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Topics - Ark

#21
[1.1] Old cosmetic bug, zoning tool icon Y position inverted w/ wasd scrolling
[1.1] Old cosmetic bug, mouse Y position inverted for tooltips w/ wasd scrolling

1.1.2575 rev1172 Linux, no mods.
Assume XY coordinates with origin at the middle of screen.

Open Architect menu.
Move mouse cursor to upper right quadrant of screen and let go of the mouse.
Push any hotkey for mining, roof area, construct furniture or such.
   The small icon that follows the mouse cursor will appear in inverted Y position, instead of right next to the mouse cursor.
Move mouse.
   The icon follows the mouse cursor properly.
Push and hold shift key. (Most keys actually work for this.)
Move mouse.
   The icon follows the mouse cursor properly.
Release shift key.
   The icon again snaps to inverted Y position.
Tapping shift, move the mouse cursor to the upper right quadrant so that the misplaced icon appears on top of the game date and season area. Don't move the mouse and move the camera with wasd or the arrow keys.
   A tooltip will pop open, describing the game date and season.

The tooltips will also pop open without any tool selected if you happen to have mouse cursor in a "correct" position, and use the keyboard. Typically this happens, if you use the keyboard to scroll around the map.

This has existed since 0.18.1722 rev1251. Versions 0.17.1557 rev1148 and earlier don't exhibit the same behavior.
#22
Bugs / [1.1] Hypothermic slowdown description typos
February 26, 2020, 01:48:58 PM
Hypothermic slowdown
A special survival state used by some creatures to survive extreme cold. Instead of trying to stay warm, the creature's body chemistry adapts to prevent internal freezing despite very low temperature. Bodily functions are slowed and capacities are reduced, but the cold does no permanent ______. Some biologists call it to a wakeful form of hibernation.
#23
1.0.2059 rev1018 64-bit Linux DRM free, no mods.

After an incapacitated refugee quest and a mechanoid ambush, I first thought that I could drag a scyther corpse with me to disassemble. It proved to slow the caravan down too much, and I decided to abandon it. The error window popped up.

Could not resolve symbol "1_label" for string "Do you really want to abandon {1_label}?

Abandoned items vanish and can never be recovered.".
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.GrammarResolverSimple:Formatted(String, List`1, List`1)
Verse.GrammarResolverSimpleStringExtensions:Formatted(String, NamedArgument)
Verse.TranslatorFormattedStringExtensions:Translate(String, NamedArgument)
RimWorld.Planet.CaravanAbandonOrBanishUtility:TryAbandonOrBanishViaInterface(TransferableImmutable, Caravan)
RimWorld.Planet.CaravanThingsTabUtility:DoAbandonButton(Rect, TransferableImmutable, Caravan)
RimWorld.Planet.CaravanItemsTabUtility:DoRow(Rect, TransferableImmutable, Caravan)
RimWorld.Planet.CaravanItemsTabUtility:DoRow(Single&, Rect, Rect, Vector2, TransferableImmutable, Caravan)
RimWorld.Planet.CaravanItemsTabUtility:DoRows(Vector2, List`1, Caravan, Vector2&, Single&)
RimWorld.Planet.WITab_Caravan_Items:FillTab()
Verse.<DoTabGUI>c__AnonStorey0:<>m__0()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


I then tried to abandon some (not all) kibble out of curiosity.

Could not resolve symbol "1_labelShort" for string "Abandon {{0}}x {1_labelShort}".
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.GrammarResolverSimple:Formatted(String, List`1, List`1)
Verse.GrammarResolverSimpleStringExtensions:Formatted(String, NamedArgument)
Verse.TranslatorFormattedStringExtensions:Translate(String, NamedArgument)
RimWorld.Planet.CaravanAbandonOrBanishUtility:TryAbandonSpecificCountViaInterface(TransferableImmutable, Caravan)
RimWorld.Planet.CaravanThingsTabUtility:DoAbandonSpecificCountButton(Rect, TransferableImmutable, Caravan)
RimWorld.Planet.CaravanItemsTabUtility:DoRow(Rect, TransferableImmutable, Caravan)
RimWorld.Planet.CaravanItemsTabUtility:DoRow(Single&, Rect, Rect, Vector2, TransferableImmutable, Caravan)
RimWorld.Planet.CaravanItemsTabUtility:DoRows(Vector2, List`1, Caravan, Vector2&, Single&)
RimWorld.Planet.WITab_Caravan_Items:FillTab()
Verse.<DoTabGUI>c__AnonStorey0:<>m__0()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Items can be abandoned, but errors are logged, and dialog is less verbose; the name of the item being abandoned is not displayed.

I tested it on "beta 19" 0.19.2009 rev496 as well, and there it works as expected.

Always reproducible by making a caravan and trying to abandon items.

