A rescued space refugee wil doctor itself, not allowing a better doctor with glittermeds to help. I like that they do this, as it really makes them more than potatosacks just slacking, but the player should be notified or prioritized to doctor them.
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#31
Bugs / [1.0.1968]Rescuing a space refugee. The pawn will doctor itself,leading to death
July 19, 2018, 12:39:05 AM #32
Bugs / [1.0.1968]Colonists munching on corpses will not put them back in the stockpile.
July 19, 2018, 12:34:49 AM
A colonist desperate enought to eat a corpse will not bother to preserve it to it's fellow non-cannibalistic corpse-eating friends. (put it back where it found it)
This needs to be addressed, how will my plans for making a copse-eating empire ever work if my unhappy underlings have to run back and forth to drag the dessecrated half-eaten corpse of my enemy. In a corpse economy, this is inneficient, and i demand that my corpse eating be 90%.. NAY 100% efficient.
This needs to be addressed, how will my plans for making a copse-eating empire ever work if my unhappy underlings have to run back and forth to drag the dessecrated half-eaten corpse of my enemy. In a corpse economy, this is inneficient, and i demand that my corpse eating be 90%.. NAY 100% efficient.
#33
Bugs / Re: [1.0.1964&1.0.1966] Caravan Null Exception
July 18, 2018, 11:26:06 PM
speculating
(
Seems like the colony's (economical)history is deleted or altered when abandoning the only settlement(witch ,makes some sense, since i believe the history is tied to the specific map, not the faction), leading to the game not being able to calculate threathpoints to dangers for the leaving caravan.
)
Do you have a full log file, debug log file or save? Not able to reproduce, can you give steps?
Edit: Yes, it seems like if you abandond the only settlement, your economy history says you have 0 wealth.
Since calculating threat points is probably a multiplication of this value, it throws an exception when the value is 0. (since 0*x=0).
Resettling increases your wealth (to over 0) making the exception not being thrown.
This bug only occurs if the player has no settlements, so it's probably that the threatpoints are only calculated from what is on the maps the player control, and does not take into account the value of the caravan.
Here is a savefile where the value of the colony was 0 in the history tab.
https://www.dropbox.com/s/detm55citt3ksqw/0_wealth%20in%20history%20window.rws?dl=1
Thanks for posting bugs here, keep it up.
(
Seems like the colony's (economical)history is deleted or altered when abandoning the only settlement(witch ,makes some sense, since i believe the history is tied to the specific map, not the faction), leading to the game not being able to calculate threathpoints to dangers for the leaving caravan.
)
Edit: Yes, it seems like if you abandond the only settlement, your economy history says you have 0 wealth.
Since calculating threat points is probably a multiplication of this value, it throws an exception when the value is 0. (since 0*x=0).
Resettling increases your wealth (to over 0) making the exception not being thrown.
This bug only occurs if the player has no settlements, so it's probably that the threatpoints are only calculated from what is on the maps the player control, and does not take into account the value of the caravan.
Here is a savefile where the value of the colony was 0 in the history tab.
https://www.dropbox.com/s/detm55citt3ksqw/0_wealth%20in%20history%20window.rws?dl=1
Thanks for posting bugs here, keep it up.

#34
Bugs / Re: Crash while playing (1.0. 1968)
July 18, 2018, 11:03:58 PM
TL;DR: Removed pawns causes "memory leak" as the maploader tries to resolve crossreference.
(from debug log line 3057):"Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object"
EDIT2:
Running the savefile(provided under, by OP) the game throws similar errors with seemingly all pawns(atleast the animals) on the map. Seems to be related to the battle history of the pawns.
A savefile would be appricated, to help determine what went wrong.
If you want the savefile recovered try deleting Thing_Warg108972 and Thing_Cougar112799 from your save file, a guide to altering savefiles can be found here on the forums.
Edit: The warg killed the gazelle 3.7 days ago (autosave3.rws from further down this thread). Seems the game is confused about this, perhaps something went wrong in writing to the save? (I looked in the savefile, and both pawns are on the map, but I see nothing wrong with their fields).
