Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - BlueTressym

#1
Hi.  I'm getting a weird glitch with my caravans.  Whenever I'm reforming a caravan, I'm getting an empty duplicate of it appearing at that map location.  The caravan duplicate has no people on it and no stuff.  It says that 'All pawns are downed' and it can't therefore move or do anything.  It just sits there on the map and occasionally has encounters with traders that it can't trade with (because 'all pawns are downed'). 

Whenever this occurs, the colonist bar also vanishes from the top of the screen, even though the toggle on the bottom right says it's still supposed to be there.  The problem seems to be worsening as well; this time round the whole interface vanished and then the game crashed when we reformed the caravan. 

The following errors are appearing in the debug log: 

This is the first one: 
QuoteTried to draw quad with null material.
Verse.Log:Warning(String, Boolean)
RimWorld.Planet.WorldRendererUtility:DrawQuadTangentialToPlanet(Vector3, Single, Single, Material, Boolean, Boolean, MaterialPropertyBlock)
RimWorld.Planet.WorldObject:Draw()
RimWorld.Planet.WorldDynamicDrawManager:DrawDynamicWorldObjects()
RimWorld.Planet.World:WorldUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

That is followed by this one: 
QuoteTried to get relation between faction Baraz-gunud and itself.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.WorldObject:get_ExpandingIconColor()
RimWorld.Planet.ExpandableWorldObjectsUtility:ExpandableWorldObjectsOnGUI()
RimWorld.WorldInterface:WorldInterfaceOnGUI_Patch1(Object)
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()

The first error then spams until it has to stop. 

This is the log, done using the Hugslib method

This is the link to my save on Google Drive. 

I have quite a lot of mods, which I think should be listed in the Hugslib log.  If someone who understands better than me what all this means can help, it would be much appreciated. 

NB:  The second error does seem to make a mention of 'Faction Control' but I've used that mod for ages without issue so I'm kind of confused as to what could suddenly be going wonky. 

NB2:  There was someone who posted a similar problem on here back in August 2017 (I searched for answers before posting this).  They had a much shorter mod list and the only mods we had in common were Jec's Tools and Trading Spot (notably Faction Control was NOT on his list).  Unfortunately, he did not seem to find any answers, thus my post now. 

NB3:  I've applied a temporary fix to the problem by editing the save file to remove the empty caravans each time they appear but I have no idea how to stop them appearing, so it's really not a proper solution.  This last time I couldn't even do that as the 'real' caravan just seemed to have vanished, while the empty campsite remained. 

If anyone is willing to try and help, I'm happy to provide any additional info that I can. 
#2
Mod bugs / Pawns Get 'Stuck' in 'Standing' Position
September 30, 2017, 05:49:42 PM
Hi.  My colonists are getting 'stuck' in position.  As in, they will be doing a task and then they 'freeze' in place and just stay there for in-game hours on end, getting hungry, tired etc but not moving. 

I have tried restarting the game and also starting a new colony and the same thing happens.  This time it happened much earlier in the game; it's only about a season and a bit into the colony's life. 

Output Log

Mods Config

Save Game

I hope someone can help. 
#3
Mod bugs / Lag Making Game Unplayable
September 29, 2017, 01:22:09 PM
Hi.  My current game is lagging so badly that it's unplayable; it just stutters and freezes.  :(

I have nine colonists and about fifteen animals.  I have tried using Runtime GC to carry out various cleanups but it is still happening.  I thought at first it might be rain causing the problem but it's still freezing even after the rain ceased.  The other possibility I wondered about was Fertile Planet, whether the extra vegetation was causing the trouble but I really don't know.  If that last was the case, I'd expect anyone using the Increased forest Density mods to grind to a halt very soon after starting. 

Does anyone have any ideas?  Are there any mods known to cause lag issues of this severity? 

I have about 200 mods active; the game started OK and was running fine until the past few hours' play.  It isn't the first time I've had lag issues but this is the worst. 

I am using Windows 10 Pro v. 1703
Processor is AMD A8-6500 APU with Radeon HD Graphics 3.50 GHz
Installed RAM 8.00 GB
Graphics Card is NVIDIA GeForce GTX 1050 Ti
#4
Ideas / Flowers: Joy and Decoration
September 20, 2017, 07:56:59 PM
At the moment all you can do with flowers is plant them out and after a few days they just disappear.  That seems such a waste, especially since there's no real reason why they should.  You can cut roses off your rosebush to take indoors without cutting/killing the whole thing.  Also, the lifespan is absurdly short. 

What I'd like to suggest is that flowers could be cut like trees, so they grow again afterwards, and the flowers used as some form of decoration.  Flower arranging could be a nice form of joy activity or could be an Artistic endeavour like sculpting.  The arrangements could be used as decorations like sculptures but work like passive coolers in that they need replacing every so often or maybe 'refuelling' with fresh flowers.  Cut flowers could be stored but obviously would not keep for very long.  AS for defining as a job, cutting flowers would make sense to be a Growing/Plant Cutting job and the arranging sounds like Artistic work, to make an aesthetically pleasing arrangement, but perhaps accounting for Growing skill somehow. 

