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Exception filling window for Verse.Dialog_MessageBox: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_RelationsTracker.AddDirectRelation (RimWorld.PawnRelationDef def, Verse.Pawn otherPawn) [0x000fb] in <3e1289500084499a81871418c4778349>:0
at AlteredCarbon.CorticalStack.OverwritePawn (Verse.Pawn pawn) [0x005ce] in <60dc9268ac184c828ba3a96a19e4ae3d>:0
at AlteredCarbon.CorticalStack.KillInnerPawn (System.Boolean affectFactionRelationship, Verse.Pawn affecter) [0x00078] in <60dc9268ac184c828ba3a96a19e4ae3d>:0
at AlteredCarbon.CorticalStack+<>c__DisplayClass43_0.<EmptyStack>b__0 () [0x00157] in <60dc9268ac184c828ba3a96a19e4ae3d>:0
at Verse.Dialog_MessageBox.DoWindowContents (UnityEngine.Rect inRect) [0x0020a] in <3e1289500084499a81871418c4778349>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x00165] in <3e1289500084499a81871418c4778349>:0
Verse.Log:Error(String, Boolean)
Verse.Window:InnerWindowOnGUI(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
I've tried to create a new sleeve after updete - still broken
how to post a savefile and modlist? (I'm new in this sorry :c)
https://github.com/Quanbrosair/1/blob/master/eee.rws
<li>Harmony</li>
<li>Core</li>
<li>Humanoid Alien Races 2.0</li>
<li>Startup impact</li>
<li>Royalty</li>
<li>SRTS Expanded</li>
<li>HugsLib</li>
<li>Vanilla Hair Expanded</li>
<li>Trade Ships Drop Spot</li>
<li>Vanilla Furniture Expanded - Art</li>
<li>Vanilla Furniture Expanded - Farming</li>
<li>Vanilla Events Expanded</li>
<li>P-Music</li>
<li>Do Something for Idle</li>
<li>Vanilla Furniture Expanded - Production</li>
<li>Better ModMismatch Window</li>
<li>Smart Medicine</li>
<li>Quick Stockpile Creation</li>
<li>MendAndRecycle</li>
<li>Change map edge limit</li>
<li>Rimworld Search Agency</li>
<li>Grand Rivers Reborn</li>
<li>Level Up!</li>
<li>Better Vanilla Masking</li>
<li>Vanilla Furniture Expanded - Medical Module</li>
<li>Vanilla Furniture Expanded</li>
<li>Show Draftees Weapon</li>
<li>Fluffy Breakdowns</li>
<li>Share The Load</li>
<li>Replace Stuff</li>
<li>Reasonable Components</li>
<li>Veinminer R1.1</li>
<li>We Had a Trader? (Continued)</li>
<li>RaiderInfo</li>
<li>Wall Light</li>
<li>[KV] Adjustable Trade Ships</li>
<li>[KV] More Trait Slots</li>
<li>Dubs Mint Menus</li>
<li>RimHUD</li>
<li>Interaction Bubbles</li>
<li>Luci heals more!</li>
<li>QualitySurgeon</li>
<li>Realistic Rooms</li>
<li>Haul to Stack</li>
<li>Skilled Stonecutting</li>
<li>Animals Logic</li>
<li>Mad Skills</li>
<li>EdB Prepare Carefully</li>
<li>Architect Icons</li>
<li>Vanilla Furniture Expanded - Spacer Module</li>
<li>[SYR] Harvest Yield</li>
<li>Jewelry</li>
<li>Vanilla Expanded Framework</li>
<li>Supply and Demand</li>
<li>CM Color Coded Mood Bar [1.1+]</li>
<li>Metal Don't Burn</li>
<li>[KV] Configurable Maps</li>
<li>[1.1] ExtendedInspectData</li>
<li>Dubs Break Mod</li>
<li>Death Acidifier Removal</li>
<li>Fertile Planet</li>
<li>Where is my weapon?</li>
<li>Grazing Lands</li>
<li>SF Grim Reality</li>
<li>Jobs of Opportunity (While You're Up)</li>
<li>Recipe icons</li>
<li>[KV] RimFridge</li>
<li>[FSF] No Default Shelf Storage</li>
<li>Character Editor</li>
<li>Close Cryptos</li>
<li>Beautiful Outdoors</li>
<li>Vanilla Furniture Expanded - Power</li>
<li>Better Zzzt</li>
<li>Neutral Concrete Floors</li>
<li>Plant Growth Sync</li>
<li>Backup Power</li>
<li>Auto-Cut Blight</li>
<li>No Job Authors</li>
<li>LWM's Deep Storage</li>
<li>Medical Tab</li>
<li>Dub's Paint Shop</li>
<li>Vanilla Plants Expanded</li>
<li>Vanilla Cooking Expanded</li>
<li>Keep Bed Ownership</li>
<li>Simple sidearms</li>
<li>Set Owner for Prisoner Beds</li>
<li>Autocleaner</li>
<li>TradeHelper</li>
<li>Vanilla Factions Expanded - Insectoids</li>
<li>Vanilla Brewing Expanded</li>
<li>Vanilla Books Expanded</li>
<li>Vanilla Plants Expanded - Succulents</li>
<li>Pick Up And Haul</li>
<li>Large Faction Bases</li>
<li>Smarter Construction</li>
<li>Vanilla Textures Expanded</li>
<li>Vanilla Textures Expanded - Mod Expansion</li>
<li>ModDiff</li>
<li>Power Alerts</li>
<li>ResearchPal</li>
<li>[FSF] More Quests</li>
<li>Rechargeable Broadshield Pack</li>
<li>[KV] Show Hair With Hats or Hide All Hats</li>
<li>Vanilla Animals Expanded — Cats and Dogs</li>
<li>Vanilla Animals Expanded — Tundra</li>
<li>Vanilla Animals Expanded — Boreal Forest</li>
<li>Vanilla Animals Expanded — Tropical Swamp</li>
