RimWorld

RimWorld

Venusplague Nov 19, 2022 @ 2:06am
Bug in social tab
send help modder man when i inspect in social tab the relations thing goes out of the social tab and i cant see it i have no ui mods im playing with all dlcs 1.4 and my modlist is harmony vanilla expanded framework, fsf filth vanishes with rain and time vanilla ideoligy expanded memes and structures hugslib, harvest everything, sanguophage feed relationship, hospitality. if you know anything about it pls help

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Showing 1-15 of 16 comments
Venusplague Nov 19, 2022 @ 2:13am 
i just deactivated all mods nothing changed so its something wrong with biotech or 1.4
Venusplague Nov 19, 2022 @ 2:13am 
can someone help me out on that?
Same issue here. Do you see a black box whenever you hover your mouse over a colonist social relationship? It only happens to one of my colonists and I have Biotech and Vanilla Expended mods enabled
󠁳 Apr 5, 2023 @ 7:09am 
Yep, I have the same problem.
I think it is bugged colonists or something. Because only specific colonists are bugged.
Removing mods doesn't help. Also loading another settlement doesn't break pawns with the same mods, seems like pawns break over time or something like that.

Social tab is bugged, looks like it reseting every frame (even while pause), also there are no relationships with other colonists somehow.

Have RW 1.4 with all DLC with tons of mods, but the same mods with OP are VFE, ideoligy expanded and hospitality.

Have no idea how to work with logs in RW yet, but this is one I get when colonists try to talk or something, and nothing happens.

Exception while recalculating OpinionOfMyLover thought state for pawn Ivan: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.PawnRelationWorker.InRelation (Verse.Pawn me, Verse.Pawn other) [0x00023] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at RimWorld.PawnRelationWorker_Stepparent.InRelation (Verse.Pawn me, Verse.Pawn other) [0x0004e] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at RimWorld.PawnRelationUtility+<GetRelations>d__0.MoveNext () [0x000e6] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at (wrapper dynamic-method) RimWorld.Pawn_RelationsTracker.RimWorld.Pawn_RelationsTracker.OpinionOf_Patch0(RimWorld.Pawn_RelationsTracker,Verse.Pawn) at RimWorld.LovePartnerRelationUtility.ExistingMostLikedLovePartnerRel (Verse.Pawn p, System.Boolean allowDead) [0x0005d] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at RimWorld.ThoughtWorker_OpinionOfMyLover.CurrentStateInternal (Verse.Pawn p) [0x00000] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00010] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at (wrapper dynamic-method) RimWorld.SituationalThoughtHandler.RimWorld.SituationalThoughtHandler.TryCreateThought_Patch1(RimWorld.SituationalThoughtHandler,RimWorld.ThoughtDef) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string) (wrapper dynamic-method) RimWorld.SituationalThoughtHandler:RimWorld.SituationalThoughtHandler.TryCreateThought_Patch1 (RimWorld.SituationalThoughtHandler,RimWorld.ThoughtDef) RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts () RimWorld.SituationalThoughtHandler:AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) RimWorld.ThoughtHandler:GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>) RimWorld.Alert_Thought:get_AffectedPawns () RimWorld.Alert_Thought:GetReport () RimWorld.Alert:Recalculate () (wrapper dynamic-method) RimWorld.AlertsReadout:RimWorld.AlertsReadout.CheckAddOrRemoveAlert_Patch1 (RimWorld.AlertsReadout,RimWorld.Alert,bool) (wrapper dynamic-method) RimWorld.AlertsReadout:RimWorld.AlertsReadout.AlertsReadoutUpdate_Patch0 (RimWorld.AlertsReadout) RimWorld.UIRoot_Play:UIRootUpdate () (wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root) (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

Also is there a function to "reset" pawns? Since it is pawns are bugged, maybe it is possible to reset them to avoid the bug?
Astasia Apr 5, 2023 @ 8:35am 
If mods have corrupted your pawns relations or memories you can use the Character Editor mod to delete those individual bugged entries which usually fixes them. If they are relations you want to keep you will have to manually add relations back using the mod after deleting the corrupt one, but that is pretty quick to do.

