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NullRefEx is sneaky in that they can happen just because some program code glitched a bit, causing some data to be lost.
@Captain Lurmey could you elaborate as to how that NullRefEx appeared? Like, you said you were trying to treat the Depressive trait using Psychology. What was happening immediately before the NullRefEx?
EDIT
OK uh this is strange; apparently some TaleNews entries were corrupted, causing the error. But the corruption should have already been fixed in this latest version.
Were you trying to kill somebody earlier? I can read entries of "TaleNewsPawnDied" mentioned in the log.
https ://git. io/fjYxr
This seems to be the most relevant: https ://pastebin. com/cs81JMRV
The game paused when I received the message (I only have debug mode on because I want to see my colony burn) and it appears that one of my pawns had just interacted with a guest (Hospitality).
This was the second time I received this type of error in rapid succession, so I checked my pawns interaction log and she had just recently spoken with another guest.
It seems like maybe they're trying to pass stories to pawns that don't have the ability to hear them?
Edit 2: Seems to happen once for each new guest that visits. My pawn tries to tell them about the massacre, and they don't want to hear about it.
Just got the exact same error log again (Third time) with the next group of visitors.
EDIT: Another unrelated issue I came across.
Captured a prisoner during a quest, but decided I didn't want them due to being a drug addict.
When the caravan moved off, I received the usual message about banishing someone, but none of my colonists ever found out about it, not even the 2 or 3 in the caravan that abandoned a prisoner in the desert.
I suspect there's some problem with my data structure on your side, so I would need your save file to make sure of it.
I feel like I have fixed this bug before, but for whatever reason the fix didn't work on your save file.
Just pass the file via GitHub, Google Drive, DropBox, or whatever way you are OK with.
System.NullReferenceException: Object reference not set to an instance of an object
at Desynchronized.TNDBS.TaleNewsPawnDied.GiveThoughtsToReceipient (Verse.Pawn recipient) [0x00000] in <filename unknown>:0
at Desynchronized.TNDBS.TaleNews.ActivateForReceipient (Verse.Pawn recipient) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Desynchronized.DesynchronizedMain:LogError(String, Boolean)
Desynchronized.TNDBS.TaleNews:ActivateForReceipient(Pawn)
Desynchronized.TNDBS.TaleNewsReference:ActivateNews()
Desynchronized.TNDBS.Pawn_NewsKnowledgeTracker:KnowNews(TaleNews)
Desynchronized.TNDBS.NewsSpreadUtility:AttemptToTransmitNews(Pawn, Pawn, TaleNewsReference)
Desynchronized.TNDBS.NewsSpreadUtility:SpreadNews(Pawn, Pawn, SpreadMode)
Desynchronized.Patches.PostFix_InteractionWorker:PostFix(InteractionWorker, Pawn, Pawn)
RimWorld.InteractionWorker:Interacted_Patch3(Object, Pawn, Pawn, List`1, String&, String&, LetterDef&)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
Hospitality.Harmony.TryInteractRandomly:Replacement(Pawn_InteractionsTracker, Boolean&)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly_Patch1(Object)
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick_Patch1(Object)
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
The save was less than a week old, not sure if that makes a difference. Unfortunately I had finished my game and deleted all my save files just before I saw your comment.
I just tried to reproduce the error using dev mode, but was unable to, sorry.
I will be sure to provide the save file if I have this error again in a future game.
Out of interest, should colonists be sharing news with guests?
No worries, just take your time. I'm gonna wait until early to mid May before I release another major update. So, by the time I begin work on that update I should have received some updated bug logs to help me fix the problem.
And yes, colonists will share news with others, including other colonists, guests, Androids, and any other pawns that can do social interactions. It's just that there are nothing special planned for the guests for now. (Perhaps I could do something like allowing guests to "report back" to their faction and let the faction react to the news: people died? Reputation loss, etc.)
Just came across this comment in a discussion about being good, or not, and suggested that you appear to be the man for this job.
https://www.reddit.com/r/RimWorld/comments/bf4ora/does_anyone_else_play_lawful_good/elbim3h?utm_medium=android_app&utm_source=share
"All the same, I'm heartily sick of post-apocalyptic stories which push the idea that *basic human decency* is some sort of luxury item that only soft and decadent city-dwellers can afford to waste resources on, and that as soon as the ♥♥♥♥ hits the fan it's time to bunker up and look out for nobody but yourself. Even if you're a frictionless spherical mass of pure self-interest, see what comes of having a reputation for demanding cash up-front to piss on someone if they were on fire when you get laid low by illness or injury, or piss off enough people to form a lynch-mob.
I kind of wish there was a proper "settlement reputation" mechanic for this kind of thing, in fact. Faction relationships seem to exist in a vacuum, rather than affecting your relationship with allied or neutral third-parties. You'd think a village full of organ-legging cannibals would be the kind of bad news that spreads really damn fast, after all."