<li>Vanilla Animals Expanded — Australia</li>
<li>[Ry]HD Pawn Textures</li>
<li>Optional Icons for Architect Icons</li>
<li>Combat Extended</li>
<li>Chemical Distilling for Combat Extended</li>
<li>Combat Extended Guns</li>
<li>Bo's Milkable Animals</li>
<li>Rimworld: Altered Carbon</li>
Ive testing this with and without my mod list, the same happens in both scenarios.
First bug isnt really a bug more of a quirk of Rimworld conflicting with Altered Carbons lore,
Having the Cortical installed in the neck (Accurate to the show) It hitches in rimworld code to a degree.
Removing the Stack kills the pawn and doesn't return the body to an empty stack as I would expect, I belive this is because the Stack is on the neck In the show removing stacks isnt recommended because its much safer to download and upload via DHF and its network but Stacks can be removed safely.
With this mod not featuring a form of DHF and its Network I feel that this should be tweaked to allow kill-less transfer of Cortical Stacks to mimic the show more closely.
Or impliment a DHF network allowing it to accurately mimic the show and allow for players to use DHF and Cortical Stacks the way they were originally meant to be used in the shows lore.
The second bug just simply involves a problem with the starting scenario.
When transferring a SPAWNED in pawn with a Cortical Stack implanted, the Pawn claims to be in a different race and different gendered Sleeve even if they are an exact match to their previous body, and looking at their Stack when removed it doesnt designate a Gender.
Im not a coder at all so Im not sure how hard either of these would be to tweak or fix but I figured the least I could do is offer my input as a thank you for making a mod of one of my all time favorite shows.
There is a bug involving this mod and the men in black. Basically, if you try to arrest or release a prisoner man in black (one of those that come to save you when you are downed) the hud will disappear and the prisoner man in black you made will also disappear. Additionally the prison area will make all pawns disappear when they move over it. I think this is triggered when arresting or releasing a prisoner man in black using a pawn that has a cortical stack. But it could be you dont need a jailor with cortical stack to trigger it.
Edit: I noticed all 3 pawns involved in this bug had cortical stacks implanted in their necks. That might be related to the bug. I dont think being a man in black has anything to do with it, I think its the cortical stacks that are the problem. It might be related to another mod like biomes islands and HAR2.
I hope y'all are doing alright. I am experiencing some bugs with the filled cortical stacks; they just seem to disappear without reason. This has happened twice: first time I thought I just misplaced it or sold it by accident, so I made a special room for stacks and forbid the ones that were filled. However, it just happened again, and since I don't get any log error or any kind of notification, it's kind of hard to know just how long it has been gone, or what was the last time I did before it disappeared.
Is anyone else experiencing the same issues? I know my brother had a similar experience. I'm sorry if I can't really provide any details as to the circumstances in which they disappear; I can only guess it's a mod conflict, but that's quite a generalization. I hope someone can find an answer, nonetheless.
Thank you for your help and all your amazing work :-)
So I think what has caused the issue is when I tried changing sleeves. I wanted to give a sleeve one of my colonists was using to another one, giving him a brand new. I ended up having to resurrect him because when I removed his stack his entire head was gone so the sleeve became a dead body.
After installing a new filled stack on my resurrected, cloned (?) colonist, he became the guy I wanted and everything was fine, except my original colonist, who now was in his second sleeve, has since kept finding his clones everywhere, I mean every other visitor or trader that visits me has somebody registered as his clone, even though they are entirely different. Also, some of my colonists have apparently also became registered as his clones, which is weird because I don't remember getting anyone new since I started growing sleeves, so there's something wrong there