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I've found the mod associated with this error. It's Research Reinvented. The error doesn't occur when this mod is used alone, but it does happen when its add-on mod, Research Reinvented: Stepping Stones, is included.
Research Reinvented : https://steamcommunity.com/sharedfiles/filedetails/?id=2868392160
Research Reinvented: Stepping Stones : https://steamcommunity.com/sharedfiles/filedetails/?id=2868389782
I'll also share this error with the modder of the aforementioned mod.
Thank you for your hard work. I'm also really enjoying your other mods, like Visible Wealth and Visible Raid Points!
I'm currently using various mods and testing them by adding and removing them one by one. The error details I've confirmed through Gemini are as follows.
You're encountering two related errors in your RimWorld 1.6 mod, likely due to how it handles core game data.
The "Created FloatMenu with no options" error in Defaults.PlantType.PlantTypeUtility:DrawPlantButton means your mod tries to show a plant selection menu, but the plant list is empty. This is probably a symptom of an underlying data retrieval problem.
This ties into the NullReferenceException from your StatWorker.GetExplanationFinalizePart patch when hovering over drugs. Both errors point to your mod failing to properly access or process ThingDef data (plants, drugs) in RimWorld 1.6.
It seems internal code changes in RimWorld 1.6 have impacted StatWorker or ThingDef data access, and your mod's patches aren't adapting.
NullReferenceException on drug descriptions: When hovering over drug explanations in the settings, I get a NullReferenceException related to StatWorker.GetExplanationFinalizePart (your mod's transpiler patch). This happens in the main menu settings.
"FloatMenu with no options" on plant list: When trying to access the "Default plant type for new growing zones" setting, the game throws "Created FloatMenu with no options. Closing." from PlantTypeUtility:DrawPlantButton.
Both errors seem to point to issues with how the mod interacts with RimWorld 1.6's data handling for stats/definitions and populating UI lists. Given the experimental status, I wanted to bring this to your attention.
Thanks for your work!
1Trick, you're stellar. The exp branch is sleek and sweet.
Thanks! So glad I finally decided to ask about the funky layout!
I'm actually curious if the experimental edition of the mod would work for you or if something similar would happen. Feel free to try it if you'd like: https://steamcommunity.com/sharedfiles/filedetails/?id=3522445452
1. Nope, just you
2. 1080, set to fullscreen windowed in the launcher (as I've had for years)
1x. If i go to 1.5 I can access a few of the circles, but cannot actually set anyhting
3. Just since 1.6 (yes, I've turned it off and on again)
4. zero. It's trying to work, but can't quite get it right.
Thanks for the quick response!
1. Does it do this for any of the other windows that open when you click a button to change defaults?
2. What are your screen resolution and UI scale set to in the game settings?
3. Did it start doing this recently or has it always done this?
4. Are there any errors or warnings in the log when it does this?
I am having issues (even when this is the only installed) that the menu for defaults is a weird size. Like it's trying to display in 4k when i only have 1080. picture linked, i hope.
https://prnt.sc/vlnnP6_8nbEv
Unfortunately seems to conflict with NoPause mod (add options to initial storyteller settings menu)
Can't interact with NoPause options, or choose permadeath or not with both these mods.
Would it be possible to add compatibility?
I know I fixed it at one point and tested it, I just don't remember what fixes are where at the moment and I won't be able to check until later.
I tried disabling "Better Workbench Management" in case that was causing an issue, but it's the same even without that.
This is in 1.6, I didn't check if the bug existed in 1.5.
Thanks for your work on this amazing mod!
1trickPwnyta's Defaults will generate an error when attempting to load the default drug policies since that drug cannot be found. This error is safe to ignore and should go away after restarting the game.
However, the auto test mod is catching that error and immediately shutting down the game. Because of this, 1trickPwnyta's Defaults doesn't get a chance to save a new config file with that drug removed, so you'll keep getting this error on every startup attempt.
To fix this, disable the auto tester mod, launch the game, observe the error from 1trickPwnyta's Defaults, quit the game gracefully, and then relaunch with the auto tester mod enabled. The error should go away.
https://notebin.de/?aa132225c803bd79#FgoEXB5HLBLNeSwfdR28e4vrzK6W8pjtt4X5meUKpEvq
Also ability to save Better Workbench Management's (https://steamcommunity.com/sharedfiles/filedetails/?id=935982361) "Count additional Items" when using 'make until X bills.'
You have made an amazing helpful mod and I look forward to what else you might add to it.
Could not load UnityEngine.Texture2D at UI/Icons/PregnancyApproaches/AvoidPregnancy in any active mod or in base resources.
https://gist.github.com/HugsLibRecordKeeper/a98b16c44647901f557e51740d28783b
It lets you make smaller worlds.
Could you add support for changing the default settings of graves?
Example use case: When setting up graves for deadlife dust usage, it defaults to including fresh corpses, but I'm doing a playthrough with the Fleshcrafting meme, so it's important that I don't waste fresh corpses, so that I can get more replacement body parts for my wounded colonists.