RimWorld

RimWorld

WVC - Xenotypes and Genes
 This topic has been pinned, so it's probably important
Sergkart  [developer] 10 Nov, 2022 @ 4:45pm
Bug Reports
If you find a bug try this load order and only then report a bug:

- Harmony
- Core
- Royalty (Optional)
- Ideology (Optional)
- Biotech
- Anomaly (Optional)
- Vanilla Expanded Framework (Optional)
- WVC - Xenotypes and Genes

Bug reports without a log or any information will be ignored or deleted. You have been warned.

Provide a log!
Also, please provide a HugsLib log or Log Publisher log

Any logs are allowed, but it is desirable that the number of mods be minimized as much as possible. Reading a log for thousands of lines is very inconvenient and very often useless due to the abundance of spam.

Don't skimp on information!
The more information you provide, the better. All the little things matter. Enabled/disabled settings, actions that led to the error, as well as ways to repeat errors.

Please note that if your bug report does not contain any important information or a meaningful log, then this is a waste of my time and yours.

If the game crashes
Start the game with the modlist specified above

Go to settings and click the Open button next to Log file folder

And send the contents of both logs:

Player.log
Player-prev.log

Please note that the second log is the log from the previous launch of the game and it is overwritten by every second launch.

Known issues:
-
Last edited by Sergkart; 18 Sep @ 4:42am
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Showing 241-253 of 253 comments
balu 3 Oct @ 2:03pm 
Hello again
Tried a play through with a bit edited override pawn
Caught interesting unintended behavior between mods
This and WH40K mankind finest

Not sure if problem lies with telepathy or Biscopea
two pawns with telepathy and this stolen gene via chimera keep teaching each other +4 to their current learnt skill level and I think it can go to infinity with limitless growth
here are the screenshots of this
https://imgur.com/a/aGopWKW

I have the following mods affecting skills
WVC
RimDark 40k
Vanilla Skills Expanded
EndlessGrowth

It is really funny but I'm forced to chose between hivemind, space marine gene and game stability at this point
Sergkart  [developer] 4 Oct @ 8:43am 
Originally posted by ArtiWhite:
Can't use "Devour" ability, devoured pawns just keeps alive but lost all his geneset but still alive.

Here is the code:
Failed devour target: Orlene 'Rasmussen' Rasmussen. On phase: meat boom. Reason: System.NullReferenceException: Object reference not set to an instance of an object
[Ref C810A3EB]
at RimWorld.FleshbeastUtility.MeatSplatter (System.Int32 filthCount, Verse.IntVec3 pos, Verse.Map map, RimWorld.FleshbeastUtility+MeatExplosionSize size) [0x0003b] in <24d25868955f4df08b02c73b55f389fe>:0
at WVC_XenotypesAndGenes.MiscUtility.MeatSplatter (Verse.Pawn pawn, RimWorld.FleshbeastUtility+MeatExplosionSize size, System.Int32 bloodDropSize) [0x0002c] in <28b992e3511a428b8ffd162a37e7e79f>:0
at WVC_XenotypesAndGenes.CompAbilityEffect_Devourer.DevourTarget (Verse.Pawn victim) [0x0022c] in <28b992e3511a428b8ffd162a37e7e79f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
WVC_XenotypesAndGenes.CompAbilityEffect_Devourer:DevourTarget (Verse.Pawn)
WVC_XenotypesAndGenes.CompAbilityEffect_Devourer:Apply (Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Ability:ApplyEffects (System.Collections.Generic.IEnumerable`1<RimWorld.CompAbilityEffect>,Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Ability:ApplyEffects (System.Collections.Generic.IEnumerable`1<RimWorld.CompAbilityEffect>,System.Collections.Generic.List`1<Verse.LocalTargetInfo>,Verse.LocalTargetInfo)
RimWorld.Ability:Activate (Verse.LocalTargetInfo,Verse.LocalTargetInfo)
RimWorld.Verb_CastAbility:TryCastShot ()
Verse.Verb:TryCastNextBurstShot ()
Verse.Verb:WarmupComplete ()
Verse.Stance_Warmup:Expire ()
Verse.Stance_Busy:StanceTick ()
Verse.Stance_Warmup:StanceTick ()
Verse.Pawn_StanceTracker:StanceTrackerTick ()
Verse.Pawn:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Fixed.

Originally posted by ohluitvaenri:
red errors with just this mod + harmony

https://gist.github.com/HugsLibRecordKeeper/107a1b3eca4c09f393c5f0633cd33206

Fixed.

