RimWorld
Pawnmorpher
Yap  [ผู้พัฒนา] 30 มิ.ย. 2019 @ 4: 52am
Bugs
Post full logs, if you can. Use Hastebin! (It's free.)
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กำลังแสดง 1-15 จาก 1,042 ความเห็น
Prisoner beds need to be cleared of their pawn ownership when said pawn is "animaled"
Mutagen ship causes some massive lag. The lag was gone as soon as I destroyed it.
Yap  [ผู้พัฒนา] 1 ก.ค. 2019 @ 12: 45pm 
Yeah I think the snow placing thing does it, I'll try to optimise that.
There's an issue with the cowmorph milk addiction and withdrawl. Two error popped up in the log log at the same time referencing one of my pawns right as the milk need ran to zero.

I can't seem to get hastebin to accept the log, so here's the errors.

One
"Exception ticking Lorenzo (at (100, 0, 122)): System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.HediffStage>.get_Item (int) <0x00083>
at Verse.Hediff.get_CurStage () <0x0007a>
at Verse.Hediff.get_PainOffset () <0x0001b>
at Verse.HediffSet.CalculatePain () <0x000d2>
at Verse.HediffSet.get_PainTotal () <0x00036>
at RimWorld.PawnCapacityWorker_Consciousness.CalculateCapacityLevel (Verse.HediffSet,System.Collections.Generic.List`1<Verse.PawnCapacityUtility/CapacityImpactor>) <0x000cd>
at Verse.PawnCapacityUtility.CalculateCapacityLevel (Verse.HediffSet,Verse.PawnCapacityDef,System.Collections.Generic.List`1<Verse.PawnCapacityUtility/CapacityImpactor>) <0x000f3>
at Verse.PawnCapacitiesHandler.GetLevel (Verse.PawnCapacityDef) <0x00122>
at Verse.PawnCapacitiesHandler.CapableOf (Verse.PawnCapacityDef) <0x00023>
at Verse.Pawn_HealthTracker.ShouldBeDeadFromRequiredCapacity () <0x000b2>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.ShouldBeDead_Patch0 (object) <0x000a6>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.CheckForStateChange_Patch1 (object,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) <0x0006e>
at Verse.Pawn_HealthTracker.Notify_HediffChanged (Verse.Hediff) <0x00090>
at RimWorld.Hediff_Addiction.Notify_NeedCategoryChanged () <0x0002d>
at RimWorld.Need_Chemical.CategoryChanged () <0x00042>
at RimWorld.Need_Chemical.set_CurLevel (single) <0x0008a>
at RimWorld.Need_Chemical.NeedInterval () <0x000a4>
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00329>
at Verse.TickList.Tick () <0x00487>"

Two
" Exception ticking hediff (TFMilkAddiction ticksSinceCreation=370734) for pawn Lorenzo. Removing hediff... Exception: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
at System.Collections.Generic.List`1<Verse.HediffStage>.get_Item (int) <0x00083>
at Verse.Hediff.get_CurStage () <0x0007a>
at (wrapper dynamic-method) Verse.Hediff.Tick_Patch0 (object) <0x0020c>
at Verse.Pawn_HealthTracker.HealthTick () <0x001d1>"

Guy spawned with milk addiction, and I noticed the addiction line in the health tab said "withdrawal" even though the milk need bar was still full, he didn't have any withdrawal mood debuff, nor did he have the "Cowmorph partial" hidden line like my prisoner does after I fed him some of the milk.
Yap  [ผู้พัฒนา] 1 ก.ค. 2019 @ 4: 20pm 
Yeah, I don't think that's working right. I'll see if I can disable it.
Every head types graphic is fixed as average, normal.
I'm having a few issues.

1) Pawns are going feral on load. I know it's not just me missing messages until I load again, because reloading the exact same save produces different results. This can happen even to pawns with mutagen stabilizers applied.

2) The pawn bar sometimes disappears entirely: hastebin[hastebin.com]. This seems to be tied to having a caravan out of map; once my caravan returned, this issue got better.

3) The GUI flashes, once for each of OnGui() throwing an ArgumentOutOfrangeException; see above.

I'm not using RimHUD or anything similar, the GUI is vanilla except for a few tabs added by miscellaneous mods.

แก้ไขล่าสุดโดย Adramis; 2 ก.ค. 2019 @ 12: 06am
Yap  [ผู้พัฒนา] 1 ก.ค. 2019 @ 11: 34pm 
For point one, are you able to tell me what mutation chain they had? Chaomorph or something else? Going feral, is that perma or from pawn > animal?

2 and 3, you're absolutely sure it's not another mod? It may be an incompatibility I haven't found yet.
It happened with horsemorph (was the one stabilized that changed), and two deermorphs at reeling unstabilized.

For 2/3 I'll keep looking at other mods. It seems to be caravan related, and I do have some mods affecting that. If I'm the only one with the issue, it's probably an incompatibility somewhere. Sorry to worry you!
Yap  [ผู้พัฒนา] 2 ก.ค. 2019 @ 12: 14am 
Hmm, I may have missed a bit in the patch for stabiliser to remove horse morph. I'll check it out, thanks for the tip!
I noticed that the deermorph gives the moodlets that belong to Thrumbo and Elephant. Just a copy paste oversight.
Yap  [ผู้พัฒนา] 2 ก.ค. 2019 @ 8: 17pm 
Ye probably lol. I'll have to fix it when I push the next major version I'm working on.
Few things this time,

Easy stuff:
Being able to administer chookmorph eggs and cowmorph milk would be nice, making a prisoner farm is easy enough, but you have to put the item in the room and forbid the door until they get hungry enough to eat them.

Deermorphs get the basic snout with no graphics rather than the cervine snout that has graphics.

If a pawn has their feet changed and then their legs change, IE gaining hooves/paws than gaining digitigrade, the loose the foot mutation.

Tamed animals will eat eggs and milk if it's closer than their kibble. It gives them the changing hediff, and dogs with tail feathers seems odd to me. Feature or bug? You decide!

Harder stuff:
I'm trying to farm prisoners for cowmorph milk, and chookmorph eggs. While the morph works fine, collecting the stuff is harder. The game flags all food in a prisoner room as "reserved for prisoners" so that food that's dropped off for the prisoners won't get picked up by another hungry pawn, or hauled back to the kitchen. But that also flags the milk and eggs. I can't tell a pawn to pick it up since it's reserved, urgent hauling doesn't override the flag, the only way I can get my pawns to pick up the stuff is by having one put it in their inventory, and drop it again once they leave the room.
Yap  [ผู้พัฒนา] 4 ก.ค. 2019 @ 12: 15am 
I suppose I could class them as a drug, that'd solve that problem. Deer is easy too, a quick swap for that.

I can restrict morphs to humanlikes, but it's funnier this way. Keep your pets out of the stables ;)

The other bit is...yeah just kind og how rimworld handles it. I'll see if there's a way to get it to apply to parts and not remove the part's children...but who knows.
Would it be possible to have the game check if the pawn has the leg morph before adding the foot morph, and if they don't change the leg instead? Ensure the order rather than try and fudge the games logic?
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