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Exception ticking Breiban (at (111, 0, 139)): System.NullReferenceException: Object reference not set to an instance of an object
at VFESecurity.StatPart_AmmoCrate.CanAffect (RimWorld.StatRequest req) [0x00054] in <a8aacccfe3a14f0b99683e4c913e5ad9>:0
at VFESecurity.StatPart_ValueOffsetFactor.TransformValue (RimWorld.StatRequest req, System.Single& val) [0x00001] in <a8aacccfe3a14f0b99683e4c913e5ad9>:0
at RimWorld.StatWorker.FinalizeValue (RimWorld.StatRequest req, System.Single& val, System.Boolean applyPostProcess) [0x00022] in <ec6a788fc2924fa7953988d603aa2de0>:0
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest req, System.Boolean applyPostProcess) [0x0004c] in <ec6a788fc2924fa7953988d603aa2de0>:0
at RimWorld.StatWorker.GetValue (Verse.Thing thing, System.Boolean applyPostProcess) [0x00007] in <ec6a788fc2924fa7953988d603aa2de0>:0
at (wrapper dynamic-method) RimWorld.StatExtension.DMD<DMD<GetStatValue_Patch2>?-646244096::GetStatValue_Patch2>(Verse.Thing,RimWorld.StatDef,bool)
at Verse.VerbProperties.AdjustedCooldown (Verse.Tool tool, Verse.Pawn attacker, Verse.Thing equipment) [0x00016] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.VerbProperties.AdjustedCooldown (Verse.Verb ownerVerb, Verse.Pawn attacker) [0x00033] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.VerbProperties.AdjustedCooldownTicks (Verse.Verb ownerVerb, Verse.Pawn attacker) [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb.TryCastNextBurstShot () [0x0023e] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb.WarmupComplete () [0x00013] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb_LaunchProjectile.WarmupComplete () [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Verb_Shoot.WarmupComplete () [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Stance_Warmup.Expire () [0x00000] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Stance_Busy.StanceTick () [0x00017] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Stance_Warmup.StanceTick () [0x000f7] in <ec6a788fc2924fa7953988d603aa2de0>:0
at Verse.Pawn_StanceTracker.StanceTrackerTick () [0x00018] in <ec6a788fc2924fa7953988d603aa2de0>:0
at (wrapper dynamic-method) Verse.Pawn.DMD<DMD<Tick_Patch1>?2129174656::Tick_Patch1>(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <ec6a788fc2924fa7953988d603aa2de0>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Sometimes, a robot or a pawn gets 'stuck' at a portal when I reload the game. The robot/pawn is invisible, and part of the HUD disapears. When you move the screen until the robot/pawn in problem is out os screen, the HUD comes back, which allows for pinpointing the problem.
Basic troubleshooting:
1. Before I save for the day, I recall all robots to their stations
2. It happened for the fisrt time to a pawn today (hence me being here). If that happens, you can tell a pawn to arrest the broken one (once you figured out where he is) and he reappears. Then cancel the arrest (unless he has been a very bad boy/girl, that's up to you)
3. For stuck robots: I use developper and the command 'destroy'. Spam it on the tile until you hit the bugged one and the bug disapears
No logs at this point, but if you want I can try recreating the problem and see what I can get
Exception drawing Megaspider2145154: System.NullReferenceException: Object reference not set to an instance of an object
at Portal_Gun.HarmonyPatches.HarmonyPatches.Patch_BuildingBlockingNextPathCell (Verse.Building& __result, Verse.AI.Pawn_PathFollower& __instance, Verse.Pawn& ___pawn) [0x00004] in <8550d0530a2842bb8e803458d1dbdad8>:0
at (wrapper dynamic-method) Verse.AI.Pawn_PathFollower.DMD<DMD<BuildingBlockingNextPathCell_Patch1>?1103539968::BuildingBlockingNextPathCell_Patch1>(Verse.AI.Pawn_PathFollower)
at Verse.PawnTweener.MovedPercent () [0x00030] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.PawnTweener.TweenedPosRoot () [0x00021] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.PawnTweener.ResetTweenedPosToRoot () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.PawnTweener.PreDrawPosCalculation () [0x0001d] in <65f126dfb1e4464fa378d4b237f11a99>:0
at (wrapper dynamic-method) Verse.Pawn_DrawTracker.DMD<DMD<get_DrawPos_Patch1>?-1216496128::get_DrawPos_Patch1>(Verse.Pawn_DrawTracker)
at Verse.Pawn.get_DrawPos () [0x00006] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.Thing.Draw () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.ThingWithComps.Draw () [0x00000] in <65f126dfb1e4464fa378d4b237f11a99>:0
at Verse.DynamicDrawManager.DrawDynamicThings () [0x000d8] in <65f126dfb1e4464fa378d4b237f11a99>:0
when I have a couple of megaspiders on fire in my caves and the game UI becomes wery weird and only partial-working(
Thanks for the log info on the burning bug issue. Should be easy enough for me to reproduce, I'll get back to you. Sorry for the troubles!
I've made a post about how I found a mod that causes a fault - https://www.reddit.com/r/RimWorld/comments/fwoi36/using_bisection_power_of_git_to_identify_a_buggy/ if you interesed.
Also you can take a look at my savegame at http://0xff.me/rimworld-portalgun-bug.zip
It's 130+ mods btw:) I think on Windows it will cause UI glitches, and on Linux game will terminate after you select some pawn or move a viewport to a place with portal exit.
Hope you will find a bug soon because I enjoy playing with portals very much)
1. start a new game, only HugsLib, Harmony and Portal mods.
2. using dev tools spawn a Portal Gun and a Vanometric Power Cell module
3. direct any pawn to insert module into the Gun
4. game crash once a pawn approches a module
Obtained 18 stack frames.
#0 0x0000004040084d in (Unknown)
#1 0x00000041f233f4 in Verse.PawnRenderer:RenderPawnAt (UnityEngine.Vector3)
#2 0x00000040cb52fc in Verse.Map:MapUpdate ()
#3 0x00000040cb4cdc in Verse.Game:UpdatePlay ()
#4 0x00000040ceca9a in (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr)
#5 0x007f87ef055389 in mono_print_method_from_ip
#6 0x007f87ef1c1167 in mono_perfcounter_foreach
#7 0x007f87ef1c2014 in mono_runtime_invoke
When I load. It seems to refresh permanently even if I clear the log and the game is paused
Stuck pawn was named X01, and the 'try to arrest' worked fine. Hope it helps :)