RimWorld
Real Ruins
PSIduck 2020년 4월 3일 오후 3시 09분
Gamebreaking Bug
I tried sending my colonists to a new pristine ruin, as soon as they landed the ruin disappeared and everything and everyone I had sent.
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PSIduck 2020년 4월 3일 오후 3시 09분 
does anyone know a fix to this
MR. TETEREW  [개발자] 2020년 4월 7일 오전 7시 05분 
Hi, I've seen this bug reported, but I still can't find out what mod combination causes this effect. In my settings I made lots of testing, but each time caravan arrived perfectly well. If you can provide a log it will probably help (if the problem is in a particular blueprint, I can extract blueprint name from the log and use it for tests)
PSIduck 2020년 4월 19일 오후 10시 13분 
Sorry for the long wait, I forgot I posted this, but I think it was the set up camp mod because when I removed it my game started to work again
MR. TETEREW  [개발자] 2020년 4월 20일 오전 9시 16분 
PSI Duck 님이 먼저 게시:
Sorry for the long wait, I forgot I posted this, but I think it was the set up camp mod because when I removed it my game started to work again
If you travelled using transport pods, then it was my issue and it was resolved in the most recent update. If you entered by legs, it is probably set up camp incompatibility and I'll check if it really does break the game.
COFFINSLIME 2020년 4월 20일 오후 4시 24분 
When my colonists arrive at the pristine ruins location on the map, attempting to enter them causes the game to generate a map which instantly crashes the whole game. Anyone know a fix or cause?
MR. TETEREW  [개발자] 2020년 4월 21일 오전 6시 30분 
Harvey The Hunter 님이 먼저 게시:
When my colonists arrive at the pristine ruins location on the map, attempting to enter them causes the game to generate a map which instantly crashes the whole game. Anyone know a fix or cause?
Please set log settings in mod settigns to "log everything" and send me a game log generated after crash. Now it should contain enough information to locate the issue. Crashing the whole game is really difficult, so I think it should be something easy recognizable in the log.
COFFINSLIME 2020년 4월 21일 오전 8시 05분 
MR. TETEREW 님이 먼저 게시:
Harvey The Hunter 님이 먼저 게시:
When my colonists arrive at the pristine ruins location on the map, attempting to enter them causes the game to generate a map which instantly crashes the whole game. Anyone know a fix or cause?
Please set log settings in mod settigns to "log everything" and send me a game log generated after crash. Now it should contain enough information to locate the issue. Crashing the whole game is really difficult, so I think it should be something easy recognizable in the log.
No worries! How can I send it to you?
FairyNuff 2020년 4월 21일 오후 7시 11분 
I've had the same issue as DEADVANDAL. With log everything this is all that is recorded after entering ruins and crashing:
[RealRuins][Scatter]: Large Ruins - Preselected file name is C:/Users/MY NAME/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\DCD00091-2B25-43BC-BBF5-A8658928C38D.bp [RealRuins][Scatter]: Running stand-alone scatterer [RealRuins][Scatter]: [0 s]: Loading blueprint of size 200 - 200 to deploy at 0, 0 [RealRuins][BlueprintTransfer]: Loading blueprint at path C:/Users/MY NAME/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\DCD00091-2B25-43BC-BBF5-A8658928C38D.bp [RealRuins][Transferring blueprint of faction {0}]: Ancients [RealRuins][BlueprintTransfer]: Blueprint transfer utility did remove 12/3464 incompatible items. New cost: 198669.4 [RealRuins][BlueprintTransfer]: Capping current cost of 198644.4 to target cost of 145363 [RealRuins][BlueprintTransfer]: Done. Resulting cost is 145350.8. Items left: 8106/8106 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MobileMineralSonar because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MobileMineralSonar because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 [RealRuins][BlueprintTransfer]: Failed to spawn item MilitaryTurretGun because of System.NullReferenceException: Object reference not set to an instance of an object at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x0016e] in <00cb495dfcf441f9a721128170159e15>:0 Could not load reference to Verse.HediffDef named ROM_GlabroClaw (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)
MR. TETEREW  [개발자] 2020년 4월 25일 오후 9시 48분 
DEADVANDAL 님이 먼저 게시:
How can I send it to you?
You need to switch debug mode in settings, then you will see a row of icons at the top of the game window. The leftmost icon shows the game log, and there is a button which opens the log.
In case you need to locat the log after game is crashed, you need to navigate to "C:\Documents and Settings\[YOUR_USER_NAME]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\" and find a Player.log file there.
Anyway, I have enough info from another user, so you don't need to do this right now. So just remeber it in case of future issues :)


Hen Commandments 님이 먼저 게시:
I've had the same issue as DEADVANDAL. With log
Thanks! Looks lke it contains everything I need to fix it.
MR. TETEREW  [개발자] 2020년 4월 25일 오후 11시 41분 
Found the bug. For now you can just set log level to "Errors only", it will fix the problem. Will post proper fix a bit later.
Verence 2020년 4월 30일 오전 7시 57분 
My game also crashes on arrival to ruins. Setting log level for the mod to "Errors only" doesn't help, in fact, it was there by default. Any other workarounds until the patch is released?
MR. TETEREW  [개발자] 2020년 5월 1일 오후 1시 14분 
Verence 님이 먼저 게시:
My game also crashes on arrival to ruins. Setting log level for the mod to "Errors only" doesn't help, in fact, it was there by default. Any other workarounds until the patch is released?
In this case your log with "show all" level will be very helpful. To locathe the log you need to go to options -> open log folder, then crash the game by entering ruins, and then send me player.log from the folder opened earlier. (or you can post here part of the log starting with "Large ruins - preselected file name..."
Verence 2020년 5월 6일 오전 7시 57분 
The only error I am getting is the following:

