RimWorld

RimWorld

Desynchronized: Tales and News (v2.0.0)
 This topic has been pinned, so it's probably important
Vectorial1024  [developer] Nov 29, 2018 @ 4:34am
Reporting Bugs
Report bugs here. Alternatively, if you know what you are doing, you can go to the Issues page[github.com] of the GitHub repo and make a new Issue.

If you would like to include a piece of log-file, services such as Pastebin[pastebin.com] are highly recommended to reduce clutter.

Using HugsLib's log sharing feature is also welcomed.
Last edited by Vectorial1024; May 28, 2019 @ 6:25am
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Showing 31-45 of 89 comments
Lurmey Apr 3, 2019 @ 4:02am 
https ://git . io/fjIPb Link was removed... Stupid steam.
Vectorial1024  [developer] Apr 3, 2019 @ 4:54am 
Woah woah, I thought there was suddenly something going on while I am trying to fly low and stay dry.
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.
Last edited by Vectorial1024; Apr 3, 2019 @ 4:57am
Rusturion Apr 17, 2019 @ 9:05pm 
Not sure how useful the HugsLib share is, as it seems to be a log of everything.

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.
Last edited by Rusturion; Apr 17, 2019 @ 9:57pm
Vectorial1024  [developer] Apr 18, 2019 @ 3:01am 
@Xaviien
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.
[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.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()
Rusturion Apr 19, 2019 @ 7:29pm 
Originally posted by Vectorial1024:
@Xaviien
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.

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?
Vectorial1024  [developer] Apr 19, 2019 @ 8:35pm 
Originally posted by Xaviien:
Originally posted by Vectorial1024:
@Xaviien
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.

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.)
Rusturion Apr 20, 2019 @ 1:05am 
That's a great idea.
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."
Tislav Apr 20, 2019 @ 3:40pm 
iv narrowed this mod with just fog of war to find that it causes issues with raiders not being able to kidnap colonists as every time they get to the edge of the map they drop said colonist and leave without them. here is the error log i get

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!
Last edited by Tislav; Apr 20, 2019 @ 3:42pm
Vectorial1024  [developer] Apr 21, 2019 @ 3:30am 
@Rafferty

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.
Last edited by Vectorial1024; Apr 21, 2019 @ 3:48am
Tislav Apr 21, 2019 @ 8:29am 
aw thanks dude, i was planning to post the error on the fog of war but i could see the author hadn't replied to anyone in a while so i thought that it was put on hold. I'l post it anyway. My hope of combing these two mods was that they kinda aimed for the same idea of tackling god like knowledge of the player and the pawns. Bluntness is good, straight to the point, its not as bad though as it doesn't decisively break the game in my current save. As far as my programming knowledge goes i know only the structural basics syntax and loops and such so i cant comment much on that aspect. Thanks for letting me know about the bleeding heart trait , i would probably just give those pawns anesthetics or put them in cryosleep for a few days in the mean time, or just kill em since they cant seem to conform lol.
Vectorial1024  [developer] Apr 21, 2019 @ 8:44am 
@Rafferty
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...)
Arcangel Apr 21, 2019 @ 7:47pm 
I get this error in a semi-consistent basis:
[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.
Vectorial1024  [developer] Apr 21, 2019 @ 9:42pm 
Originally posted by Arcangel:
I get this error in a semi-consistent basis:
[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.
Hmm. Now that you mentioned drones, I noticed something strange with them. RimHUD is always saying they got some errors when I click on a drone from Project RimFactory. But RimHUD wrapped the error away from the user so I still don't know what exactly the error is. Maybe this is the clue we need to solve this problem.

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).
Vectorial1024  [developer] Apr 21, 2019 @ 11:38pm 
Update: Problem successfully reproduced. Major bug detected and confirmed.

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.
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