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Thank you for your time and the upcoming update, fingers crossed indeed
If you'd be willing to give it a try, I'll see if I can reproduce it in a more isolated manner
https://gist.github.com/HugsLibRecordKeeper/654acf148dfa60ce1d4943ac4bb829fa
JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Johnny driver=JobDriver_DoBill (toilIndex=16) driver.job=(DoBill (Job_661827) A = Thing_DankPyon_RusticCookingTable319246 B = Thing_RawBerries323143 C = (113, 0, 73) Giver = JobGiver_Work [workGiverDef: DankPyon_DoBillsRusticCookingTable])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 892111B]
at RandomChance.HarmonyPatches.MakeRecipeProductsPrefix (Verse.RecipeDef& recipeDef, Verse.Pawn worker, RimWorld.IBillGiver billGiver) [0x00036] in <6717cf81212043b5afe19f70dd458b82>:0
at Verse.GenRecipe.MakeRecipeProducts (Verse.RecipeDef recipeDef, Verse.Pawn worker, System.Collections.Generic.List`1[T] ingredients, Verse.Thing dominantIngredient, RimWorld.IBillGiver billGiver, RimWorld.Precept_ThingStyle precept, Verse.ThingStyleDef style, System.Nullable`1[T] overrideGraphicIndex) [0x00054] in <2a40c3593b334f29ac3cb3d32d652351>:0
It was working fine until recently so not sure if it's Random Chance thing or MO.
Can't find a WorkGiver for a BillGiver DankPyon_RusticCookingTable11403
JobDriver threw exception in toil FinishRecipeAndStartStoringProduct's initAction for pawn Bexadacan driver=JobDriver_DoBill (toilIndex=31) driver.job=(DoBill (Job_100) A = Thing_DankPyon_RusticCookingTable11403 B = Thing_Meat_Donkey11489 C = (135, 0, 125) Giver = ThinkNode_QueuedJob [workGiverDef: DankPyon_DoBillsRusticCookingTable])
System.NullReferenceException: Object reference not set to an instance of an object
https://gist.github.com/HugsLibRecordKeeper/50684c03d6e17dad3b729494eed67723
If necessary, I can provide log files.
(After spending 2 days sorting mods, it turned out that this particular mod was creating this error.)
@[KOR]Bichang Advice taken, fixes made in appropriate places. Thanks again!
In the HarmonyPatch of ToilsRecipeDoRecipeWork_Transpiler, there is a TryGiveRandomFailure method if (actor.IsColonyMech || RCDefOf.RC_ConfigCurves == null) return;
You can simply add actor.RaceProps.Animal here.
Example: if (actor.IsColonyMech || RCDefOf.RC_ConfigCurves == null || actor.RaceProps.Animal) return;
Your mod probably doesn't take into account working animals. Of course, that's normal. Working animals, that's weird.
System.NullReferenceException: Object reference not set to an instance of an object
[Ref DBDF3D05]
at RandomChance.ToilsRecipeDoRecipeWork_Transpiler.TryGiveRandomFailure (Verse.Pawn actor, Verse.AI.Job curJob, Verse.AI.JobDriver_DoBill jobDriver, RimWorld.Building_WorkTable building) [0x0002d] in <84eb106cb1b349208dac15ea44747c64>:0
at Verse.AI.Toils_Recipe+<>c__DisplayClass2_0.<DoRecipeWork>b__1 () [0x000b1] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
Animal pawns from Kyulen mod are kept waiting while doing some work,until I force them to do
I would love this effect if it was just wild plants outside of the base, since I like dangerous wilds, or if I could reduce the chance of it significantly. For a tribal start, building up from scratch, the wounds I’m accumulating from this effect is colony killing. Right now it’s safer to go hunting wild animals for food than harvest my own planted crops that are in my base.