Just a thought but I'd love more to do with flowers than just have them grow and then die. 
#5
Mod bugs / 'X Already has short hash'
September 01, 2017, 11:38:23 PM
I've got a f***ton of these 'X already has short hash' red errors coming up and have no idea what's causing them or whether they are a serious problem.  I have lots of mods installed and I've tried shuffling them around but I'm still getting the errors. 

Error Log:  https://gist.github.com/3cfb7014b2af2d38c511df1977989ee0

I know there are other errors too.  Any help in sorting this out would be appreciated. 



#6
Mod bugs / Can't Form Caravans
June 07, 2017, 02:33:26 PM
Hi.  Since I started a new colony (in 17b) I have discovered, upon receiving a quest, that I can't form caravans.  When I go to the World screen and click the 'Form Caravan', the screen comes up - but the "Colonists and Animals" tab is empty.  I have six colonists (I think) and none of them are downed or incapacitated. 

I'm not getting the debug log pop up when I load in RW, so I don't know how to see what the problem could be. 

I would appreciate any help with this.  Thank you. 

[attachment deleted by admin due to age]
#7
Hello.  I've been having problems for a few days with the game crashing frequently.  I thought it had stopped after I replaced a few other applications that could have been memory-hogging.  However, today, after having played for a few hours, I exited to the Main Menu screen to go and do something else AFK, and when I came back to loading, it gave me 'Error While Loading A Map'!

Output Log

The investigating I did to try and resolve the crashing suggested it related to memory problems; computer stats are as follows:

Windows 10 Enterprise, v. 1703
Processor:  AMD A8-6500 APU with Radeon(tm) HD Graphics 3.50Ghz
RAM 8.00 GB
64-bit Operating System, x64-based processor
Graphics Card:  NVIDIA GeForce GT 610
#8
Hi.  Got a weird one here; In my Research menu, the 'Electricity' project is missing.  As far as I can tell from memory, all of the other things are there, including things for which Electricity is a prerequisite. 

As you can see by the screenshot, 'Microelectronics Basics' is there, but there's no line going back from it, so the Electricity doesn't seem to be just off the page, but not there at all.  If you click on 'Microelectronics Basics', it still lists 'Electricity' as the prerequisite, but there's no way to actually select it since it's apparently vanished into thin air. 

Screenshot
Output Log
#9
Mod bugs / Textures Replaced by Pink Boxes
April 23, 2017, 12:04:46 AM
Ok, so I decided to start a new colony.  I completely re-organised the mods and started a brand new tribal colony.  Then THIS happened...

I'm fairly sure one of the mods is responsible for this, but how on Earth do I figure which one?  I have dozens! 