JobDriver threw exception in initAction for pawn Atkinson driver=JobDriver_Kidnap (toilIndex=4) driver.job=(Kidnap (Job_2029) A=Thing_Human642 B=(145, 0, 0)) lastJobGiver=RimWorld.JobGiver_Kidnap
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorldRealFoW.Detours._LetterStack.ReceiveLetter_Prefix (Verse.LookTargets&) <0x0004b>
at (wrapper dynamic-method) Verse.LetterStack.ReceiveLetter_Patch1 (object,string,string,Verse.LetterDef,Verse.LookTargets,RimWorld.Faction,string) <0x0002c>
at Desynchronized.Handlers.Handler_PawnKidnapped.SendOutNotificationLetter (Verse.Pawn,Verse.Pawn) <0x00240>
at Desynchronized.Handlers.Handler_PawnKidnapped.HandlePawnKidnapped (Verse.Pawn,Verse.Pawn) <0x0001c>
at Desynchronized.Patches.PostFix_Pawn_PreKidnapped.PostFix (Verse.Pawn,Verse.Pawn) <0x00024>
at (wrapper dynamic-method) Verse.Pawn.PreKidnapped_Patch1 (object,Verse.Pawn) <0x00247>
at RimWorld.KidnappedPawnsTracker.Kidnap (Verse.Pawn,Verse.Pawn) <0x000e1>
at Verse.Pawn.ExitMap (bool,Verse.Rot4) <0x00285>
at RimWorld.JobDriver_TakeAndExitMap/<MakeNewToils>c__Iterator0.<>m__1 () <0x001d9>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
also a side not of one of my pawns with the trait bleeding heart seems to know when organs are being harvested in a camp site (using the camp site mod) even if they are in a separate map or in a caravan. Though i haven't isolated the mod conflicts of when this happens as it wasn't as easy to replicate as the kidnapping bug(i had like 100 other mod installed). Cool mod though keep it up!
The kidnap error seems to be on their side; I don't have Fog of War installed, and this mod is working fine here. You should probably post the error on their side too.
As to the fix, because as you can see the Fog of War mod is on top of my mod, at first glance it might be hard for me to give a fix. But still, I'll look at their source, and see if I can do something about it.
And you are correct, currently this mod does not cover Bleeding Hearts trait yet. That trait will be covered in the future, in one way or another.
EDIT:
My goodness.
First off, Jesus Christ who on Earth will still use Detour??? They are not using Harmony library completely too. Excuse me for being blunt, but their code reeks of inefficient development practices...
Second, the guys at Fog of War are completely not expecting me to give out a letter when someone is kidnapped, and assumed that every "pointer" arrow associated with a letter will point to a valid target. Well, here in Colonist Kidnapped Letter we don't have a valid target for the arrow, so there's this error.
Won't fix, and will indicate incompatibility. Tell Fog of War to make their code more robust.
Lol personally I would put them in cryptosleep to wait for the fix; meanwhile feel free to read the code up in GitHub to learn more about object-oriented programming :D
I never thought of merging Fog of War with this mod before (they are open source anyways so it's free real estate) but I think the merge will derail this mod. There's probably something else we can do to "complete the merge".
(I should probably rename this section to Bugs and Suggestions... oh well...)
[V1024-DESYNC] Cannot give thought(s). Something went wrong.
System.NullReferenceException: Object reference not set to an instance of an object
at Desynchronized.TNDBS.TaleNewsPawnDied.TryProcessEyeWitness (Verse.Pawn& recipient) [0x00000] in <filename unknown>:0
at Desynchronized.TNDBS.TaleNewsPawnDied.GiveThoughtsToReceipient (Verse.Pawn recipient) [0x00000] in <filename unknown>:0
at Desynchronized.TNDBS.TaleNews.ActivateForReceipient (Verse.Pawn recipient) [0x00000] in <filename unknown>:0
Logs: (From the same game, taken right after the error appears. I also have the corresponding save games... but I'm not sure how much use it will be to you as not all the mods involved are in the workshop. Those are an updated version of GM's Winter Hats and a modified EPOE, so it's unlikely that's the issue. You should be able to load it anyway... just ignore the warnings about missing defs.)
https://git. io/fj3kk
https://git. io/fj3kS
https://git. io/fj3In
Save games (in the same order as the logs):
http://www.mediafire. com/file/ 8uuud447aflm58s/Saves.rar/file
As far as I can tell, it happens somewhat randomly when 2 pawns talk between eachother and there are recent dead bodies. In a no longer existent save with ~49 human corpses, this error appeared every 10 or so minutes until I removed about half of them.
Not related, but this mod seems to overwrite some functions of "Humanoid Alien Races 2.0". Namely, the dead of some creatures is not supposed to create a bad through. Drones, in my case.
Your save files indicated that my data structures are bugged on your side. Hmm this should not happen. It's gonna be a bit of work for me to deduce who those null victims are (null victims are causing trouble here).
Brief idea on what's going on:
Pawns die. After a sufficiently long amount of time, RimWorld conducts garbage collection and the dead pawns literally disappear from the save file. If, at this point, we want to read the details of the dead pawns, we fail to locate them in the save file/memory, causing errors.
This bug is difficult to catch mainly because it only occurs after some sufficiently long time *after the pawn's death*, and usually I won't leave the game open for long when I test stuff. So in usual situations, I can't notice this bug. But not this time; I left the game running for like 20 minutes at 3x speed, finally catching the bug.