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can confirm this
This is my Hugs Library Log: https://gist.github.com/2152b7afe90f1eeec5ed303ece7881cc .
Illustrated here https://imgur.com/a/G5dmsIk
Everything runs fine until you enable both running and gunning and autocasts with that mod simultaniously. Imagine a pawn is shooting someone on the move, and decides to blast the enemy with a psychic ability instead of their weapon. It starts psycasting automatically, but then a bug happens: it can't progress through the aiming circle animation and as the result, the pawn complitely stucks. Sometimes the cas goes though, but it always stucks in the eng. As the result, your pawn can move while drafted (possibly due to Run and Gun), but it can't do any ranged or melee attacks, can't perform forced jobs while drafted or any ambient jobs while undrafted. The aiming psycast (or maybe ranged aiming animation?) doesn't reset even if the pawn falls unconscious.
I believe as of now, VPE heavily relies on a pawn standing still while psycasting, but RNG breaks that so this issue happens. I've initially discovered the bug with HSK modpack. The issue happes regardless of the load lorder and it occurs even if the only mods installed are VPE, RNG and their hard prerequisits, this is how I've pinpointed the isssue and tested it, so consider this report vanilla+VPE as it should be. I've reported this issue to Oskar and Vanilla Expanded team as well, but maybe there's something you can do on your side.
The bug always occurs when both autocasting and running and gunning is turned on once pawn moves and autocasts the ability simultaniously. I did not spend a lot of time testing it further, but I am sure manual casting forces a pawn to stop so it doesn't run and gun even if that feature is enabled, so this bug should rarely happen in that case.
This bugged psycast pawn condition persists even if you uninstall Run and Gun. The only ways of unstucking a bugged psycaster to my knowledge are either getting the pawn off the map and back, killing it and resurrecting or teleporting it with Character Editor. That can help someone with a broken pawn like that, however, is only a symptomatic treatment because once autocast and running and gunning face each other again, the bug repeats itself. The issue is extremely easy to recreate, just turn both mentioned features on and start blasting. It also doesn't seem to throw any explicit errors into the regular debug log. But here's my Hugslib reports anyway
RNG then VPE https://gist.github.com/91cb7ad0471a663be7dee5d8196670ce
VPE then RNG https://gist.github.com/c6723db393f2588dfc2d33f5e3526e67
https://steamcommunity.com/sharedfiles/filedetails/?id=2842502659
Here's my bug report in VPE bugs thread too https://steamcommunity.com/workshop/filedetails/discussion/2842502659/3460471649939408292/?ctp=32
System.NullReferenceException: Object reference not set to an instance of an object
at Swimming.Patch_ShotReport.Manual (System.Single result, Verse.Thing thing) [0x00000] in <b15a1d644b16483390810500bf601339>:0
at (wrapper dynamic-method) Verse.ShotReport.Verse.ShotReport.get_FactorFromPosture_Patch0(Verse.ShotReport&)
at (wrapper dynamic-method) Verse.ShotReport.Verse.ShotReport.get_AimOnTargetChance_Patch0(Verse.ShotReport&)
at (wrapper dynamic-method) Verse.ShotReport.Verse.ShotReport.get_TotalEstimatedHitChance_Patch0(Verse.ShotReport&)
at MVCF.ManagedVerb.GetScore (Verse.Pawn p, Verse.LocalTargetInfo target) [0x00082] in <5e3774c2088a4697a593f926c8ee4f22>:0
at MVCF.VerbManager.ChooseVerb (Verse.LocalTargetInfo target, System.Collections.Generic.List`1[T] options) [0x001d9] in <5e3774c2088a4697a593f926c8ee4f22>:0