󠁳 Apr 5, 2023 @ 8:54am 
Originally posted by Astasia:
If mods have corrupted your pawns relations or memories you can use the Character Editor mod to delete those individual bugged entries which usually fixes them. If they are relations you want to keep you will have to manually add relations back using the mod after deleting the corrupt one, but that is pretty quick to do.

Hope it helps.
Thank you and have a good day.
󠁳 Apr 14, 2023 @ 5:44am 
I think I found the reason but I don't know how to fix that.

Pawns get broken due to other broken pawns.
There are some enemy pawns who can't die. They keep fighting literally without the head, arms, legs and other organs. When it happens, my pawns get broken with lagging social tab and so on.
The only way to remove an immortal pawn is to use the "destroy" command, since even "damage to death" does nothing in that case. But if I destroy an immortal pawn, my pawns still stay broken, the only way to fix them is to delete them and create new pawns copied of them.

This is the log when the game is trying to kill a pawn but it doesn't happen:
Error while killing Cassandra during phase 3: System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.Pawn_RelationsTracker+<get_PotentiallyRelatedPawns>d__36.MoveNext () [0x00131] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at RimWorld.Pawn_RelationsTracker.Notify_PawnKilled (System.Nullable`1[T] dinfo, Verse.Map mapBeforeDeath) [0x00044] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at Verse.Pawn.PreDeathPawnModifications (System.Nullable`1[T] dinfo, Verse.Map map) [0x0002c] in <3cca3e6203e64b109fd8ce21f7120d03>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Kill_Patch19(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch3 (string) (wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Kill_Patch19 (Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) (wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.CheckForStateChange_Patch3 (Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff) (wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.Notify_HediffChanged_Patch2 (Verse.Pawn_HealthTracker,Verse.Hediff) Verse.Hediff:set_Severity (single) (wrapper dynamic-method) Verse.HealthUtility:Verse.HealthUtility.AdjustSeverity_Patch1 (Verse.Pawn,Verse.HediffDef,single) Verse.HediffGiver_Bleeding:OnIntervalPassed (Verse.Pawn,Verse.Hediff) (wrapper dynamic-method) Verse.Pawn_HealthTracker:Verse.Pawn_HealthTracker.HealthTick_Patch0 (Verse.Pawn_HealthTracker) (wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn) Verse.TickList:Tick () (wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch8 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () (wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch4 (Verse.Game) (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)

Any idea about the reason?
Kitsu Jun 4, 2023 @ 6:23pm 
@Rize Hello. Have you managed to find a solution to the problem when the pawn is invulnerable thanks to the family tree (social tab)? If you purge social media of a pawn, she will become mortal. I got the same problem :(
megge Jun 20, 2023 @ 4:24pm 
I ran into the same issue twice now. And I don't see which mod breaks the relationships. Last time I could recover a still intact save, but this time I just noticed it too late and if I can't fix it, I have to start over ... which is an annoying thought, especially with the perspective that it can happen again quickly.

Here is my log if it helps:
https://gist.github.com/HugsLibRecordKeeper/a9f9f6d3bed0eb790f383fede52643c8

I also looked into the Character Editor and it seems that my broken pawns, have no relationships at all now. Maybe someone has a suggestion how I could fix it? I could also fiddle around in the savegames with the correct guidance.

The relations tab also doesn't work anymore when this happens ...

Please help! Finding the mod that breaks this, would help, too.

Thx
Astasia Jun 20, 2023 @ 4:58pm 
Originally posted by megge:
Here is my log if it helps:
https://gist.github.com/HugsLibRecordKeeper/a9f9f6d3bed0eb790f383fede52643c8

You are using RunTimeGC, did you try to "clean" anything with it? That could easily break relationships like that.

