RimWorld

RimWorld

Save Our Ship 2
Turrets disappear when built inside ship
When I build a turret within the ship (i.e. not on a hardpoint stuck to the outside), it disappears as soon as it's completed, including all the materials, and generates this error:

Exception in JobDriver tick for pawn Amaya driver=JobDriver_ConstructFinishFrame (toilIndex=1) driver.job=(FinishFrame (Job_18470775) A = Thing_Frame_ShipTurret_Laser5449415 Giver = JobGiver_Work [workGiverDef: ConstructFinishFrames]) System.ArgumentNullException: Value cannot be null. Parameter name: type [Ref DD9CBB5E] at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000a9] in <69945a8ed6c540cf90b578de735e0605>:0 at RimWorld.Frame.CompleteConstruction (Verse.Pawn worker) [0x00155] in <69945a8ed6c540cf90b578de735e0605>:0 - TRANSPILER OskarPotocki.VFECore: IEnumerable`1 VFECore.Frame_CompleteConstruction_Patch:Transpiler(IEnumerable`1 codeInstructions) - TRANSPILER net.littlewhitemouse.LWM.DeepStorage: IEnumerable`1 LWM.DeepStorage.Patch_Frame_CompleteConstruction:Transpiler(IEnumerable`1 instructions) - PREFIX VanillaExpanded.VFEA: Void VFEAncients.PowerWorker_Construct:Refund(Frame __instance, Pawn worker) - PREFIX SmashPhil.VehicleFramework: Boolean Vehicles.Construction:CompleteConstructionVehicle(Pawn worker, Frame __instance) - PREFIX net.littlewhitemouse.LWM.DeepStorage: Void LWM.DeepStorage.Patch_Frame_CompleteConstruction:Prefix(Frame __instance) at RimWorld.JobDriver_ConstructFinishFrame+<>c__DisplayClass6_0.<MakeNewToils>b__1 () [0x00185] in <69945a8ed6c540cf90b578de735e0605>:0 - TRANSPILER OskarPotocki.VFECore: IEnumerable`1 VFECore.JobDriver_ConstructFinishFrame_MakeNewToils_TickAction_Patch:Transpiler(IEnumerable`1 codeInstructions, MethodBase method) at Verse.AI.JobDriver.DriverTick () [0x001c7] in <69945a8ed6c540cf90b578de735e0605>:0 - TRANSPILER Krkr.RocketMan.Soyuz: IEnumerable`1 Soyuz.Patches.JobDriver_DriverTick_Patch:Transpiler(IEnumerable`1 instructions, ILGenerator generator) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker) (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch1 (Verse.Pawn) Verse.TickList:Tick () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager) Verse.TickManager:TickManagerUpdate () (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game) Verse.Root_Play:Update ()

It must be conflicting with another mod, but I can't really interpret this to figure out which one. Hopefully someone more knowledgeable can shed light on this.
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Solved, the issue was CE being earlier in the load order than SOS2
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