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is almost same mod i used for 1.0 version before update and i dont have problem before this patch
also, the debug log shows only "syntax" errors (miswritten command, grammar and such).
there is no programm out there that can detect a logical error (at least not until we get truly futuristic AIs).
if a mod says "hey, show him an empty screen" than the game does not ask "are you sure?" it just does what it was asked to do, show you an empty screen. if the code asked for it, that it has to be right, right?
I have lots of difficult to understand this i share the log
https://gist.github.com/018e0d0eeb34dd56dbb2262db29b8961
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RoomRoleWorker_Kitchen.GetScore (Verse.Room room) [0x00060] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.Room.<UpdateRoomStatsAndRole>b__90_0 (Verse.RoomRoleDef x) [0x00006] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.GenCollection.MaxBy[TSource,TKey] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector, System.Collections.Generic.IComparer`1[T] comparer) [0x0005c] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.GenCollection.MaxBy[TSource,TKey] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] selector) [0x00007] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.Room.UpdateRoomStatsAndRole () [0x000ad] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.Room.get_Role () [0x00008] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.Gizmo_RoomStats.<GetRoomToShowStatsFor>g__IsValid|8_0 (Verse.Room r) [0x0000b] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.Gizmo_RoomStats.GetRoomToShowStatsFor (Verse.Building building) [0x000b1] in <29684bdca4b441d38f64a3f064edc8ed>:0
at Verse.Building+<GetGizmos>d__17.MoveNext () [0x000d8] in <29684bdca4b441d38f64a3f064edc8ed>:0
at System.Collections.Generic.List`1[T].InsertRange (System.Int32 index, System.Collections.Generic.IEnumerable`1[T] collection) [0x000db] in <567df3e0919241ba98db88bec4c6696f>:0
at System.Collections.Generic.List`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1[T] selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x00045] in <29684bdca4b441d38f64a3f064edc8ed>:0
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
updating that mod fixed it for me.
I made two and both were affected, when i godded them in 50% are affected. I've read a few forums and they all say its mods so I've taken out harmony and I'm strating a fresh colony.
So far this week this glich has killed two colonies but the first one it left until my ship was nearly complete.
A forum search for 'fabrication bench' may bring up the post I might be remembering.
Edit: This post has a solution (of sorts) at the end. Same symptoms, fabrication bench bills bugging out when bench is indoors.
https://steamcommunity.com/app/294100/discussions/0/1751276729198042529/