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It's a red error that appears constantly for both my Druids and Paladins when in the presence of my Necromancer. It isn't causing any issues with gameplay, but I have noticed this repeatedly. For reference, Faith is the name of my Paladin.
The full log is available here https://gist.github.com/f6a807c4db6f20018140c070df65a225
The specific error can be found below
Exception while recalculating TM_Necromancer thought state for pawn Faith: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.Thoughts.ThoughtWorker_TM_Necromancer.CurrentSocialStateInternal (Verse.Pawn pawn, Verse.Pawn other) [0x00000] in <filename unknown>:0
at RimWorld.ThoughtWorker.CurrentSocialState (Verse.Pawn p, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
at RimWorld.SituationalThoughtHandler.TryCreateSocialThought (RimWorld.ThoughtDef def, Verse.Pawn otherPawn) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
RimWorld.SituationalThoughtHandler:TryCreateSocialThought(ThoughtDef, Pawn)
RimWorld.SituationalThoughtHandler:CheckRecalculateSocialThoughts(Pawn)
RimWorld.SituationalThoughtHandler:AppendSocialThoughts(Pawn, List`1)
RimWorld.ThoughtHandler:GetSocialThoughts(Pawn, List`1)
RimWorld.InteractionUtility:TryGetRandomSocialFightProvokingThought(Pawn, Pawn, Thought&)
RimWorld.InteractionUtility:HasAnySocialFightProvokingThought(Pawn, Pawn)
RimWorld.Pawn_InteractionsTracker:CheckSocialFightStart(InteractionDef, Pawn)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
RimWorld.JobDriver_BeInsulted:<MakeNewToils>b__2_0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
RimWorld.<WaitToBeAbleToInteract>c__AnonStorey2:<>m__0()
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.JobDriver:Notify_PatherArrived()
Verse.AI.Pawn_PathFollower:PatherArrived()
Verse.AI.Pawn_PathFollower:TryEnterNextPathCell()
Verse.AI.Pawn_PathFollower:PatherTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Thanks~
-The Rex
Here, i took the 10 damage tool and hit him 4 times (Only 1 got through because my armor was too op) and here's what happened right away[imgur.com].
https://gist.github.com/7b82ef4913a1b2cd42083c29e1eba255
Post-note: I am dumb; a piece of clothing from the mod "Polaris Bloc" has a healing effect to it, it never occured to me that it might have that effect. Pardon the misunderstanding.
I had a bug recently where there were 2 necromancers in my colony. Necro1 joined much earlier than Necro2. I resurrected an undead with Necro1 which I maintained for many quadrants. When the Necro2 came along I also resurrected an undead with him. A bit later a mana drain event happens and Necro2 runs out of mana....but the first undead dies! I was devastated because by this time undead 1 had established a good social report and had strong skills.
Thanks for taking the time read and hopefully this issue is relatively simple for you to fix.
Unfortunately this is a risk with necromancers, they require a constant stream of mana to maintain their undead minions and if they run out, for whatever reason, their undead will collapse to help restore mana. All undead on a map are supported by all necro's (undead aren't assigned a master), so I can see why it would have destroyed the undead if Necro2 ran out of mana.
But, this shouldn't happen if necro 1 still had mana, so I need to have it average the mana between both necro's instead of individual checks. Thanks for the feedback!
Are you receiving any logs messages that you can share?