SaveableFromNode exception: System.MissingMethodException: Constructor on type 'RealRuins.CaravanArrivalAction_VisitAbandonedBase' not found.
at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ScribeExtractor.SaveableFromNode[T] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00131] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
Subnode:
<arrivalAction Class="RealRuins.CaravanArrivalAction_VisitAbandonedBase" />


at the savegame load. The log ends normally with:

[RealRuins][Scatter]: Large Ruins - Preselected file name is C:/Users/Name/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\54117AAA-B98A-4921-B3A5-73BAEA1E5560.bp
[RealRuins][Scatter]: Running stand-alone scatterer
[RealRuins][Scatter]: [0 s]: Loading blueprint of size 200 - 200 to deploy at 0, 0
[RealRuins][BlueprintTransfer]: Loading blueprint at path C:/Users/Name/AppData/LocalLow/Ludeon Studios/RimWorld by Ludeon Studios\RealRuins\54117AAA-B98A-4921-B3A5-73BAEA1E5560.bp
[RealRuins][Transferring blueprint of faction {0}]: Ancients
[RealRuins][BlueprintTransfer]: Blueprint transfer utility did remove 91/1078 incompatible items. New cost: 33451.95
[RealRuins][BlueprintTransfer]: Capping current cost of 33295.95 to target cost of 36617
[RealRuins][BlueprintTransfer]: TilesByCost: 1196 items, filteredTiles: 150 items of cost 28334.4
[RealRuins][BlueprintTransfer]: Done. Resulting cost is 33295.95. Items left: 1196/1196

but the game still crashes.
X_Mangoose_X 2020년 5월 9일 오후 8시 28분 


MR. TETEREW 님이 먼저 게시:
Verence 님이 먼저 게시:
My game also crashes on arrival to ruins. Setting log level for the mod to "Errors only" doesn't help, in fact, it was there by default. Any other workarounds until the patch is released?
In this case your log with "show all" level will be very helpful. To locathe the log you need to go to options -> open log folder, then crash the game by entering ruins, and then send me player.log from the folder opened earlier. (or you can post here part of the log starting with "Large ruins - preselected file name..."


I have the same instant crash problems as other users when trying to enter the ruins


SaveableFromNode exception: System.MissingMethodException: Constructor on type 'RealRuins.CaravanArrivalAction_VisitAbandonedBase' not found.
at System.RuntimeType.CreateInstanceImpl (System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes, System.Threading.StackCrawlMark& stackMark) [0x00213] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00095] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at Verse.ScribeExtractor.SaveableFromNode[T] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00131] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
Subnode:
<arrivalAction Class="RealRuins.CaravanArrivalAction_VisitAbandonedBase" />



[RealRuins][Scatter]: Large Ruins - Preselected file name is C:\Users\user\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\RealRuins\B07C06F9-8635-4F0F-B51E-13A10112469B.bp
[RealRuins][Scatter]: Running stand-alone scatterer
[RealRuins][Scatter]: [0 s]: Loading blueprint of size 200 - 200 to deploy at 0, 0
[RealRuins][BlueprintTransfer]: Loading blueprint at path C:\Users\user\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\RealRuins\B07C06F9-8635-4F0F-B51E-13A10112469B.bp
[RealRuins][Transferring blueprint of faction {0}]: Ancients
[RealRuins][BlueprintTransfer]: Blueprint transfer utility did remove 0/707 incompatible items. New cost: 39929.09
[RealRuins][BlueprintTransfer]: Capping current cost of 39929.09 to target cost of 23197
[RealRuins][BlueprintTransfer]: TilesByCost: 707 items, filteredTiles: 175 items of cost 37676.7
[RealRuins][BlueprintTransfer]: Done. Resulting cost is 22474.19. Items left: 707/707
[RealRuins][BlueprintTransfer]: Failed to spawn item TETable because of System.NullReferenceException: Object reference not set to an instance of an object

at RealRuins.BlueprintTransferUtility.MakeThingFromItemTile (RealRuins.ItemTile itemTile, System.Boolean enableLogging) [0x001b1] in <7fbd950cec7c442c82ffc67b816b69eb>:0


thanks for your mod!
X_Mangoose_X 님이 마지막으로 수정; 2020년 5월 9일 오후 8시 30분
MR. TETEREW  [개발자] 2020년 5월 11일 오전 10시 20분 
X_Mangoose_X 님이 먼저 게시:
I have the same instant crash problems as other users when trying to enter the ruins
Well, both logs shows that the problem is in the arrival process itself, and it's highly likely because of some mod conflict (some other mod changes arrival action so my mod can't override it for ruins world objects), so I'll try to add some more logging there to determine which mod causes the conflict.
Also probably changing mod order may help.
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