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Vanilla
error on game losd:
error on game startup: Could not execute post-long-event action. Exception: System.TypeInitializationException: An exception was thrown by the type initializer for RIMMSqol.HarmonyBootstrap ---> System.NullReferenceException: Object reference not set to an instance of an object
at RIMMSqol.SettingsInit.<thoughts>b__1bb (ISettingsInstance setting) [0x00000] in <filename unknown>:0
at RIMMSqol.genericSettings.SettingsStorage.ApplySettings () [0x00000] in <filename unknown>:0
at RIMMSqol.QOLMod.ApplySettings_ () [0x00000] in <filename unknown>:0
at RIMMSqol.QOLMod.ApplySettings () [0x00000] in <filename unknown>:0
at RIMMSqol.HarmonyBootstrap..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (intptr)
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (RuntimeTypeHandle type) [0x00000] in <filename unknown>:0
at Verse.StaticConstructorOnStartupUtility.CallAll () [0x00000] in <filename unknown>:0
at Verse.PlayDataLoader.<DoPlayLoad>m__2 () [0x00000] in <filename unknown>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
And plz confirm that your using the stable branch of rimworld.
RIMMSQoL setting "traitCosts"."QOLTraitCostDrugDesire-1" failed to find overriden object. Deactivating entry.
Verse.Log:Warning(String, Boolean)
RIMMSqol.genericSettings.SettingsStorage:ApplySettings()
RIMMSqol.QOLMod:ApplySettings_()
RIMMSqol.QOLMod:WriteSettings()
RimWorld.Dialog_VanillaModSettings:PreClose()
Verse.WindowStack:TryRemove(Window, Boolean)
Verse.Window:Close(Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
In the architect menu you have a category "PF-Directions", click on the "smart lines" action and make sure you haven't drawn arrows that block the pawns movement. You can pause the game and draft/undraft to find out what they are trying to do and where.
If that's not the case try deactivating custom pathfinding and check if they start moving after drafting/undrafting.
You can switch off other parts of the mod and see if that works. Under "General settings" is a section "Forbidden patches". There you can disable essentially submods to avoid mod conflicts. You can try "ingredient overflow"[bug fix for vanilla], "recipe radius"[performance], "forbid by context"[food rules], "minimum snow movement"[bug fix for vanilla].
If the pathfinding is turned off and the patches aren't helping, then I don't see how this mod could be involved. You should filter the workshop by your subscriptions and look at recently updated mods and their storepage, maybe the issue is reported somewhere else already.
I've been having issues with disappearing buttons in the architect menus for a while now and have narrowed it down to this mod. When I open the settings, even if I don't change anything, and everything is set to default, it causes various buttons to disappear (specifically the ones from More Planning, Allow Tool, and Release Animals into Wild). It also prevents the ones from Raise The Roof never to be shown at all.
Looking through the comments, it seems like others have had similar issues with PathAvoid and I'm curious if this is likely the same problem? If it is, and if I understand correctly, this isn't really an issue with RIMMSqol. I am curious though since this seems to be an issue with a number of mods, would it be possible to have an option to disable the part of RIMMSqol that causes this? And if so, what functionality would it remove?
For the moment I'm just restarting the game after each time I change settings on RIMMSqol but thought it would be worth reporting this. I tested all this with just HugsLib, More Planning, Allow Tool, Release Animals into Wild, and RIMMSqol active. I haven't noticed anything relevant in the logs, but I'm not going to pretend to know enough to be sure. If you would like me to submit logs or anything else, just let me know.
Also, thanks for the excellent mod!
The buttons from this mod are inserted after they find specific vanilla buttons in their respective category. Since the category is a filter it will only work if those buttons are left in their categories.
You will be informed about that with error messages so it's easy to spot.
They are also only injected during "world load" event, which means every time you use this mods menu the categories are refreshed to reflect changes and then the designators are missing.
Injecting them in response to the Verse.DesignationCategoryDef.ResolveDesignators() method should solve that problem.
The buttons from this mod are part of a custom framework so they cannot be turned vanilla and therefore cannot be configured via this mods menu.
Uses the allow tool buttons.
The designators that were configured via xml work fine but the colored ones have the same problem as path avoid.
They have a constructor that requires arguments and designators have only no argument constructors. Thats why they can't be used via xml. They are put in by hand when the mod is loaded. Again any refresh breaks that.
It's weird because all the other designators are correctly coded by building a class for each set of arguments.
I added a setting that prevents the refresh of categories but then any changes made to the buttons require a restart to show.