RimWorld

RimWorld

mod error question
asking here sense i don't get answers when i ask in the workshop discussion

but i am getting a issue in my game were i can't see my pawns powers and any of the icons that should be there
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Showing 1-13 of 13 comments
XelNigma Jul 12, 2024 @ 4:01pm 
I dont know what could have caused that. And all I can offer in way of help is the standard response;
Remove mods until you can narrow down the culprit. Then see if its because the mod is out of date, or if the load order is wrong.

You can download the third party program Rimpy. and use that. It makes adjusting your mod list WAY faster and is pretty smart when sorting your modlist. It could solve your problem too.
Originally posted by XelNigma:
I dont know what could have caused that. And all I can offer in way of help is the standard response;
Remove mods until you can narrow down the culprit. Then see if its because the mod is out of date, or if the load order is wrong.

You can download the third party program Rimpy. and use that. It makes adjusting your mod list WAY faster and is pretty smart when sorting your modlist. It could solve your problem too.

i only started get the issues after the last update yet all my mods updated and i don't get any red errors that are not common sense i stack to many genes
Grayfang Jul 12, 2024 @ 5:54pm 
A *very* trial and error solution is to look at the mod load order. A few times I have had a mod simply not work or break something else until I swapped around the load order. Again, this is *very* tedious, but you are the only one who can figure out what incompatibilities your mods have with each other, since mod creators don't actually know what breaks what until someone gives them an error log
Originally posted by Grayfang:
A *very* trial and error solution is to look at the mod load order. A few times I have had a mod simply not work or break something else until I swapped around the load order. Again, this is *very* tedious, but you are the only one who can figure out what incompatibilities your mods have with each other, since mod creators don't actually know what breaks what until someone gives them an error log


yep its just annoying that sense i have a little over 100 mods
Jaggid Edje Jul 12, 2024 @ 6:53pm 
You can narrow 100 mods down to just one mod with only a half dozen or so restarts using the 50/50 method.
Originally posted by Jaggid Edje:
You can narrow 100 mods down to just one mod with only a half dozen or so restarts using the 50/50 method.

o its the load time that is my issue
o also i just find it odd as minus that bug everything works like normal up

but besides the pawns works like normal its just the power and draft thing is broken
Vesper Lord™ Jul 12, 2024 @ 10:00pm 
I'm having the same issue, did you figure out the problem?
Vesper Lord™ Jul 13, 2024 @ 3:39am 
Noticed I got this error when clicking on a pawn I was unable to draft/use powers on:

System.NullReferenceException: Object reference not set to an instance of an object
[Ref E12B22F7]
at MVCF.Commands.Command_VerbTargetExtended.GroupsWith (Verse.Gizmo other) [0x00015] in <bd349507d72b40c59572c4419209d92f>:0
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1[T] gizmos, System.Single startX, Verse.Gizmo& mouseoverGizmo, System.Func`2[T,TResult] customActivatorFunc, System.Func`2[T,TResult] highlightFunc, System.Func`2[T,TResult] lowlightFunc, System.Boolean multipleSelected) [0x0006f] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor (System.Collections.Generic.IEnumerable`1[T] selectedObjects, Verse.Gizmo& mouseoverGizmo) [0x00206] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
- TRANSPILER UnlimitedHugs.AllowTool: IEnumerable`1 AllowTool.Patches.InspectGizmoGrid_DrawInspectGizmoGridFor_Patch:ClearReverseDesignators(IEnumerable`1 instructions)
- TRANSPILER fluffy.blueprints: IEnumerable`1 Blueprints.Patch_InspectGizmoGrid_DrawInspectGizmoGridFor:Transpiler(IEnumerable`1 _instructions) currentSelectable: null
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Log:ErrorOnce (string,int)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos ()
RimWorld.InspectPaneUtility:ExtraOnGUI (RimWorld.IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI ()
Verse.WindowStack:WindowStackOnGUI ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.UIRoot_Play.UIRootOnGUI_Patch3 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch2 (Verse.Root)

Gotta admit, I have no idea how to parse this, and what the problem might be- can anyone help?
the only red one i get is something about a gene

but with that one i have no idea as i am not on modder or understand code really

(well when i am load then save the new mod list so it doesn't throw crazy amount of errors do to missing mods)
Vesper Lord™ Jul 13, 2024 @ 10:14pm 
OK so I found a way around the issue! Someone in another thread suggested removing mini-turrret packs from Vanilla Aparrel Expanded- Accessories, which fixed things for all but one colonist (my only starter). The icons still vanish if I give him a ranged weapon (haven't tried every ranged weapon, but I tried a few, mixing mods and base game), but everyone else can use them just fine. My guess is something in the recent Vanilla Expanded Framework update has screwed things up, as I've been using Mini-Turret packs for a while and never had this problem.
Vesper Lord™ Jul 13, 2024 @ 10:20pm 
And I fixed it on him too, when I removed the transformable hand-canon from Greyscythe Bionics catalogue. The issue seems to be with any sort of accessory that functions as a gun.
i am going to try to turn of my other bionic mods later but its now will randomly work normally after turning off greyscythe

i wish there was a mod that was a basic all patch for some bugs like other games have XD
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Date Posted: Jul 12, 2024 @ 2:47pm
Posts: 13