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Just a theory, but it might be related to the altered carbon mod, as the pawns body died, but the pawn itself isn't considered dead since the stack wasn't destroyed. Seems plausible that this is one of the potential sources of the collar not deactivating on death.
Error Message when the collar is inside the SRTS::
Exception ticking SRAFTek6021207 (at (145, 0, 87)): System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSlaveryCollars.SlaveCollar_Electric.Zap () [0x0001e] in <204cf5cd33fc418abb06212232fe11ca>:0
at SimpleSlaveryCollars.SlaveCollar_Electric.Tick () [0x00036] in <204cf5cd33fc418abb06212232fe11ca>:0
at Verse.ThingOwner.ThingOwnerTick (System.Boolean removeIfDestroyed) [0x00021] in <00638943358e4807bd44cd7bc8f572da>:0
at RimWorld.CompTransporter.CompTick () [0x00006] in <00638943358e4807bd44cd7bc8f572da>:0
at Verse.ThingWithComps.Tick () [0x00024] in <00638943358e4807bd44cd7bc8f572da>:0
at Verse.TickList.Tick () [0x0015c] in <00638943358e4807bd44cd7bc8f572da>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Error Message when the collar is outside of the SRTS:
Exception ticking Apparel_SlaveCollar_Electric5917624 (at (145, 0, 87)): System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSlaveryCollars.SlaveCollar_Electric.Zap () [0x0001e] in <204cf5cd33fc418abb06212232fe11ca>:0
at SimpleSlaveryCollars.SlaveCollar_Electric.Tick () [0x00036] in <204cf5cd33fc418abb06212232fe11ca>:0
at Verse.TickList.Tick () [0x0015c] in <00638943358e4807bd44cd7bc8f572da>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch1 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
I'm not sure how damaging the error is outside of the interaction with the SRTS not taking off, but I did get the feeling this was causing some minor performance issue as well (the errors tick up very fast).
Please let me know if you have any questions or if I should share more information about my mod setup
Thank you for your bug report.
When the pawn removed the electric collar from the body, it was fixed to turn off the electric collar.
But the bug when I used SRTS mode didn't occur when I tested it. Could you please let me know if there will be a bug if you use it with SRTS mode even after the update?
Edit: I cant strip the corpses, when I give the command they just go to the corpse there is a little job bar and nothing happens. The errors are at the bottom of the log. Thanks for updating these btw;)
I fixed the bug. Please let me know if there is an error.
error log second butcher job finishes(they drop the corpse and keep trying):
JobDriver threw exception in initAction for pawn Paula driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_1816) A=Thing_ButcherSpot81014 B=Thing_Corpse_Horse81023 C=(137, 0, 128))
System.NullReferenceException: Object reference not set to an instance of an object
at SimpleSlaveryCollars.Pawn_Strip_Patch.Strip_Patch (Verse.Pawn& __instance) [0x0006e] in <f6617fe37a5f41feb96dbf700c96fccd>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Strip_Patch1(Verse.Pawn)
at Verse.Corpse.Strip () [0x00006] in <00638943358e4807bd44cd7bc8f572da>:0
at Verse.AI.Toils_Recipe.CalculateIngredients (Verse.AI.Job job, Verse.Pawn actor) [0x00180] in <00638943358e4807bd44cd7bc8f572da>:0
at Verse.AI.Toils_Recipe+<>c__DisplayClass3_0.<FinishRecipeAndStartStoringProduct>b__0 () [0x0007c] in <00638943358e4807bd44cd7bc8f572da>:0
at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x001de] in <00638943358e4807bd44cd7bc8f572da>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
Verse.AI.Toils_Recipe/<>c__DisplayClass2_0:<DoRecipeWork>b__1 ()
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
I don't get any errors. It looks the same as the one I just corrected. Please unsubscribe from the mod and re-subscribe to re-download the mod.
Did you subscribe to the mod before updating? Updated mod may not have been downloaded. Please unsubscribe from the mod and re-subscribe to re-download the mod.
In the in-game mod selection window, if the image of Simple Slavery Collars does not appear to be Simple Slavery Collars (+Tweaks), it is certain that it has not been updated.
If it still doesn't work out, I'd appreciate it if you could attach an error log or a list of mods.
They are shackled by default and cannot be unshackled ...
When I started the game and during the whole game the "Shackles Default" setting was turned off, yet I have a slave pawn that has 111% runspeed yet they are clearly shackles because they move super slowly.