RimWorld
Rabbie The Moonrabbit race
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Runne  [desarrollador] 17 AGO 2019 a las 10:05 p. m.
Bug Report
Please report bug and error. and anything weird.

Thanks.
Última edición por Runne; 17 AGO 2019 a las 10:07 p. m.
< >
Mostrando 1-15 de 78 comentarios
Unlucky 22 AGO 2019 a las 8:52 p. m. 
I don't know why, But one of my rabbie always daze all the time. After the daze end, a new one start immediately. Even if I knock that pawn down. They start to daze after they can walk again.
Runne  [desarrollador] 22 AGO 2019 a las 9:42 p. m. 
@Unlucky//can you write the first line of error log? when you catch weird thing.
Roka 24 AGO 2019 a las 6:12 p. m. 
My wind traps are not producing any planetarium, after the cycle ends it just restarts without producing anything
Última edición por Roka; 24 AGO 2019 a las 6:13 p. m.
Steel Beowulf 24 AGO 2019 a las 10:54 p. m. 
After research, I cant carft PDW at Rabbie Maching Table but at vanila machining table.
Última edición por Steel Beowulf; 24 AGO 2019 a las 11:04 p. m.
Gremlin 28 AGO 2019 a las 1:37 p. m. 
My Rabbie cannot automatically take Planetarium on their own. Every time their need for Planetarium gets to the point they would go take some I get a "Out of Drug Policy Range Error" and I have to manually tell them individually to go take it otherwise the error repeats itself everything 10 seconds or until there is no Planetarium on the map. I'll go grab the Debug log error in a bit next time I get it.
Gremlin 28 AGO 2019 a las 3:28 p. m. 
Exception in Verse.AI.ThinkNode_PrioritySorter TryIssueJobPackage: System.ArgumentException: Value does not fall within the expected range.
at RimWorld.DrugPolicy.get_Item (Verse.ThingDef) <0x000ba>
at (wrapper dynamic-method) RimWorld.JobGiver_SatisfyChemicalNeed.DrugValidator_Patch1 (object,Verse.Pawn,RimWorld.Hediff_Addiction,Verse.Thing) <0x00235>
at RimWorld.JobGiver_SatisfyChemicalNeed/<FindDrugFor>c__AnonStorey0.<>m__0 (Verse.Thing) <0x00030>
at Verse.GenClosest/<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing) <0x000fa>
at Verse.GenClosest.ClosestThing_Global (Verse.IntVec3,System.Collections.IEnumerable,single,System.Predicate`1<Verse.Thing>,System.Func`2<Verse.Thing, single>) <0x00214>
at Verse.GenClosest.ClosestThingReachable (Verse.IntVec3,Verse.Map,Verse.ThingRequest,Verse.AI.PathEndMode,Verse.TraverseParms,single,System.Predicate`1<Verse.Thing>,System.Collections.Generic.IEnumerable`1<Verse.Thing>,int,int,bool,Verse.RegionType,bool) <0x00504>
at RimWorld.JobGiver_SatisfyChemicalNeed.FindDrugFor (Verse.Pawn,RimWorld.Need_Chemical) <0x00291>
at RimWorld.JobGiver_SatisfyChemicalNeed.TryGiveJob (Verse.Pawn) <0x00218>
at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x00039>
at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn,Verse.AI.JobIssueParams) <0x0056b>

Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch1(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Shitler's Sugar Daddy 2 SEP 2019 a las 6:25 p. m. 
Currently having an issues where, no matter where I place the wind trap, it disappears after construction is complete, I'm assuming it's a mod conflict, but figured I'd leave a comment.
Happyguy22 14 SEP 2019 a las 10:23 a. m. 
I seem to have issues spawning the Rabbie in game. I have faction discovery and usually they would be added instantly when I load the map, but they won't. I get a debug code when I spawn them via debug menu. I'm unsure if it is due to a mod conflict or simply a mounting issue.

EDIT: right, I managed to get the factions to spawn but I can't spawn them via debug. I'm not sure if they will be able to raid or do anything on the map, but at least the factions are there.
Última edición por Happyguy22; 14 SEP 2019 a las 1:35 p. m.
That Damn Sasquatch 17 SEP 2019 a las 4:26 p. m. 
I'm seeing a lot of other pawns spawn with the rabbie coat (outer layer). It produces a big pink box around the pawn and only leaves their head visible.
Mechanique 22 SEP 2019 a las 2:56 p. m. 
Wind trap cannot be built. When building is finished, it disappears and gives the following error:

Exception in JobDriver tick for pawn Yoshiko driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_175657) A=Thing_Frame_Planetariumrefinery135788) lastJobGiver=RimWorld.JobGiver_Work
System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type) <0x00095>
at System.Activator.CreateInstance (System.Type,bool) <0x00027>
at System.Activator.CreateInstance (System.Type) <0x0001e>
at (wrapper dynamic-method) Verse.ThingMaker.MakeThing_Patch4 (Verse.ThingDef,Verse.ThingDef) <0x0036e>
at RimWorld.Frame.CompleteConstruction (Verse.Pawn) <0x00309>
at RimWorld.JobDriver_ConstructFinishFrame/<MakeNewToils>c__Iterator0/<MakeNewToils>c__AnonStorey1.<>m__1 () <0x00396>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>

Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:DriverTick_Patch1(Object)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

Edit: can't be built in god mode either.
Última edición por Mechanique; 22 SEP 2019 a las 2:58 p. m.
Atë 23 SEP 2019 a las 9:50 p. m. 
If ammo types are enabled in N7's Combat Evolved (CE) Rabbies can't use any ranged weaponry but if ammo types are disabled there haven't been any issues noted (they can use ranged weapons again).

Also, been getting Flow of Spice daze locking some of the Rabbies too.
Última edición por Atë; 23 SEP 2019 a las 9:52 p. m.
Sonson 10 OCT 2019 a las 7:59 a. m. 
I dunno if its a bug but the Rabbies dont use the planetarium stuff on their own, it isnt really that bad but when you forget to feed them, the daze makes it really bad to help them.
Make it so that you can forcefeed planetarium drugs while they are on the daze or make them eat/drink on their own when the addiction gets down to critical?
Tangy 20 OCT 2019 a las 2:03 p. m. 
Publicado originalmente por Atë:
If ammo types are enabled in N7's Combat Evolved (CE) Rabbies can't use any ranged weaponry but if ammo types are disabled there haven't been any issues noted (they can use ranged weapons again).

Also, been getting Flow of Spice daze locking some of the Rabbies too.


Ive noticed this too, also rabbies sometimes appear purple, then turn human on a reload.
Zink 28 OCT 2019 a las 2:50 a. m. 
right now I am unable to build Planetarium Farms; the receipe is there, I can actually build them but as soon as it is done they just vanish. Others seem to have the same issue
PewPewKitty~♡ 4 NOV 2019 a las 10:52 a. m. 
Uh... I don't know if it's a bug or not but a human male spawned with rabbie stuff. No ears so not actually rabbie? I dunno.
< >
Mostrando 1-15 de 78 comentarios
Por página: 1530 50