Output Log

Mods are:  Loading game from file New Tribe1 with mods Core, HugsLib, Miscellaneous 'CORE', Mod List Backup, L-Music, RePower, Camera+, Rainbeau Flambe - Storyteller, Organized Research Tab, Double Population, Where's the gravel? - Grayscale Edition, Ambush Readiness Check, Snowy Trees, [FSF] Cookable Survival Meals A16, [sd] chicken nest, [sd] round tables, [sd] goodnight, [sd] advanced powergeneration, Toxic Fallout Protection Suit, Dubs Rimkit(Medkit), LT-DoorMat, Area Rugs v1.04, [FSF] Carpets of the Rainbow, Ofuton, iroriplus, Bonsaiplus, tatami, RT's Weapon Pack, Healing Gun, Camping Stuff, Trading Spot, CaravanSpot, Tribal Joy, ED-Embrasures, Glass+Lights, DermalRegenerator, TI - Less Than Lethal, Boots and Stuff A16, Misc. Bees'n'Honey, Medieval Times, Patchwork Leather, Quantum Cooling, RimFridge, Mind Altering Device, Recolor Stockpile, FishIndustry, [sd] bridges, [sd] prepareforfishing, Shiro, 九尾の狐(NineTail), Infused, Outfitter 0.16.0.2, Outfitter A16 - Infused, FashionRIMsta, Temperature Gauge, Antimatter Power Boost, Defensive Positions, ArmourRepair, Mending, PowerSwitch, Minerals and Materials, Vegetable Garden , Wild Cultivation, Wild Healroot, Wild Haygrass, Wild Cotton, Mead Barrel Garden Add-On, RBSE Hardcore Edition, A Dog Said..., A Dog Said RBSE Compatibility patch, Humanoid Alien Races 2.0, Orassans, Orassans RBSE Patch, RimEffect - Asari of the Rims 2.3.1, RBSE Asari Alien patch, Legacy Ark, Legacy Ark: A Dog Said..., Hauling Muff, Rumours And Deception, A16 RimHair Styles Merged, Fluffy Breakdowns, I Can Fix It!, Cooks Can Refuel, Medical Tab, Animal Tab, Hospitality, EdB Prepare Carefully, Editable Backstories, Realistic Darkness Lighter Version V2.0 A16, We're All Out Of That, Storage Solutions, Clear The Stockpiles, JTZoneButtons, Conduit Deconstruct, JTReplaceWalls, MineItAll, Set-Up Camp, Alchemy and Black Magic, Please Haul Perishables, Firepit + Torch Sconce, Change Dresser, A World Without Hat, Dubs Bad Hygiene, Stack Merger, NoMoreLazyPawns, Storage Search A16, Realistic Rooms, Better Pathfinding, Better Speed, CatsAreCleverToo, Hunt for Me, Hunting Restriction, Hardworking animals, Fermenting Cooks, Silly Builder, Surgery is for Doctors, Plant Cutting is for Growers!, Step Away From The Medicine, Look At Me, I'm The Worker Now, AC-Enhanced Crafting, Crafting Hysteresis, QualityBuilder, QualitySurgeon, Less Arbitrary Surgery, OSHA Compliance, AC-Enhanced Hauling, Mad Skills, Realistic Starvation, Less Rebuff, Inspiration, Ugh You Got Me, More vanilla factions, PrisonerRansom, Additional Traits v2.2, More Mental Breaks, Faction Discovery A16, Better Pawn Control, Psychology, Colony Leadership, Tale Log, Pests, Mo'Events, Relations Tab, and Less Incident Trolling
#10
Mod bugs / Right-click Not Allowing Prioritization
April 17, 2017, 02:56:35 PM
Hi.  I am finding that I cannot use the option of right-clicking to get my people to do something immediately.   I can select the person, but when I try to right-click the object (say, those components I need hauling before they deteriorate), nothing comes up.  This seems to be happening intermittently, but getting more and more frequent.  It's making it really hard to deal with things that need immediate action. 

Right now, I have four visitors, all of whom are either in a mental break or about to have one because for some unknown reason they aren't eating or sleeping despite both food and beds being available.  I'm worried they'll die - which will obviously be entirely my fault and nothing to do with their own stupidity - because I can't even try to rescue or arrest them. 

I also have people wandering around being idle when there are things for them to do.  It says 'find them something to do'.  Well, how about all the hauling you could be doing???  They are all set to be able to do it, but they are claiming there's nothing to do when there are loads of things that need moving, like those components! 

Sorry, I'm just getting really frustrated right now. 

I have a bunch of mods and can provide a list if it'll help, but it'll take a while... 

The ones that I know do something with work priorities are Please Haul Perishables, No More Lazy Pawns, Quality Builder, and Quality Surgeon.  There might be more that I can't remember. 

Output log attached if that helps; please let me know if there's anything else you need to see. 

[attachment deleted by admin due to age]
#11
Mod bugs / Joy items Vanishing When Built?
April 16, 2017, 04:27:54 PM
I've got a weird glitch going on with Joy Items.  I have taken screenshots of the process bur basically, I can put down a blueprint ok, materials are fetched as usual - and when the builder lays down the last of the needed materials, the building vanishes, leaving an empty space and confused-looking builder. 

Decided to try with a different item.  It seems the materials are delivered fine, but when the builder goes to complete the actual building, THEN it vanishes. 

I have no idea what's going on; the glitch ONLY seems to affect Joy Items.  I can't try with a TV as I don't have them yet. 

http://steamcommunity.com/sharedfiles/filedetails/?id=906934337  Blueprint OK

http://steamcommunity.com/sharedfiles/filedetails/?id=906938997  Materials

http://steamcommunity.com/sharedfiles/filedetails/?id=906945584  WTF?

http://steamcommunity.com/sharedfiles/filedetails/?id=906974661  Different item materials

http://steamcommunity.com/sharedfiles/filedetails/?id=906974998  All materials delivered

http://steamcommunity.com/sharedfiles/filedetails/?id=906975586  Builder comes to build - WTF?

Output log here:  https://drive.google.com/file/d/0BwyFUledpohmV1d3dHdnek5QN2s/view?usp=sharing

This has only started happening in my latest start.  In my last start, I had a glitch, but it was different; I had the game telling me I needed a joy source after I'd already built one.  I mentioned it on the Workshop at the time but since it wasn't actually causing me any trouble, I didn't worry too much about it.  No idea if it's relevant or not, so thought I'd mention it just in case. 

I also have the game telling me on this start that I have 'animal starvation', even though they are not suffering malnutrition and their food level is fine.  This came up as soon as I gained a tame animal (didn't start with a pet).  Just wondering if that might narrow down likely causes...