RimWorld

RimWorld

Character Editor
World Gen error
Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnApparelGenerator.CanUsePair (RimWorld.ThingStuffPair pair, Verse.Pawn pawn, System.Single moneyLeft, System.Boolean allowHeadgear, System.Int32 fixedSeed) [0x0008a] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at (wrapper dynamic-method) RimWorld.PawnApparelGenerator.DMD<DMD<GenerateStartingApparelFor_Patch3>?-179511552::GenerateStartingApparelFor_Patch3>(Verse.Pawn,Verse.PawnGenerationRequest)
at (wrapper dynamic-method) Verse.PawnGenerator.DMD<DMD<GenerateGearFor_Patch3>?460599168::GenerateGearFor_Patch3>(Verse.Pawn,Verse.PawnGenerationRequest)
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest& request, System.String& error, System.Boolean ignoreScenarioRequirements, System.Boolean ignoreValidator) [0x00613] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest& request) [0x00096] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest request) [0x00183] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at (wrapper dynamic-method) Verse.PawnGenerator.DMD<DMD<GeneratePawn_Patch4>?74875776::GeneratePawn_Patch4>(Verse.PawnGenerationRequest)
at RimWorld.Faction.GenerateNewLeader () [0x0014f] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at RimWorld.FactionGenerator.NewGeneratedFaction (RimWorld.FactionDef facDef) [0x0018e] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at RimWorld.FactionGenerator.GenerateFactionsIntoWorld () [0x0001b] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at RimWorld.Planet.WorldGenStep_Factions.GenerateFresh (System.String seed) [0x00000] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
at RimWorld.Planet.WorldGenerator.GenerateWorld (System.Single planetCoverage, System.String seedString, RimWorld.Planet.OverallRainfall overallRainfall, RimWorld.Planet.OverallTemperature overallTemperature, RimWorld.Planet.OverallPopulation population) [0x000ec] in <4489f1367c1c4d76b2ae1272c8ed691d>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature, OverallPopulation)
RimWorld.Page_CreateWorldParams:<CanDoNext>b__14_0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()

I was wondering if anyone else had encountered a similar issue with very few vanilla factions spawning on world gen and none of them being modded. I don't know if there's a work around to this or if anyone know of a solution but I thought I'd at least put it out there. I've gone through my modlist and have narrowed down this mod to be the issue.
< >
Showing 1-3 of 3 comments
Plutario Jul 14, 2020 @ 8:35pm 
I've been having games with only one settlement in it, no matter if i set the density to a higher or lower level, the pawn generation will be affected if you have any mods that add races. For instance, androids. I think if it adds a race to the game, it'll have that problem, there's another discussion "compatibility issue with humanoid alien races" gives me the idea that you would likely be able to play the game fine if you load a game with it after you load it in from a save without it. This should not have any major issues, but I don't know, I've tried it on my laptop and it worked fine, even with multiple colonies.
Auren Wolfstein Jul 15, 2020 @ 10:53am 
So it sounds like, we make the world without custom races, then install them after world generation? That sounds like a decent workaround.
VOID  [developer] Aug 13, 2020 @ 1:39am 
i've added this info to FAQ:

does this mod affect settlement creation or affect raids?
not per default, only if you change weapon tags or apparel tags. if you are not sure about having done some changes there, you can reset it back by:
1. open editor and switch to inventory tab
2. click on 'Inventory +'
3. click on '>>' - Button
4. click on 'Reset all to Default' - Button
5. repeat this for 'Apparel +' and 'Equipment +'
this will remove all saved changes done to items, weapons and apparel.
6. force mods to reload by selecting your language in main menu again
< >
Showing 1-3 of 3 comments
Per page: 1530 50