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A colonist, Toni, whom had been recruited for like, a YEAR, betrayed us during a pirate attack (which is something I then learned could happen) while she was a part of a big firing line I set up, so she was standing right next to my insane combat specialist, Jet.
Before I had even really understood what happened and moved over to see what was happening, Jet drew her knife (simple sidearms FTW), did an insane backflip over her best friend who she's fought beside and gone on adventures with for the better part of a year and cut off her head.
I literally was thinking "well maybe if we capture her we can recruit her again because she's a good doctor" and then she was immediately decapitated.
The GUI clip pushing error is an indication that some UI is broken, but it doesn't mean that it was cause by 'a UI mod', it could because caused by absolutely anything. For example, if a mod sets a pawn's name to null then you open any vanilla UI, you will get an exception like that as the UI breaks.
The actual crash is caused not by the UI but rather the UI catching an exception and, when trying to print the stack trace, the stack trace itself fails to be walked. This is normally caused by seriously ♥♥♥♥♥♥ IL code such as a broken transport patch.
I'm not going to tell you that the crash definitely wasn't caused by this mod, but it likely wasn't. If you can send full logs (both player.log and the crash dump) rather than the chatbot log, I can look into it more.
https://pastebin.com/AivbV5hP
The crash is almost certainly caused by a mod that adds or modifies an inspect tab.
Evidence 1 (Previous Log): The AM.Events errors (from a mod creating sounds, gore, etc.) were happening repeatedly.
Evidence 2 (Previous Log): The GUI Error: You are pushing more GUIClips than you are popping error shows a UI mod is already "leaking" and unstable.
Evidence 3 (Stack Trace): The crash happened inside Verse.InspectTabBase (the code for inspect tabs).
If an enemy pawn lassos a vehicle that is a caravan, it will be deleted and act as if the caravan has been lost.
To anyone who is using Vehicles, you can set the "max pawn size" below 3 in the lasso settings to prevent your multi-ton vehicles from being lassoed.
Let me see if I can get back to you some logs for that.
Epic mod 11/10. How are more people not talking about this?
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 995EF44D] Duplicate stacktrace, see ref for original
I like the lasso feature, i think its fun to lasso retreating enemies, and it provides a challenge when enemies lasso my melee pawns out of doorways/chokepoints. however, it is incredibly frustrating that enemy pawns can also lasso my shooters from behind a wall that is not normally able to be walked through.
Thanks for the quick awnser and ofcourse for making this mod :)