Otherwise, mods you are using that mess with the relationstracker are VRE Androids, Altered Carbon, Hospitality and Humanoid Alien Races. You also have the Relations Tab mod which could be messing with things (probably not). Altered Carbon is the most "fragile" of those mods and most likely to break with compatibility issues (the mod has it's own method of storing "world pawns" related to stacks, and any mod messing with world pawns can break it from what I've seen). Hospitality seems to be used by everyone in this thread though. For everyone that posted an error, the game seems to be stumbling on the Stepparent relationworker, which is odd, so there could be something a mod is doing specifically to that, or a coincidence. I don't see anything in that log directly patching the Stepparent relationworker though.
Kitsu Jun 20, 2023 @ 5:57pm 
@megge I collected information from the Internet.
1. Broken pawns from saved character editor templates that break everyone else when forming families within 0.5-1 game year. If you are creating a new colony, then create new characters. Do not use saved templates. Pawns from the template break due to the addition and removal of various mods. Those. you saved the pawn template with one list of mods, then deleted some mods, then tried to use the template again.
2. When you create pawns through the editor, then immediately create a family and relationships for them, and not during the game.
3. Use "RunTimeGC" mod cleaning more often. I also started using this mod: "Better GC: Mothballed and World Pawns" might come in handy. The second mod is designed to clean up extra world pawns.
I started a new colony through pain and tears using the tips above, it's been 3 in-game years and so far so good. Periodically I check pawns, try to kill them through the developer mode and keep a backup of the colony saves
megge Jun 20, 2023 @ 8:28pm 
Thanks for your ideas @astasia and @kitsu.

@astasia: I've been using Altered Carbon, Hospitality and HAR for quite a while without these issues. But VRE Androids was new in my current runs, so maybe this mod is actually the issue.

@Kitsu: I did not use any saved templates and also in the newest version of RunTimeGC the clean up is reduced. I might give Better GC a try. I also didn't add releationships to my created pawns, neither at creation nor later. But maybe here lies an issue.

Still trying to figure out which pawn is breaking everything. in hope I could still save the playthrough. But this might be wasted time ...

Just an update: I gave up on fixing my save. Trying to figure out what pawn was causing the issue was frustrating and I think I just made things worse. I started anew leaving VRE Androids out of my mod list and also made sure that my pawns, created with EdB had family. Let's see if I'm lucky this time.
Last edited by megge; Jun 21, 2023 @ 3:33pm
Robot_Prince Jan 4, 2024 @ 1:05pm 
@megge I have the same issue, a pawn that would never die even without any hands /head etc etc that I had to destroy to make the game work, and now all my social tabs (not opening or flashin,lots of errors) and social connections are ♥♥♥♥♥♥ (parents are also siblings with their chidren..). I suspect its VRE Androids that do the initial ♥♥♥♥♥♥ with immortality, since its the only one we have in common.
Kitsu Jan 4, 2024 @ 4:15pm 
@Robot_Prince Hello! The problem is not with androids. There is one more guess. Do you have the SRTS Expanded or Save Our Ship 2 mod installed? Perhaps pawns break due to the mechanics of transporting pawns to another location, and enemy pawns with a family tree also break. No evidence, just a hypothesis. That the pawn will break and cannot die because of the family tree. And yes, make a backup save for a couple of days ago, if you see a blinking social connection tab, it means the pawn is broken and load a backup save. I haven't encountered this problem again. I thought the modders fixed it or I recently reinstalled the mods and changed the order in which they run
Robot_Prince Jan 7, 2024 @ 12:19am 
@Kitsu, no I have neither of these mods, but I now suspect the Vanilla Outposts mod, they seem to make the pawns that are in them essentially "dissapear". I found a small workaround by copying the pawn with the C Editor and it immediately registered its death when placed. The relations seems to be fine in the actually save and in the CE panel.

I have general HUD issues tbh and I believe the culprit to be the RimHud mod for those, eithre compounding on the broken social issue or causing them in the first place.
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Date Posted: Nov 19, 2022 @ 2:06am
Posts: 16