RimWorld

RimWorld

Guards For Me
 This topic has been pinned, so it's probably important
aRandomKiwi  [developer] Sep 6, 2019 @ 5:35pm
[Bugs Reports]
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  • See the FAQ before post here
  • Transmit logs by clicking on "Share logs" button in rimworld's console, and copy paste the generated link (need HugLibs mod).
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For some reason, this mod seems to bork trading: https://gist.github.com/4aed1f8910f239a9afe841013f3f9a96

Exception while generating thing set: System.ArgumentNullException: Argument cannot be null.
Parameter name: type
at System.Activator.CheckType (System.Type type) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type, Boolean nonPublic) [0x00000] in <filename unknown>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <filename unknown>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in <filename unknown>:0
at RimWorld.StockGeneratorUtility.TryMakeForStockSingle (Verse.ThingDef thingDef, Int32 stackCount) [0x00000] in <filename unknown>:0
at RimWorld.StockGeneratorUtility+<TryMakeForStock>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.StockGenerator_Tag+<GenerateThings>c__Iterator0.MoveNext () [0x00000] in <filename unknown>:0
at RimWorld.ThingSetMaker_TraderStock.Generate (ThingSetMakerParams parms, System.Collections.Generic.List`1 outThings) [0x00000] in <filename unknown>:0
at RimWorld.ThingSetMaker.Generate (ThingSetMakerParams parms) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.ThingSetMaker:Generate(ThingSetMakerParams)
RimWorld.Planet.SettlementBase_TraderTracker:RegenerateStock()
RimWorld.Planet.SettlementBase_TraderTracker:get_StockListForReading()
RimWorld.Planet.SettlementBase:get_Goods()
RimWorld.TradeDeal:AddAllTradeables()
RimWorld.TradeDeal:Reset()
RimWorld.TradeDeal:.ctor()
RimWorld.TradeSession:SetupWith(ITrader, Pawn, Boolean)
RimWorld.Dialog_Trade:.ctor(Pawn, ITrader, Boolean)
RimWorld.Planet.<TradeCommand>c__AnonStorey0:<>m__0()
Verse.Command_Action:ProcessInput(Event)
Verse.GizmoGridDrawer:DrawGizmoGrid(IEnumerable`1, Single, Gizmo&)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()
aRandomKiwi  [developer] Sep 14, 2019 @ 2:24pm 
@RESPECT THE SHOVEL : I dont see any errors related to this mod in your HugsLib report, it dont patch anything about Trade or SettlementBase but only Pawns AI class.

Did you try to remove it and retry the situation which leading to these errors ?
@aRandomKiwi That I did, and was fairly surprised & confused myself. Attempted new games, with, & without this mod, as well as various locations in the load order. Above logs are from the test near the top of the load order, but issue persists when at the bottom of the load order.

Above stack trace is the error associated with the issue; trade button appears initially, but throws this error with a basically empty trade screen. Exiting empty trade screen removes the option for 'Trade' on the settlement.
Further info: reducing mod list to just HugsLib & Guards For Me does eliminate the issue, so likely a mod conflict somewhere.
DeltaDrag00n Sep 15, 2019 @ 4:09pm 
androids dont seem to stop guarding so they just run out of power and fall down guards for me was at top of load list will try it at bottom and see if my battle bots just stand there tell they fall down

Edit: its working now and it was the androids from android the ones that use just power to keep running after moving guards for me to the bottom of my list they seem to switch off guard to suck up some power when they get really low what ever the bug was could of been anoter mod stoping them going off duty and such but anyway its working now so all good
Last edited by DeltaDrag00n; Sep 17, 2019 @ 7:54am
aRandomKiwi  [developer] Sep 15, 2019 @ 9:19pm 
@DeltaDrag00n : Cannot reproduce your issue.
As you dont specified from which mod come the "androids" you talk about i tried with both :
Android mod and Android Tiers
And i encountered no issues about guards which dont satisfied to their needs and falling down.
So if you have more precise details so that I can help you.
Sentient_Worm Oct 5, 2019 @ 11:32pm 
Kiwi
Your exterminator mode causes a minor issue with dubs mint maps. At least in my list anyway.

The issue is that when I activate exterminator mode it causes all wildlife to be flagged as hostile on the map. A seperate issue is that my pawns seem to hunt while drafted when its active. I doubt its intentional but if it is that might interere with the drafted hunt setting from allow tool or was it vanilla I dont remember which since I aint played vanilla in ages

Update: with exterminator mode on it also flags caravan animals as targets. It dont appear to affect relations when they attack but its still worth noting
Last edited by Sentient_Worm; Oct 6, 2019 @ 10:50am
JoshuaAvalon Oct 22, 2019 @ 1:26am 
Another problem I just found.

1. Enable the exterminator mode & Enable Standing guards do not move
2. Guard shoot animal on the way to the spot instead of shoot from the spot.

This cause the guard shoot from a rather indoor position than the spot I assigned to. It keep damage other things when they miss because they shoot from the spot they are not suppose to.
Sentient_Worm Oct 22, 2019 @ 5:54am 
I think that can be addressed by changing some settings in the mod settings
MapleSierrap Nov 6, 2019 @ 9:48pm 
https://gist.github.com/e6b5809b27b3ddcc0d4ea092df6c878f

Some kind of issue with reservation, not game breaking but happens enough that I get annoyed at it.

Frequency: On average once every 1-3 game days.
BobDaveson Dec 28, 2019 @ 4:24am 
If i use guard for me encounters don't count death enemies and never end. sorry for the not so good english.
Omega13 Feb 28, 2020 @ 6:08pm 
Drafted guards will regularly forget things you've told them to do. They'll just stop walking en route to wherever you've ordered them to go.
Omega13 Feb 28, 2020 @ 7:02pm 
Minor Incompatibility: Guards will not guard unless they have absolutely no other priorities if this mod is loaded after Priority Treatment (https://steamcommunity.com/sharedfiles/filedetails/?id=1502876618&searchtext=priority+treatment).

Loading Guards for me earlier resolved the issue.
Red Mar 16, 2020 @ 12:11pm 
https://gist.github.com/8c6b3e789581332ee89dbdae8540141b

Problem with SM7. Not working as guards.
I would not say its a bug its more of a forgotten setting to add. I have the star wars mod that allows me to construct battle droids so its awesome to have this mod to put droids all over my settlement to protect my workers, but the settings that are set up is for rest and food but nothing for energy. My droids only need energy, no rest or food. It doesn't have them come off automatically as they don't have a need for rest or food, so they end up knocking unconscious for being there too long without gaining more energy. I tried tweaking around this to where they carry around battery packs it works but its a waste of resources to continue to waste battery packs when they could just go to a power line, get energy and go back to guarding.
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