Originally posted by balu:
Hello again
Tried a play through with a bit edited override pawn
Caught interesting unintended behavior between mods
This and WH40K mankind finest

Not sure if problem lies with telepathy or Biscopea
two pawns with telepathy and this stolen gene via chimera keep teaching each other +4 to their current learnt skill level and I think it can go to infinity with limitless growth
here are the screenshots of this
https://imgur.com/a/aGopWKW

I have the following mods affecting skills
WVC
RimDark 40k
Vanilla Skills Expanded
EndlessGrowth

It is really funny but I'm forced to chose between hivemind, space marine gene and game stability at this point

Should be fixed now. If the error occurs again, make sure you have the latest version of the mod.
Last edited by Sergkart; 4 Oct @ 8:44am
I believe i found a small incompability with persona mechanoid pawns 2
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522497657

When i applied the void mechlink into a Persona mech, two things happened
one the button never appeared
second the button appeared but no bandwith and the void mechlink even when it showed in hediff, it didnt apply, i could summon but they couldnt be controlled

i solved it by removing the AI persona Gene with devtools, once i did the bandwith came back

i cant offer hugslibs because it didnt appear any
Sergkart  [developer] 13 Oct @ 3:11am 
Originally posted by hovershift:
I believe i found a small incompability with persona mechanoid pawns 2
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522497657

When i applied the void mechlink into a Persona mech, two things happened
one the button never appeared
second the button appeared but no bandwith and the void mechlink even when it showed in hediff, it didnt apply, i could summon but they couldnt be controlled

i solved it by removing the AI persona Gene with devtools, once i did the bandwith came back

i cant offer hugslibs because it didnt appear any

No, this isn't an incompatibility or a bug. The AI ​​persona gene nullifies bandwidth; with zero bandwidth, it's impossible to control mechanoids.
Last edited by Sergkart; 13 Oct @ 3:13am
Could just be something on my end with the number of mods I have but when I try to run the "Long Running Joke" scenario, when I roll pawns to start I only ever seem to get Blankind and Mechakin, despite the scenario description offering other potential options.
Sergkart  [developer] 22 Oct @ 1:47am 
Originally posted by Arcturus The Librarian:
Could just be something on my end with the number of mods I have but when I try to run the "Long Running Joke" scenario, when I roll pawns to start I only ever seem to get Blankind and Mechakin, despite the scenario description offering other potential options.

Scenario won't suggest other xenotypes automatically. This is an allowed list, not a forced one. Other xenotypes can only be selected manually.
Hi! I'm having this bug only when this mod is enabled:

Could not resolve cross-reference to RimWorld.ThoughtDef named EnvironmentDark (wanter=cannotReceiveThoughts)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<RimWorld.ThoughtDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<RimWorld.ThoughtDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()

and

Failed to find RimWorld.ThoughtDef named EnvironmentDark. There are 2018 defs of this type loaded.

The full Log is here: https://pastebin.com/eNdyqP6L

I have all DLC installed. The mod order is accordingly set up so that you mod is last in the list.
Originally posted by Luckspeare:
Got a three-mod interaction / load order error. If we have:

Expanded Biotech Style Genes - All in One
Expanded Archite Genes
WVC - Xenotypes & Genes

... then we get:

Exception loading def from file Thoughts_Situation_General.xml: System.NullReferenceException: Object reference not set to an instance of an object
[Ref BFD499D9]

https://gist.github.com/HugsLibRecordKeeper/81432d4b9a200a4ef125526d59928539

if any one of these mods is removed, or if WVCX&G is moved above Expanded Archite Genes, the error disappears.

Guessing might just need to enforce placement above Expanded Archite Genes.

Inverting the order - placing your mod above Expanded Archite Genes - solved my bug also.

It is wise to assume that "Expanded Archite Genes" is the real culprit here.

Edit: it seems it is a vanilla XML bug. I've found this quote on that mod's comments:

There's an error in the vanilla XML loader where if you load a list element with MayRequireAnyOf above any list elements that don't have MayRequireAnyOf, it throws an error. I've reported this to Ludeon in the past.[\quote]
Last edited by Quantum Projects; 23 Oct @ 2:03pm
Sergkart  [developer] 23 Oct @ 2:07pm 
Originally posted by Quantum Projects:
Inverting the order - placing your mod above Expanded Archite Genes - solved my bug also.

