RimWorld

RimWorld

Smart Odyssey
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] 15 Jul @ 6:46am
Bug Reports
This is a centralized topic to report bugs, since the new topics created don't send you a notification.

If you want me to take a look at your error, I NEED you to submit error logs. It is crucial you provide me with Hugslib logs - I am not interested in comments ‘X doesn’t work because Y’, and I will not reply to those, even delete them if they hide proper bug reporting. Hugslib logs are what tells us, devs, what went wrong, and what mods you were using.

IF YOU DON'T POST A HUGSLIB LOG, YOUR REPORT WILL BE DELETED FROM NOW ON TO AVOID CLUTTER.

To get hugslib logs, make sure you have a Hugslib mod running, then press CTRL-F12 while in game and copy the link to us.

If Hugslib is not an option:

Note that you can find your logs at \steamapps\common\RimWorld\RimWorldWin64_Data\output_log.txt and you can share it with me by uploading it to https://pastebin.com

Bear in mind there is a standalone Hugslib log mod
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Showing 1-11 of 11 comments
Warhawk 15 Jul @ 8:48pm 
Trying to get this mod to work, even disabled all other mods but this one, Hugslib, and Harmony and cant seem to get it working, Only have Core and Odyssey in terms of DLCs here is my HugsLib Log:

https://gist.github.com/HugsLibRecordKeeper/9e2806dbbc4f3d302b754855d38b8940
Sarg Bjornson  [developer] 15 Jul @ 10:55pm 
Originally posted by Warhawk:
Trying to get this mod to work, even disabled all other mods but this one, Hugslib, and Harmony and cant seem to get it working, Only have Core and Odyssey in terms of DLCs here is my HugsLib Log:

https://gist.github.com/HugsLibRecordKeeper/9e2806dbbc4f3d302b754855d38b8940

It seems that one needs Biotech, I just wasn't expecting the whole system to fail if it isn't there... I will push a fix during the day
Lynxian 20 Jul @ 2:46pm 
i see a couple landmarks that are not present in the alpha biomes landmark selector, specifically the garrison, warehouses, city ruins, relay, and caches. is that intended or just yet to be added?
Imlerith 23 Jul @ 6:44pm 
I understand that this is a bit of an edge case, but I boosted the map and landmark feature commonality to 20x, then reduced the Marshy, Muddy and Sandy to 0%, but every landmark I look at still has any combination of the three. I can't tell if I'm doing something wrong or if setting the commonalities to 20x is forcing the 0% commonality mutators to spawn.
Sarg Bjornson  [developer] 23 Jul @ 11:09pm 
Originally posted by Imlerith:
I understand that this is a bit of an edge case, but I boosted the map and landmark feature commonality to 20x, then reduced the Marshy, Muddy and Sandy to 0%, but every landmark I look at still has any combination of the three. I can't tell if I'm doing something wrong or if setting the commonalities to 20x is forcing the 0% commonality mutators to spawn.

Those sliders don't affect landmarks
Sarg Bjornson  [developer] 23 Jul @ 11:09pm 
Originally posted by Lynxian:
i see a couple landmarks that are not present in the alpha biomes landmark selector, specifically the garrison, warehouses, city ruins, relay, and caches. is that intended or just yet to be added?

Those mutators ONLY appear in landmarks
Imlerith 24 Jul @ 11:57am 
Originally posted by Sarg Bjornson:
Originally posted by Imlerith:
I understand that this is a bit of an edge case, but I boosted the map and landmark feature commonality to 20x, then reduced the Marshy, Muddy and Sandy to 0%, but every landmark I look at still has any combination of the three. I can't tell if I'm doing something wrong or if setting the commonalities to 20x is forcing the 0% commonality mutators to spawn.

Those sliders don't affect landmarks
I see. So there's no way to turn off specific mutators from spawning in landmarks?
Sarg Bjornson  [developer] 24 Jul @ 12:20pm 
Originally posted by Imlerith:
Originally posted by Sarg Bjornson:

Those sliders don't affect landmarks
I see. So there's no way to turn off specific mutators from spawning in landmarks?

There is, but it'd require a completely new set of settings
There is a bug when this is used with Map Designer, which also depends on Geological Landforms. If you set the Animal Habitat to a high value, they will only spawn in certain biomes, and nowhere else on the map.

https://imgbox.com/g/sQVLs1nPCO
https://imgur.com/a/Kxq6oTq

https://gist.github.com/HugsLibRecordKeeper/3a76775edc37f0635b2f5555526b018c
Sarg Bjornson  [developer] 30 Sep @ 1:14pm 
Originally posted by VitaKaninen:
There is a bug when this is used with Map Designer, which also depends on Geological Landforms. If you set the Animal Habitat to a high value, they will only spawn in certain biomes, and nowhere else on the map.

https://imgbox.com/g/sQVLs1nPCO
https://imgur.com/a/Kxq6oTq

https://gist.github.com/HugsLibRecordKeeper/3a76775edc37f0635b2f5555526b018c

All this mod does is tweak the commonalities, though. Not sure what I could do to address this
Hmmm. Well, maybe it is not your mod, and I only notice it when I crank up the spawn rate.

I will report it to Map designer, and see if they can take a look at it.

Thanks!
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