The errors in the logfile are less verbose for some reason, quoted errors are copy-pasted from the in-game console.


[attachment deleted due to age]
#24
Bugs / [A16] All unfinished things have mass of 1kg
March 23, 2017, 01:15:59 PM
0.16.1393 rev546, Linux 64bit drm-free, no mods.
All unfinished items have mass of 1kg. Grand sculptures are the worst offender.
Start making a grand sculpture. Made of 260 stone blocks, 1.25kg each, it should be 325kg, is 1kg.
Made of wood, 0.4kg each, it should be 104kg.
You can load 39000 units of material in a single transport pod this way, and recover 75% by canceling the construction at destination.
#25
0.16.1393 rev546 Linux 64bit drm-free, no mods.
DesignationDragger causes NullReferenceException if another colony is selected while dragging with mouse.
If debug log auto-open is turned off, 60 errors per second are logged.

Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.DesignationDragger.UpdateDragCellsIfNeeded () [0x00000] in <filename unknown>:0
  at Verse.DesignationDragger.get_DragCells () [0x00000] in <filename unknown>:0
  at Verse.DesignationDragger.DraggerUpdate () [0x00000] in <filename unknown>:0
  at Verse.DesignatorManager.DesignatorManagerUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Repro:
-Start a new game
-Create a caravan, establish a second colony
-Using any tool that selects multiple tiles by dragging, such as the planning or mining designator tool, click and drag mouse over the gray area of the colonist bar of the other colony, and release. Error should pop up. Another method is to use keyboard shortcuts to jump to another colonist at the other colony while dragging with mouse.

[attachment deleted by admin due to age]
#26
0.16.1393 rev546 Linux 64bit drm-free, no mods.

What happened:
While saving the game, the field for typing the name for your savegame loses focus, if a tooltip pops up.
This forces the player to click on the field, despite the blinking cursor already being there.
The tooltips very often pop up, as hovering mouse over any previous savegame makes one.

What you expected to happen:
The name input field should retain keyboard focus, regardless of tooltips.

Repro:
-create or load any game
-open the save game dialog
  The name input field initially has focus.
  If you type now, text goes in the field as expected.
-mouse over anything that creates a tooltip, such as an old savegame, or the Learning helper
  The field loses focus. The cursor is still there, blinking, but no typed text appears.
  You need to click on the field to regain focus.
-click on the name input field with mouse
  The field now retains focus, regardless of any tooltips popping up. It should work like this without user having to click on it.
#27
Bugs / [A16] Colonists can "Go for a walk" on traps.
February 04, 2017, 01:31:48 PM
0.16.1393 rev546 Linux 64bit drm-free, no mods.
Noticed that Buffalo here is "Going for a walk." on deadfall traps.
As they generally try to avoid walking on traps, this seems like a very silly thing to do.

[attachment deleted by admin due to age]
#28
RimWorld 0.15.1284 rev905 (Alpha 15c) Linux 64 bit drm free. No mods.

Note: This bug is related to https://ludeon.com/forums/index.php?topic=25920.0 ([A15c] We have struck [minable resource]! messages don't re-appear after reload.), which may affect testing.

Mining through rock and discovering a silver deposit doesn't display "We have struck silver!" message.
Steel/plasteel/uranium/jade/gold/compacted machinery display appropriate messages.

Silver should show a message when discovered, too.

The attached save has a colonist set to expose jade, silver and compacted machinery deposits.
When found, the jade and compacted machinery produce messages, but silver doesn't.

[attachment deleted by admin - too old]
#29
RimWorld 0.15.1284 rev905 (Alpha 15c) Linux 64 bit drm free. No mods.

Note: This bug is related to https://ludeon.com/forums/index.php?topic=25921.0 ([A15c] Minable silver resources do not display a message when discovered.), which may affect testing.

I was testing the silver minable not producing a message bug, and noticed that the messages for jade and compacted machinery also do not appear if you discover the deposits, reload the save, and discover them again.

The game seems to retain the knowledge, that the deposit was already discovered.

I expect that when a game is loaded from a save, the situation is fully reset, and the mechanics will function the same way every time.

The attached save has a colonist set to expose jade, silver and compacted machinery deposits.

Repro:
-Load the save.
-Unpause, the miner exposes jade, silver, and compacted machinery. Jade and compacted machinery produce messages.
-Optional: quit to main menu.
-Reload the save.
-Unpause, the miner exposes jade, silver, and compacted machinery. None of the minables produce messages.

Quitting to OS, restarting the game and loading the save obviously resets the situation.


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#30
Bugs / [A15c] Visitors no longer carry food. Tynan?
September 04, 2016, 05:55:04 PM
RimWorld 0.15.1284 rev905 (Alpha 15c) Linux 64 bit drm free. No mods.

