RimWorld

RimWorld

Medieval Times Unofficial Update (1.1,1.2,1.3)
 Toto téma bylo přilepeno, takže je nejspíš důležité
Gotgass  [vývojář] 10. bře. 2020 v 12.23
bug reports
Post your bug reports here. save file and mod list helps.
Naposledy upravil Gotgass; 12. dub. 2020 v 21.18
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Zobrazuje se 115 z 64 komentářů
Hey thanks for doing this update. It looks like there's an issue with the boots clothing slot where dudes will wear like eight pairs of boots at a time, this was present back in 1.0 as well. Seems like it's related specifically to alien races with weird feet. In my case I'm using the Warhammer mods and it seems like the Fimir are wearing one pair like normal, but the Beastmen want to wear half a dozen pairs if they can get their hands on them.
Naposledy upravil Gavitron; 11. bře. 2020 v 15.28
Fuga 11. bře. 2020 v 16.05 
Texture error using "Ice Creation Station"

https://gist.github.com/eba8e6c4d821797ccf9ed3255ab95b26
Gotgass  [vývojář] 11. bře. 2020 v 17.01 
F3ll I think I fix that, Gavitron the boots are specific set to bodypartgroup feet not legs so if you have more then one pair of feet you need more boots/socks then you would otherwise. if I did change it to legs then I hope you don't mind not wearing pants.
Naposledy upravil Gotgass; 11. bře. 2020 v 17.20
Fuga 11. bře. 2020 v 17.50 
I've applied a fix to MedTimes_Recipes_Production.xml,

line 613 changed to:

<li>Apparel_PowerArmorHelmet</li>

line 618 changed to:

<li>Apparel_PowerArmor</li>

line 675 changed to:

<li>Apparel_PowerArmorHelmet</li>

line 680 changed to:

<li>Apparel_PowerArmor</li>
Gotgass  [vývojář] 11. bře. 2020 v 18.14 
f3ll not sure why you think I have not done that but that was fixed a while ago.
Naposledy upravil Gotgass; 11. bře. 2020 v 18.15
Gotgass  [vývojář] 11. bře. 2020 v 18.18 
f3ll I don't think you are getting the updates I have pushed to the workshop.
are you using a local copy?
Naposledy upravil Gotgass; 11. bře. 2020 v 18.21
Fuga 11. bře. 2020 v 18.21 
Strange, I've subscribed yesterday and I got the ice creation station fix today. Sorry about that!
Gotgass  [vývojář] 11. bře. 2020 v 18.22 
it might be the steam servers being slow.
Naposledy upravil Gotgass; 11. bře. 2020 v 18.22
my man you confused the colony texture zoomed in with the faction icon that appears flat on the screen when you zoom out
Gotgass  [vývojář] 12. bře. 2020 v 5.53 
thanks for the heads up that should be fixed now.
is it a bug that items have a base value that is signifantly lower than its "materials and labor" worth would be?
if not, then why not change that anyway?
I dont want to have a fully decked out barbarian be sent my way on the first week of naked brutality
Gotgass  [vývojář] 15. bře. 2020 v 8.15 
peng it is not a bug and did you even look at how much the raid pawns have to get the gear? it's not much but remember medieval raids don't do small.
I understand but tribalwear takes 20 points of labor to make while the wraps take 25 and those 20 points alone add 84~ points of silver in value to the tribalwear, then the cloth as material costs additional 30-40 silver while the wraps stay at their base value of 25

my problem might not be that raiders show up fully decked out; my problem is that the prices are way lower than they are supposed to be
Gotgass  [vývojář] 16. bře. 2020 v 6.56 
not really I took a look and they fall in line with base rimworld cost and work values.
I encountered a strange bug with warborne cultists not dying no matter what damage they take. It only affects a couple ones though, aprox 5 out of 100. It only happed with these warbourne cultists, all other raiders died as expected when loosing their torsos...

Exception ticking Anya (at (4, 0, 27)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_RelationsTracker.Notify_PawnKilled (System.Nullable`1[T] dinfo, Verse.Map mapBeforeDeath) [0x0001d] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Kill_Patch6>?-1925309184::Kill_Patch6>(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<CheckForStateChange_Patch1>?1685980032::CheckForStateChange_Patch1>(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<AddHediff_Patch2>?-918929024::AddHediff_Patch2>(Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
at Verse.HealthUtility.AdjustSeverity (Verse.Pawn pawn, Verse.HediffDef hdDef, System.Single sevOffset) [0x00046] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.HediffGiver_Bleeding.OnIntervalPassed (Verse.Pawn pawn, Verse.Hediff cause) [0x0002b] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.DMD<DMD<HealthTick_Patch1>?612281216::HealthTick_Patch1>(Verse.Pawn_HealthTracker)
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Tick_Patch2>?-1057920512::Tick_Patch2>(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <29684bdca4b441d38f64a3f064edc8ed>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:DMD<DMD<Update_Patch1>?39321600::Update_Patch1>(Root_Play)

https://gtm.steamproxy.vip/profiles/76561198021466054/screenshots/

I activated debug mode, and even with 'kill', the pawn won't die. I have to 'destroy' the pawns, otherwise they are immortal (No Immortals mod loaded though ;p , also the beheading part would finish them at least...)

I got TONS of mods loaded, so I cannot simply remove them one by one to find possible incompatabilities, and the last mods added were only QoL/Interface stuff that doesn't affect gameplay. As far as I can see, it only happens on medieval factions right now.

Also, is it intentional that these Factions behave like suicidal idiotic maniacs? just asking 'cause only these pawns NEVER break for losses, even if only one pawn is surviving. Most factions retreat/flee with 50% or more losses...
If intentional, that's ok. but I'd like an option to set the break/raid size limit if possible.

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