Also addressing 64/32 bit Rimworld. Running 32-bit on a 64-bit system should not be causing this. The "ran out of memory" is caused by the game using more memory than the pc has access to(what could be called a "memory leak")
(Line 76-79. start of load. from log), the log throwns "out of memory" at lines 139-5567, before crashing.
(line 90-101 from log)
Seems like the GUI is causing trubble, (probably the removed pawns)do you have a savefile you can upload?
and
Seems pawns has been removed.
(line 3057-3069 of debug log)This causes the map to not be initilized.
(my formatting was all over the place here, feel free to shout at me.)
(from debug log line 3057):"Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object"
EDIT2:
Running the savefile(provided under, by OP) the game throws similar errors with seemingly all pawns(atleast the animals) on the map. Seems to be related to the battle history of the pawns.
If you want the savefile recovered try deleting Thing_Warg108972 and Thing_Cougar112799 from your save file, a guide to altering savefiles can be found here on the forums.
Edit: The warg killed the gazelle 3.7 days ago (autosave3.rws from further down this thread). Seems the game is confused about this, perhaps something went wrong in writing to the save? (I looked in the savefile, and both pawns are on the map, but I see nothing wrong with their fields).
Also addressing 64/32 bit Rimworld. Running 32-bit on a 64-bit system should not be causing this. The "ran out of memory" is caused by the game using more memory than the pc has access to(what could be called a "memory leak")
Code Select
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:18)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
(Line 76-79. start of load. from log), the log throwns "out of memory" at lines 139-5567, before crashing.
Code Select
StatRequest for null def.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:68)
RimWorld.StatRequest:For(BuildableDef, ThingDef, QualityCategory) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Stats\StatRequest.cs:58)
RimWorld.StatsReportUtility:DrawStatsReport(Rect, Def, ThingDef) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\PortablePanes\StatsReportUtility.cs:45)
Verse.Dialog_InfoCard:FillCard(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:189)
Verse.Dialog_InfoCard:DoWindowContents(Rect) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Dialog\DialogsVarious\Dialog_InfoCard.cs:166)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32) (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\Window.cs:202)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle) (at C:\buildslave\unity\build\Runtime\IMGUI\Managed\GUI.cs:1817)
(line 90-101 from log)
Seems like the GUI is causing trubble, (probably the removed pawns)do you have a savefile you can upload?
Code Select
Could not resolve reference to object with loadID Thing_Warg108972 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Maneuver_Bite_MeleeMiss: null->null curPathRelToParent=
and
Code Select
Could not resolve reference to object with loadID Thing_Cougar112799 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=Maneuver_Scratch_MeleeMiss: turkey->null curPathRelToParent=
Seems pawns has been removed.
Code Select
Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Map.FillComponents () [0x00024] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:385
at Verse.Map.ExposeComponents () [0x00297] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:523
at Verse.Map.ExposeData () [0x001b1] in C:\Dev\RimWorld\Assets\Scripts\Verse\Map\Map.cs:368
at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x000f7] in C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:84
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.CrossRefHandler:ResolveAllCrossReferences() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\CrossRefHandler\CrossRefHandler.cs:88)
Verse.ScribeLoader:FinalizeLoading() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Loader\ScribeLoader.cs:126)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:467)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoaderNow.cs:36)
Verse.Root_Play:<Start>m__0() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:46)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)
(line 3057-3069 of debug log)This causes the map to not be initilized.
(my formatting was all over the place here, feel free to shout at me.)
#35
Bugs / [1.0.1968] Start with Ship Sensor, all pods dissapear and "the story is over"
July 18, 2018, 10:27:07 PM
When starting a new colony, the game will remove all pods as they land. I am not sure why this happens, but it has happened twice, once on a map where the landing overlapped with a road.
I also noticed that items you can chose to start with will do the same. one of these items is the "Ship sensor". Items like this should be removed from choosable landing items, since they will just make the player re-roll all the characters and start over.
I also noticed that items you can chose to start with will do the same. one of these items is the "Ship sensor". Items like this should be removed from choosable landing items, since they will just make the player re-roll all the characters and start over.