On A14e visitors carried food. But as the drug system got introduced...
Regular visitors no longer carry food.
Trading visitors carry food.
Travellers passing through don't carry food. (didn't check A14, they leave too quickly for it to matter anyway)
Members of proper trade caravans carry food.
Raiders (enemy or friendly) no longer carry food. (doesn't matter much)
Sieging raiders carry food.

Is this intentional or an oversight? I now irrigate my hydroponics with visitor blood.
Yummy red rice for my starving colonists.

Super easy to test, start a colony and execute a visitors/travellers/traders/raid incident. Inspect their gear for food.
If you spawn pirates/villagers individually, the spawned pawns always carry food.
#31
1. What the circumstances were.
RimWorld 0.14.1249 rev958 (Alpha 14 e) Linux 64 bit drm free. No mods.

2. What happened.
I was trading with a remarkably well-preserved trader (age 85, no cryptosleep, no age-related illnesses, is this another bug?), and noticed something very strange.
The furniture I sold him turned into other furniture. He turned a boomalope leather armchair (good) into a steel hospital bed (good), and a marble plant pot (normal) into a uranium stool (normal).

It would appear, that any quality x furniture items sold turn into the first quality x furniture that the trader has.

3. What you expected to happen.
Items not to turn into other items, of same quality or otherwise.

4. Steps we can follow to make the bug appear on our machine.
-load the save
-use Emmie to trade with Doc
-sell boomalope leather armchair
-buy plant pot
-sell plant pot
-end up with trader with an extra hospital bed and uranium stool, no armchair or plant pot

OR

-start a new game
-dev up trader beacon, console, furniture to sell, summon traders
-contact a bulk goods trader and observe the same phenomenon

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#32
1. What the circumstances were.
RimWorld 0.14.1249 rev958 (Alpha 14 e) Linux 64 bit drm free. No mods.

2. What happened.
As I saved the game, I noticed tons of error messages being written to the log.
Object with load ID Area_Named_be butchered is referenced (xml node name: areaAllowed) but is not deep-saved. This will cause errors during loading.

"be butchered" is the area where I order my chickens to be slaughtered. This was the first time saving after I had deleted this area.
It loads just fine, but produces errors:
Could not resolve reference to object with loadID Area_Named_be butchered of type RimWorld.Area. Was it compressed away, destroyed, had no ID number, or not saved/loaded right?


3. What you expected to happen.
Error not to be logged for every chicken slaughtered.

4. Steps we can follow to make the bug appear on our machine.
I did some testing, it works with colonists, too.

Start a new game.
Restrict a colonist to Area 1.
Kill colonist.
Delete Area 1.
Save. An error is logged.
Load. Another error is logged.

Substitute with pets and animal areas as appropriate.

Renaming the restricted area of the dead colonist and saving does not cause errors.
Deleting the renamed area produces errors with the name of the renamed area when saved.


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#33
RimWorld 0.14.1249 rev958 Linux 64 bit (Alpha 14 e). No mods.
Viewing a downed pawn being rescued throws a NullReferenceException.

John beats Kally with a log untill she's downed. Pansy starts to drag her to the medical spot.
Using the keyboard hotkeys, select Kally while she is being hauled. NullReferenceException occurs.

GetInspectString exception on Kally:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Pawn.GetInspectString () [0x00000] in <filename unknown>:0
  at RimWorld.InspectPaneFiller.DrawInspectStringFor (ISelectable t, System.Single& y) [0x00000] in <filename unknown>:0


Edit: This looks like the same bug. https://ludeon.com/forums/index.php?topic=22202.0

Edit: Still valid in Alpha 15 c. https://ludeon.com/forums/index.php?topic=26503.0

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#34
Installed version 0.14.1241 (A14d) Linux 64bit, drm free. Deleted old config files and saves before running. No mods.
Started a new game in a rainforest, Phoebe Chillax challenge. Dev mode was not enabled before saving.

A wild cobra keeps attacking a dead chinchilla. Eventually the cobra passes out from exhaustion, and eats the chinchilla corpse normally after waking up. Take the chinchilla corpse away, and the cobra goes to hunt, kill and eat normally.
Another cobra may appear and eat parts of the corpse normally. The first cobra keeps attacking the corpse.
The status of the cobra is "Consuming chinchilla corpse."
There are also piles of cobra vomit, and a rat corpse around.
Loading the save and re-saving it produces the message:
Trying to save reference to a discarded thing Chinchilla85888 with saveDestroyedThings=true. This means that it's not deep-saved anywhere and is no longer managed by anything in the code, so saving its reference will always fail. , label=innerPawn
The corpse may be butchered normally, producing the message:
Chinchilla85888 is not a world pawn.

I expected the cobra to eat the corpse, not to attack it endlessly.

I tried, but I cannot make it happen again. The save has the active case.
Save game and log attached.


[attachment deleted by admin - too old]