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Messages - spawarotti

#1
@Ison I believe this bug should be fixed by your fix to this:
https://ludeon.com/forums/index.php?topic=52557.0
#2
Creating a new highest temperature world will make manhunters from quests sometimes fail to spawn, breaking quests, as described e.g. here:
https://ludeon.com/forums/index.php?topic=52543.0

To reproduce on core game with Royalty installed and no mods, create a new colony on a world that has highest temperature setting. To confirm the problem is present, in dev mode use "Future Incidents Current Map" and "RandomQuest (World) (GiveQuest)". In logs, you will see several exceptions originating from
TryFindManhunterAnimalKind
. Please see the attached file for full log with the errors.
#3
Bugs / Re: BUG: Incidents stop spawning
July 03, 2020, 12:13:13 AM
I believe I have run into the same issue.

For details, please see https://ludeon.com/forums/index.php?topic=52543.msg480569#msg480569
#4
Bugs / Re: Incident menu bug
July 02, 2020, 11:59:14 PM
I believe I have run into the same issue. Similarly to this thread, the problem persist even if I unload mods and it doesn't always manifest.

For details, please see https://ludeon.com/forums/index.php?topic=52543.msg480569#msg480569
#5
Update: 7/3/2020 3:17 PM PST: I found the underlying root cause in unmodded new colony, please see here for the repro:
https://ludeon.com/forums/index.php?topic=52557.0

The colony exhibiting the bug I describe below had the same errors as explained in the repro above, right from the save I made moments after starting the colony.
Here is the save: https://1drv.ms/u/s!Aj1D93DYDBC3iZ1czlmqhXDK8cPXtA?e=zgRILJ

Original description:

As in subject.

How to reproduce:
1. Load the save game (it has no mods) from my personal OneDrive: https://1drv.ms/u/s!Aj1D93DYDBC3iZZJTuEVTg6MT_vFoA?e=gAun9z
2. Accept the "The extreme animals" quest. Doesn't matter which reward you chose.
3. Wait 9 hours.
4. Observe that no manhunting iguana pack appears. The empire cataphract sticks around, and quest remains active.

Expected behavior:
Instead, I expected in the step 4 for the manhunting iguanas to arrive.

Logs:
Please see the attached log capturing the error that was output when the manhunting pack was supposed to appear.

Additional observations:
- I noticed that if in the debug mode of the quest I select "End QuestPart_Delay (index=19)" then the manhunting pack does spawn correctly. If I then kill all the iguanas with debug mode kill tool the quest completes successfully.
- In the debug mode of the quest, if I select "send defined signal" and choose "Quest13.OuterNodeCompleted4" and I do it BEFORE the manhuners should arrive, then their arrival is triggered correctly. However, if I do the same but AFTER the manhunters failed to arrive, then pressing this just triggers the same exception.
- The savegame I shared has no mods, but it came from a game with 160 mods which I unloaded before I shared the save. The quest proposal was generated when the mods were active, and thus they might have corrupted it. Please see the attached active_mods.txt for the list of the mods.
- Even if load the original save with all 160 mods, I can use the debug tool to force the iguanas to spawn the same way I described above.

Possibly related problems:
https://ludeon.com/forums/index.php?topic=52491.0
https://ludeon.com/forums/index.php?topic=52453.msg480102#msg480102
https://ludeon.com/forums/index.php?topic=47024.msg446222#msg446222

If you conclude the reason for the problem is corruption of the quest definition by one of the mods, I would greatly appreciate a pointer which part got corrupted and what is wrong with it, so I can investigate which mod might have affected it.

Update 7/2/2020 8:21 PM PST:

I managed to capture a situation in which the game is about to spawn a new quest proposal in next 3 hours. It always results in the same error as seen in the attached player.log, i.e.:

Exception test running QuestNode_ManhunterPack: System.InvalidOperationException: Sequence contains no elements
  at System.Linq.Enumerable.Min[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x00030] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
  at RimWorld.ManhunterPackIncidentUtility.TryFindManhunterAnimalKind (System.Single points, System.Int32 tile, Verse.PawnKindDef& animalKind) [0x00042] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
  at RimWorld.QuestGen.QuestNode_ManhunterPack.TestRunInt (RimWorld.QuestGen.Slate slate) [0x00046] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0
  at RimWorld.QuestGen.QuestNode.TestRun (RimWorld.QuestGen.Slate slate) [0x0001b] in <0ee2c524c4be441e9b7f8bfcb20aca6f>:0


This happens even if I unload the mods.

The save with mods: https://1drv.ms/u/s!Aj1D93DYDBC3iZZQFX-SKmffI8oZkw?e=CRhRgL
The save without mods: https://1drv.ms/u/s!Aj1D93DYDBC3iZZPHjQgUNc06MLdhw?e=UMQnvL

Load the save and wait 3 game hours to see the exception being output to the log.

Update 7/2/2020 9:02 PM PST:

Trying to start an incident through the debug menu shows the same error. I cannot even choose specific incident type: the debug window closes once I click "do incident". Even if I unload all the mods. However, it worked before. Recall I mentioned I could work around the problem by triggering the quest signals from the debug menu in the first save I attached. Starting of the incident from the debug menu works after you load the save, but it stops working approximately 2 hours before the manhunter iguana attack, resulting in the error being logged instead.