I had this issue too however this was causedd by me having disabled the "no beard" option when creating my ideology and women can't have beards hence she was trying to get a beard yet couldn't, in a loop. I then fixed by setting "no beard" to "rare"
Sidst redigeret af Dracupuncture; 23. juli 2021 kl. 19:55
R E D L I N E 24. juli 2021 kl. 7:50 
Same, my colonists are stuck cycling through every possible hair style and tattoo, when I try to change the look manually it says they won't be happy with "Hair" no matter which style I pick.
I'll have to doublecheck my ideology settings in dev mode, maybe they all got forbidden somehow

Edit:Nope, allowed everything and still getting this error every change the pawn makes

RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.GenCollection:RandomElementByWeight<RimWorld.HairDef> (System.Collections.Generic.IEnumerable`1<RimWorld.HairDef>,System.Func`2<RimWorld.HairDef, single>)
Verse.AI.Toils_StyleChange:GetRandomStyleItemWeighted<RimWorld.HairDef> (Verse.Pawn,RimWorld.HairDef,System.Nullable`1<RimWorld.TattooType>)
Verse.AI.Toils_StyleChange/<>c__DisplayClass1_0:<SetupLookChangeData>b__0 ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell ()
(wrapper dynamic-method) Verse.AI.Pawn_PathFollower:Verse.AI.Pawn_PathFollower.PatherTick_Patch3 (Verse.AI.Pawn_PathFollower)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch4 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Sidst redigeret af R E D L I N E; 24. juli 2021 kl. 8:16
Twoscythe 25. juli 2021 kl. 10:49 
I think this is a Vanilla issue. Today's patch from Ludeon should fix it.
freackyfreac 26. juli 2021 kl. 2:41 
Oprindeligt skrevet af Twoscythe:
I think this is a Vanilla issue. Today's patch from Ludeon should fix it.

OMG.. I can Confirm this. loaded save pawn did a single styling cycle and continued with normal work
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