It is wise to assume that "Expanded Archite Genes" is the real culprit here.

Edit: it seems it is a vanilla XML bug. I've found this quote on that mod's comments: ...

Ok. This isn't the first complaint. I'll add "Expanded Archite Genes" to loadBefore in the next update.
Last edited by Sergkart; 23 Oct @ 2:08pm
Warachia 28 Oct @ 7:47am 
Red errors on startup.

- Tested with no other mods.
- Happens with both legacy mode and non-legacy mode.

Log:
https://gist.github.com/HugsLibRecordKeeper/a79cc1473b7dfb3120e24f52e1f302f1
Sergkart  [developer] 28 Oct @ 11:49pm 
Originally posted by Warachia:
Red errors on startup.

- Tested with no other mods.
- Happens with both legacy mode and non-legacy mode.

Log:
https://gist.github.com/HugsLibRecordKeeper/a79cc1473b7dfb3120e24f52e1f302f1

Should be fixed now. If the error occurs again, make sure you have the latest version of the mod.
Hello again, Sergkart. Since last update, I'm getting this error in development mode. I suppose these ones can be ignored as per the patch notes, correct?:

Could not load reference to Verse.ThingDef named WVC_GeneShapeshifterSerum_GenesRegrow
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:DefFromNode<Verse.ThingDef> (System.Xml.XmlNode)
Verse.ScribeExtractor:DefFromNodeUnsafe<Verse.ThingDef> (System.Xml.XmlNode)
Verse.Scribe_Collections:Look<Verse.ThingDef> (System.Collections.Generic.List`1<Verse.ThingDef>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.ThingDef> (System.Collections.Generic.List`1<Verse.ThingDef>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.ThingDef, single> (System.Collections.Generic.Dictionary`2<Verse.ThingDef, single>&,string,Verse.LookMode,Verse.LookMode,System.Collections.Generic.List`1<Verse.ThingDef>&,System.Collections.Generic.List`1<single>&,bool,bool,bool)
VanillaTradingExpanded.TradingManager:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<Verse.GameComponent> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<Verse.GameComponent> (System.Collections.Generic.List`1<Verse.GameComponent>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.GameComponent> (System.Collections.Generic.List`1<Verse.GameComponent>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.GameComponent> (System.Collections.Generic.List`1<Verse.GameComponent>&,string,Verse.LookMode,object[])
Verse.Game:ExposeSmallComponents ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch3 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


Could not load reference to Verse.ThingDef named WVC_GeneticStabilizerSerum_Archotech
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.ScribeExtractor:DefFromNode<Verse.ThingDef> (System.Xml.XmlNode)
Verse.ScribeExtractor:DefFromNodeUnsafe<Verse.ThingDef> (System.Xml.XmlNode)
Verse.Scribe_Collections:Look<Verse.ThingDef> (System.Collections.Generic.List`1<Verse.ThingDef>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.ThingDef> (System.Collections.Generic.List`1<Verse.ThingDef>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.ThingDef, single> (System.Collections.Generic.Dictionary`2<Verse.ThingDef, single>&,string,Verse.LookMode,Verse.LookMode,System.Collections.Generic.List`1<Verse.ThingDef>&,System.Collections.Generic.List`1<single>&,bool,bool,bool)
VanillaTradingExpanded.TradingManager:ExposeData ()
Verse.ScribeExtractor:SaveableFromNode<Verse.GameComponent> (System.Xml.XmlNode,object[])
Verse.Scribe_Collections:Look<Verse.GameComponent> (System.Collections.Generic.List`1<Verse.GameComponent>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.GameComponent> (System.Collections.Generic.List`1<Verse.GameComponent>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.GameComponent> (System.Collections.Generic.List`1<Verse.GameComponent>&,string,Verse.LookMode,object[])
Verse.Game:ExposeSmallComponents ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.LoadGame_Patch3 (Verse.Game)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Last edited by Quantum Projects; 29 Oct @ 10:13am
Sergkart  [developer] 29 Oct @ 10:25am 
Originally posted by Quantum Projects:
Hello again, Sergkart. Since last update, I'm getting this error in development mode. I suppose these ones can be ignored as per the patch notes, correct?

Yes, these are old, unused def items. They could only be obtained through cheats/dev mode or with a very old version of the mod.

If your save is more than 4-5 months old, and/or you somehow managed to obtain these items and want them back, there's a legacy mode in the mod settings where they're still available.
Last edited by Sergkart; 29 Oct @ 10:26am
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