Alpha 17 is on public unstable branch

Started by Tynan, May 02, 2017, 02:25:50 PM

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Tynan

I have just pushed today's update. Changes since last version (rough changelog):

----------

When miners fail, they only waste half the yield now instead of all of it.
Reduced infection rates somewhat.
Fix: WITab_Terrain reports incorrect summer and winter movement times.
Fix: Right-clicking a blueprint fails to bring up an appropriate menu option when under extreme temperature or if already in progress.
Adjust water specular to account for sun/moon differences and game conditions.
Fix 2945: Indoor room sharing outdoor temperature, coolers/heaters unable to change temperature.
Fix 2968: 10 jobs in 10 ticks escorting prisoner to bed.
Trained animals following their masters (into combat) no longer flee when damaged.
Flagstone now doesn't yield anything when deconstructing.
Water v3: Major tweaks to the new two-pass water system.
Letters with timeout are now automatically opened right before they disappear.
Item stash quest incident now uses a new type of letter when you need to pay a fee.
Fix: Quadrum name non-translatable.
Translations update.
Player content update.
Tune water look a little.
Fix: Water edges look awful.
First attempt at multipass water.
Added new letter types. "Ransom demand" incident now uses a delayable decision letter.
Fix: Default def value bug in MentalStateDef
LetterType is now a def.
Pawns now try to avoid sleeping on water tiles.
When clicking a pawn column header to make it sort, the first click now puts it in descending order instead of ascending.
There's now a letter when a resource lump is found.
Players now have 10 days instead of 2.5 to mine minerals in a precious lump site.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Negocromn

Feeling a bit dumb here but, how do I download this early Alpha 17?

Mr.Cross

Quote from: Negocromn on May 03, 2017, 06:32:56 PM
Feeling a bit dumb here but, how do I download this early Alpha 17?
It's only on steam, if you right click Rimworld go to properties and there should be a Beta tab if you click on that you can select what beta you are a part of in this case Public testing if I'm not mistaken
Claims to know most things.

Negocromn

Quote from: Mr.Cross on May 03, 2017, 06:54:21 PM
Quote from: Negocromn on May 03, 2017, 06:32:56 PM
Feeling a bit dumb here but, how do I download this early Alpha 17?
It's only on steam, if you right click Rimworld go to properties and there should be a Beta tab if you click on that you can select what beta you are a part of in this case Public testing if I'm not mistaken

Thanks a lot, it worked just fine.

Noobshock

Nitpicking here but things that make a big diff in quality perception:

http://imgur.com/mHQ9uuy
this is ugly :(

As far as water's concerned the surface looks good now, still the edges/transitions from dirt to water lack some kind of hint of depth difference (it really looks too flat). I'm not saying it's easy or high priority stuff, but yeah. It's the little things, as Alice Cooper said.

Zhentar

My caravan got ambushed by a pack of manhunting megascarabs. That was pretty rough; outnumbered 3 to 1 and their small size means low accuracy; I could only manage to shoot one on the initial approach, and my melee guy got swarmed and dropped fast. I only manage to survive (after three tries) by carefully microing my shooters, scraping by with all colonists severe injured.

The same caravan had been ambushed by tribals the day before and had defeated them without a single injury...

Skinnay

I'm having a lot of trouble with today's update (0.17.1527). Started new tribal runs half a dozen times now, and every time at some point on the first day they will all freeze in place. Hunger and rest are still declining, animals still moving, but all pawns frozen. If I try to give them a right-click task it says "no path."

Tynan

Quote from: Skinnay on May 04, 2017, 12:17:10 AM
I'm having a lot of trouble with today's update (0.17.1527). Started new tribal runs half a dozen times now, and every time at some point on the first day they will all freeze in place. Hunger and rest are still declining, animals still moving, but all pawns frozen. If I try to give them a right-click task it says "no path."

We'll look into it, thanks.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

Baziwan

Same Issue here with the pawns freezing. It looks to happen when their state switches to wandering. Switched them to no downtime except for 1 hour and they all froze during that hour.

MikeLemmer

The warning when predators are hunting colonists needs to be sooner. I had a colonist actively fleeing a timberwolf yet the game didn't mention anything until it actually hit him.

Also, when said timber wolf took down my attacking colonist, instead of finishing her off, it wandered off to attack something else. This feels... unrealistic.

MikeLemmer

#40
Quote from: Tynan on May 04, 2017, 12:38:34 AM
Quote from: Skinnay on May 04, 2017, 12:17:10 AM
I'm having a lot of trouble with today's update (0.17.1527). Started new tribal runs half a dozen times now, and every time at some point on the first day they will all freeze in place. Hunger and rest are still declining, animals still moving, but all pawns frozen. If I try to give them a right-click task it says "no path."

We'll look into it, thanks.

