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Some items were used up without my knowledge, and now I can't load the shuttle fully.
I had intended to just remove it from the trade, but I can't press 'accept'.
Additionally, items like Flake are displayed as split in the interface, which I imagine is because they're separate stacks, but that makes it impossible to know which one I should remove an item from. However, even if I remove all the Flake from the trade by renegotiating, I still can't accept.
I'm still getting a surplus of silver from them, so there's no reason I shouldn't be able to, unless another item hasn't been loaded and I just can't tell because that's not displayed on the interface when it just doesn't exist anymore.
https://gist.github.com/HugsLibRecordKeeper/9f3ac73c9b1d5d6dcd4858225097ac35 - logs
So, what happens is the following:
1) commit a trade with the trader ship
2) It's dropship comes down
3) It's texture gets swapped in and out for the reasons I don't understand. One moment the heavy shuttle or cargo shuttle (?) is recognised as a part of your mod, but, when the texture "flickers" it starts to look like a VFE: Empire shuttle.
What causes this behaviour? Is it because two mods override same vehicle/object/item?
Can it be seen in the logs outright? How can I debug this for you?
https://steamcommunity.com/sharedfiles/filedetails/?id=1969732297
Trade Ships Drop Spot
https://gist.github.com/Inglix/52144acbbc59ff9c3b215dd83e84b0fc
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3FD53E28] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch0 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.JobDriver:Notify_PatherArrived ()
Verse.AI.Pawn_PathFollower:PatherArrived ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_PathFollower.TryEnterNextPathCell_Patch1 (Verse.AI.Pawn_PathFollower)
sorry about the mixup
specifically, i grew just *way* too much rice, and have been trying to offload it onto passing traders when i buy stuff, but despite putting my entire colony to the task, i just can't load the rice fast enough for the timer (i think i only managed 7-8 stacks of rice last time)
i'd personally *greatly* appreciate some more leniency on the timer for the shuttle (or at least an option to adjust that)
cause it just feels really wierd that they'd *accept* a trade, watch me spend several hours constantly loading rice onto the shuttle, and then suddenly change their mind and dump it all out into the snow and leave (without even giving me any of the stuff i bought)
In case anyone wonders if this thing works with 'Call a trader' - yes, it does. Just adjust the 'Absolute Cost Range' (both numbers) in the mod settings to zero.
but still mod is good itself