at MVCF.Utilities.PawnVerbUtility.BestVerbForTarget (Verse.Pawn p, Verse.LocalTargetInfo target, System.Collections.Generic.IEnumerable`1[T] verbs) [0x0000e] in <5e3774c2088a4697a593f926c8ee4f22>:0
at MVCF.Patch_Pawn_TryGetAttackVerb.AttackVerb (Verse.Pawn pawn, Verse.Thing target, System.Boolean allowManualCastWeapons) [0x001da] in <5e3774c2088a4697a593f926c8ee4f22>:0
at MVCF.Patch_Pawn_TryGetAttackVerb.Prefix (Verse.Verb& __result, Verse.Pawn __instance, Verse.Thing target, System.Boolean& __state, System.Boolean allowManualCastWeapons) [0x00001] in <5e3774c2088a4697a593f926c8ee4f22>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.TryGetAttackVerb_Patch3(Verse.Pawn,Verse.Thing,bool,bool)
at (wrapper dynamic-method) RunAndGun.Harmony.JobDriver_SetupToils.RunAndGun.Harmony.JobDriver_SetupToils.checkForAutoAttack_Patch0(Verse.AI.JobDriver_Goto)
at RunAndGun.Harmony.JobDriver_SetupToils+<>c__DisplayClass0_0.<Postfix>b__0 () [0x00073] in <ce076a6b2ff64e0aaf4b24885f3e38c6>:0
at (wrapper dynamic-method) Verse.AI.JobDriver.Verse.AI.JobDriver.DriverTick_Patch0(Verse.AI.JobDriver)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Warning_Patch1 (string)
(wrapper dynamic-method) Verse.AI.JobUtility:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.JobDriver:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) Verse.AI.Pawn_JobTracker:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch3 (Verse.Pawn)
(wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch2 (Verse.TickList)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch4 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Visitors are getting stuck on my map and just starving to death in their trade/spawn locations. The pack animals exit the map, but I'm also using giddy up and it may be a conflict with visitors trying to mount
https://gist.github.com/77ac6209415e4e0e5f6f73321930e6f8
Thanks!
Log: https://gist.github.com/de1fb51c1eaa6ead70878c9b6f505d4b
So I sent my pawns to beat out a fire right before it started to rain and then noticed 3 of my pawns stay stuck trying to do anything. They end up doing nothing at all. Just stand there next to whatever they are supposed to be doing.
I'm trying to track down the problem but I don't know much about logs and such. Not even sure if this is the right place to bring this issue but I do see Run and Gun down there.
Any help is greatly appreciated!
------------- Copied this from Visual Exceptions -------------
Exception in Verse.TickList.Tick: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Verb_BeatFire.TryCastShot () [0x00025] in <3126aca1aad041dcbdeda807cfe004bf>:0
at Verse.Verb.TryCastNextBurstShot () [0x00012] in <3126aca1aad041dcbdeda807cfe004bf>:0
- transpiler roolo.RunAndGun: IEnumerable1 RunAndGun.Harmony.Verb_TryCastNextBurstShot:Transpiler(IEnumerable1 instructions)
at Verse.Verb.VerbTick () [0x00056] in <3126aca1aad041dcbdeda807cfe004bf>:0
at Verse.VerbTracker.VerbsTick () [0x00019] in <3126aca1aad041dcbdeda807cfe004bf>:0
at RimWorld.Pawn_NativeVerbs.NativeVerbsTick () [0x00000] in <3126aca1aad041dcbdeda807cfe004bf>:0
at Verse.Pawn.Tick () [0x000d7] in <3126aca1aad041dcbdeda807cfe004bf>:0
- postfix XeoNovaDan.VisiblePants: Void VisiblePants.Patch_Pawn+Patch_Tick:Postfix(Pawn instance)
- postfix Mlie.YayosCombat3: Void yayoCombat.patch_Pawn_TickRare:Postfix(Pawn instance)
at Verse.TickList.Tick () [0x0017d] in <3126aca1aad041dcbdeda807cfe004bf>:0
- transpiler net.pardeike.rimworld.lib.harmony: IEnumerable1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable1 instructions, MethodBase original)
-------------------------------------------------------------------------
HugsLib: - > https://gist.github.com/8f00c5c011824ce2079c80d0d28a35ec