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Their ears can be a little bit messy with some head apparel, sorry. A price to pay for having destructable ears.
SOYUZ:[NOTSOYUZ] Soyuz caught an error while a pawn is ticking. Soyuz probably didn't cause it since this is just used to catch the exception and reset the state. Unless Soyuz is in the StackTrace it's not it. with error System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Thought_IdeoMissingBuilding.CurrentStateInternal () [0x00018] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Thought_Situational.RecalculateState () [0x00006] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.SituationalThoughtHandler.CheckRecalculateMoodThoughts () [0x0003a] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.SituationalThoughtHandler.AppendMoodThoughts (System.Collections.Generic.List`1[T] outThoughts) [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.ThoughtHandler.GetAllMoodThoughts (System.Collections.Generic.List`1[T] outThoughts) [0x0003f] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.ThoughtHandler.GetDistinctMoodThoughtGroups (System.Collections.Generic.List`1[T] outThoughts) [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.ThoughtHandler.TotalMoodOffset () [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Need_Mood.get_CurInstantLevel () [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Need_Seeker.NeedInterval () [0x00008] in <d243303f714d4dc48680ccaecd2f594e>:0
at RimWorld.Need_Mood.NeedInterval () [0x00000] in <d243303f714d4dc48680ccaecd2f594e>:0
at (wrapper dynamic-method) RimWorld.Pawn_NeedsTracker.RimWorld.Pawn_NeedsTracker.NeedsTrackerTick_Patch0(RimWorld.Pawn_NeedsTracker)
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
RocketMan.Logger:Debug (string,System.Exception,string)
Soyuz.Patches.Pawn_Tick_Patch:Finalizer (Verse.Pawn,System.Exception)
(wrapper dynamic-method) Verse.Pawn:Verse.Pawn.Tick_Patch1 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Exception ticking Martial (at (135, 0, 168)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <d243303f714d4dc48680ccaecd2f594e>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
Verse.Root_Play:Update ()
Basically this is flooding my debug log for all my delphox/braixen pawns (and I think it happens with vulpes too) and I literally have been just going through mod one at a time I'm practically down to a super minimal amount of mods. I'm honestly wondering if its Ideology so I might run a new map while simulating not having ideology.
Mod list is:
Dubs PerfMon
Harmony
Core
Royalty
Ideology
Hugs
HD Pawn (<- You should just get rid of this now compression is optional in vanilla.)
HAR
BraiPhox
Vulpes
Camera+
Graphics+
CSL
Vanilla Textures
Vanilla Framework
VCE
Rocketman
CharEditor
Dunno if this helps but thought I would say something.
I have no idea, i have a 50 hour heavely modded save with all my races and i didn't encountered any major errors,
Perhaps it's CSL, because my races don't have in-build compatibility with child stuff.
Edit: Oof, might actually have been CSL after all, things are running very smooth with 100 BraiPhox and Ideology.
For those bodyAddons.
Additionally, eyes and noses are drawing over full helmets, and here we have two possible solutions:
1. Add this for them parts:
2. Disallow them to wear full helmets because of ears, but that's not very elegant.
I've made necessary changes, in my testing this works good but see if I've missed anything
https://yadi.sk/d/JhR3fWtyGWV15g
https://steamcommunity.com/profiles/76561198865687971/screenshots/
with the latest updates to ideology the mod breaks when starting a new colony i play with only the braixen and lifeform mod and with ideology it hard locks right before they would hit the land i tried many different setting variants and many different tile types and many different worlds but i cannot get past that part in the screenshot with ideology installed
no logs are given it just wont progress
side note love your work these brais and phoxes look adorable
Tested scenario: Four Spacefarers
Problem with "empty spawn" appears to be happening when "Ideology System Inactive" selected. Log file: https://gist.github.com/46bac3eca3557491cb278d7f6c4594f5
Selecting "Classic-like" or any other preset ideology seems to be starting fine.
@chrisverrill20 you can try to play with any ideology preset and see if this helps for now. For future references: to gather logs, you can use this (Ctrl+F12 when something is wrong) https://steamcommunity.com/sharedfiles/filedetails/?id=818773962
Very strange, i will take a look at this.
Yeah it seems like if you set it inactive it wont work i went through all the presets they all work just the inactive version seems to be bugged
diffaculty and commitment mode has no effect on it
workaround starting the save with ideology off and inactive then loading it after spawn gets around it hope this helps others
Yes, I fixed the issue with faction pawns not spawning with ideology system disabled. It was present in my other mods too. Enjoy.
Issue is, I have a few humanoid alien race dependent mods, but for some reason, the braixens and only the braixens suddenly stop eating after I save and reload the game. I've used the mod roughly since it came out and never experienced trouble with this. No error logs are generated, so I don't have anything to give you that's helpful. It started within the past 7 days.
So, in short:
--- It's just the braixens that won't eat after save/load
--- No errors (on game load or during gameplay), debug mode is on
--- additionally, other colonists will not feed them either if downed/imprisoned/bed rest/etc. I feel like this is an important clue.
I have my restrictions set up to allow every colonist to eat everything, and have a variety of food and meal types.
I've tried making sure there weren't too many queued jobs/tasks/etc.
I've tried things people suggested about killing/resurrecting the pawns
I've tried changing the order of every related mod I can think of, and took some time and really cleaned out my mod list of extra fluff.
I have tried a few other things like the 'common sense' mod to brute force (or override)
Any thoughts?