#36
Bugs / Re: [1.0.1964] sometimes pawns lose their thoughts
July 18, 2018, 10:24:04 PM
I believe this is to prevent a pawn to break while sleeping. It should not cause any problems (that i know of).
#37
Bugs / Re: stock pile next to pod, go to load, they haul from distant stockpile
July 18, 2018, 01:21:52 AM
they will haul from the closest stockpile (relative to them when the haul job starts), this means that if the pawn is freed up while on a stockpile that holds the materials, instead of checking priority, they will start hauling from there, wich can lead to really innefective hauling if the pawn is continually toggeled beween hauling and other tasks.
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EDIT: *deleted incomprehencive comment*
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EDIT: *deleted incomprehencive comment*
#38
Bugs / [Wrong description[1.0.1967]] Wild women are tagged as "wild man" in alert.
July 18, 2018, 01:15:48 AM
Women colonist running into the wild are called "Wild man" when the pop-up tells you they are going into the wilderness.
#39
Bugs / Re: [1.0.1966] Prisoners breaking resistance of wardens
July 17, 2018, 08:36:23 PM
Seems to be fixed in [1.0.1967]
#40
Bugs / [Older "bug"]Haulers not being efficient when hauling, then swiching to build
July 17, 2018, 08:34:03 PM
A hauler performing it's last haul before switching to builder (if there is no more to haul, and the next task the pawn will do is construction) will grab from the closest stockpile, but since it just got done hauling, it will often take materials it just hauled. This makes the pawn attempt to fill a stockpile, while also being the main culprit to why it needs to be filled.
This seems like intended behaviour (since it *only* will occur if the pawn goes from haul to construction after the task). Due to this, one of my workers uses most of it's time hauling the same materials to the stockpile, then realising there is a wall or something that needs some material, it will haul it there. After the task is complete the colonist *sees* the stockpile is not full, and repeats.
------------
Reproducable by having a colonist set to hauling before construction, build a few walls and let the colonist move the necessary materials to a stockpile.
------------
The game really feels better, and i like the descriptions on the new arm bionic and other new items. thanks for a great game, keep up the good work. 
This seems like intended behaviour (since it *only* will occur if the pawn goes from haul to construction after the task). Due to this, one of my workers uses most of it's time hauling the same materials to the stockpile, then realising there is a wall or something that needs some material, it will haul it there. After the task is complete the colonist *sees* the stockpile is not full, and repeats.
------------
Reproducable by having a colonist set to hauling before construction, build a few walls and let the colonist move the necessary materials to a stockpile.
------------

#41
Bugs / Re: [A16] Raid Fails to Spawn, Citing Out of Bounds
April 06, 2017, 03:33:12 AM
It seems the raid is trying to spawn way out of the map... Can i have the full changelog please?
Might contain important information about how this came to be.
Might contain important information about how this came to be.
#42
Bugs / Re: [A16] Inconvenience: Doctor treats self tamed animals
April 05, 2017, 06:24:34 PM
Would forcing new-tamed animal to a home zone help?
The animal would be closer to the doctors and it's less likely to be attacked since it will never use more than a few ingame hours to get home. Instead of spending days out near predators.
Or have a pop-up that allows to remove medical care and/or "force go to homezone".
Just my thoughts on the matter
EDIT: Medical care should be dissabled untill the animal reach homezone.
The animal would be closer to the doctors and it's less likely to be attacked since it will never use more than a few ingame hours to get home. Instead of spending days out near predators.
Or have a pop-up that allows to remove medical care and/or "force go to homezone".
Just my thoughts on the matter
EDIT: Medical care should be dissabled untill the animal reach homezone.
#43
Bugs / Re: [A16] Mech ships land in already enclosed spaces and glitch out.
April 05, 2017, 06:15:03 PM
Balancing mining speed for mechs?
Just a thought
Just a thought
#44
Bugs / Re: [A16] Wrong art subject date
April 05, 2017, 06:11:30 PM
A savefile would help in finding out what caused the bug.
#45
Bugs / Re: [A16] Severe drop in frame rate in fastest game mode
February 26, 2017, 02:50:43 PM
This is commonly reported as a bug, I see one of these reports every month or so. Good luck with the large colony, nice setup btw.