I ran into the same problem. Luckily I was recording when it happened, so I have a video log of it. Problem occurs here:

https://www.twitch.tv/videos/139996185?t=29m46s

I would send in a save as well, but saving & reloading the game fixed the issue.

Best theory I have is it's somehow tied to the tutorial popups, as I had just closed one right before it occured. It might also explain why one tester was having his tribals freeze on the first day. It also seems to be tied to rooms/doors... somehow. I noticed I could move pawns around inside the barracks, but all of the outdoors was a no-go.

Mihsan

Colony animals cause huge frame drop when they cant find any food in allowed area.

I also have freeze bug too.
Pain, agony and mechanoids.

XenGrimm

#42
From my extremely amateur debugging - there's a problem with the RegionAndRoomUpdater?

https://pastebin.com/pPasVTse

It seems that it's caused whenever I have a pawn build a new room - when he gets about halfway done (often when building a door) I get the ticking error from a plant - (this time it was PlantGrass14755 - it has previously been daisies, but always a plant first) as shown in the error log

the game continues normally for a brief moment, and then everything else starts to fail ticking (you can see the remnants of a previous test where a squirrel is failing to tick and path.

If I pause the game, and slap the building down in godmode while paused - no errors.
(Not entirely true anymore - on further testing, I got this error when placing a wall down, as I dragged adjacent to a natural rock wall. https://pastebin.com/6vp8bBHq )

I'm guessing (shooting in the dark) that it's trying to designate the room area before the room is complete(?) - and so it's assigning some kind of broken 'room' to the entire map - and basically starting the domino effect from there. Grass (or whatever plant) goes to do a temperature/etc check - and the dominoes fall.


You guys probably already know all this already - but I figured I'd just pitch in anyway.

The new stuff is absolutely fantastic. I've probably generated 50 worlds just to see all the highways and rivers.

ReZpawner

#43
Quote from: Tynan on May 04, 2017, 12:38:34 AM
Quote from: Skinnay on May 04, 2017, 12:17:10 AM
I'm having a lot of trouble with today's update (0.17.1527). Started new tribal runs half a dozen times now, and every time at some point on the first day they will all freeze in place. Hunger and rest are still declining, animals still moving, but all pawns frozen. If I try to give them a right-click task it says "no path."

We'll look into it, thanks.

I've had the same issue.

I placed a new door in a room (picture: https://i.imgur.com/WNHm515.jpg ) The location marked triggers the bug with the pathfinding if it's turned into a wooden door. The error message below is created for every pawn in the colony as far as I could see. As can be seen in the image, I replaced it with a wall to keep it from happening. No errors since.

Edit: Should also mention that this is a savegame for a game that was started with version 0.17.1526. (now using the latest. Only been updated once - to the most recent - and played).
Update: It seems to be caused by disassembling walls, not from adding doors.

Error message:

Exception ticking Meerkat: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.RegionCostCalculator.GetRegionDistance (Verse.Region region, Verse.RegionLink& minLink) [0x000ea] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\RegionCostCalculator.cs:184
  at Verse.AI.RegionCostCalculator.GetRegionBestDistances (Verse.Region region, Verse.RegionLink& bestLink, Verse.RegionLink& secondBestLink, System.Int32& secondBestCost) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\RegionCostCalculator.cs:226
  at Verse.AI.RegionCostCalculatorWrapper.GetPathCostToRegion (Int32 cellIndex) [0x0004c] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\RegionCostCalculatorWrapper.cs:118
  at Verse.AI.PathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, TraverseParms traverseParms, PathEndMode peMode) [0x00c85] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\PathFinder.cs:551
  at Verse.AI.PathFinder.FindPath (IntVec3 start, LocalTargetInfo dest, Verse.Pawn pawn, PathEndMode peMode) [0x00025] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\PathFinder.cs:103
  at Verse.AI.Pawn_PathFollower.GenerateNewPath () [0x00011] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:630
  at Verse.AI.Pawn_PathFollower.TrySetNewPath () [0x00000] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:583
  at Verse.AI.Pawn_PathFollower.TryEnterNextPathCell () [0x00215] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:487
  at Verse.AI.Pawn_PathFollower.PatherTick () [0x001ed] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pathing\Pawn_PathFollower.cs:255
  at Verse.Pawn.Tick () [0x0004e] in C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:470
  at Verse.TickList.Tick () [0x0018f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:126
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:48)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:137)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:276)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:481)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)

DariusWolfe

QuoteFix 2945: Indoor room sharing outdoor temperature, coolers/heaters unable to change temperature.

Still having this issue. If it matters, it was a save started before the update, but nothing was built (I started the save mostly to see some of the new map generation stuff, then went to bed). I came back to it after the update and actually started the colony. I can upload a save if you think it will help, but I saw several reports of reloading a save fixing this problem; I haven't been back to it since I discovered the problem last night, so I don't know if reloading will help.