RimWorld

RimWorld

Simple Slavery Collars
TRIBeagle  [developer] Aug 11, 2021 @ 11:38am
Bug Report
Please let me know the bugs here.
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Showing 1-15 of 28 comments
The Frosty Aug 12, 2021 @ 1:24am 
Hi, I encountered a bug where a pawn died from an electric collar, but it didn't turn off. This caused constant error messages about the collar trying to shock the pawn (but wasn't equipped anymore, thus null reference). The errors stopped my SRTS from taking off. Fixed by putting the collar on a new pawn (who immediately got shocked as the collar was still active). Once the collar was switched off, errors stopped and the SRTS was able to take off.

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
TRIBeagle  [developer] Aug 12, 2021 @ 2:44am 
@The Frosty
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?
wooley2000 Aug 12, 2021 @ 4:01am 
Hi I am getting a bug when I try to strip dead corpses. Here is error log: https://gist.github.com/1da034992c5b3c056be584ff3abe6bcb thanks;)

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;)
Last edited by wooley2000; Aug 12, 2021 @ 4:23am
TRIBeagle  [developer] Aug 12, 2021 @ 4:54am 
@wooley2000
I fixed the bug. Please let me know if there is an error.
TerrorScream Aug 12, 2021 @ 6:30am 
having a similar bug with corpses, havent played in a few days but i jumped on and i cant butcher corpses/animals, tosses me an error pointing at this mod, was working fine when i played last. when i remove this mod everything butchers fine.

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 ()
TRIBeagle  [developer] Aug 12, 2021 @ 6:50am 
@TerrorScream
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.
TerrorScream Aug 12, 2021 @ 7:10am 
you were correct, seems steam wasnt fetching the newer version, had to validate steam files to force it though. cheers, loving the mod, shocked a slave who decided to go on an insulting spree, put them in their place :P
Suzan Aug 23, 2021 @ 8:31pm 
The only option i see in Option /mods is is for start shackled....none of the other things listed as options for the mod -S
TRIBeagle  [developer] Aug 23, 2021 @ 10:25pm 
@Suzan
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.
Last edited by TRIBeagle; Aug 23, 2021 @ 11:18pm
Suzan Aug 24, 2021 @ 9:07am 
@Beagle.... Right on the money...Steam workshop apparently is being flaky with the updates, ty for the guidance . Options menu is correct now. -S
Heshaya May 3, 2022 @ 8:19am 
Hey there, sadly playing via familyshare so I can only message you here. I have several slaves who are "in restrains" but I can't take them off. I have one of my slaves with the "shackle"-button from the original slavery mod, but the others don't and right click gives no option either. Disabling your mod definetly gets rid of the restrain status. For the mods I run that could maybe interfere with your mod is the Restrains mod (no difference when disabling) and I have alot of alien races, however both humans and aliens are missing the button. I sadly can't remember if it has to do with bought or "enslaved myself" cus some of the slaves have been in my colony for a long time. Weirdly enough when I move your mod to the top, it gets rid of all the collars on my slaves, gets rid of the restrains and all the shackle buttons. I can still craft the collars, but the existing ones disappeared. Any idea what's going on ?
Kothar Jul 16, 2022 @ 11:03pm 
this mod is incompatible with 1.1
Elentári Aug 13, 2022 @ 4:27am 
Xenohumans - Anthromorphs get bugged if they happen to become slaves.
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.
Heshaya Aug 14, 2022 @ 8:07pm 
Originally posted by Kernyx:
Xenohumans - Anthromorphs get bugged if they happen to become slaves.
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.
It's a bit annoying but you can edit your savefile to unshackle them. Only workaround i've found with a similar problem. Just make a safety copy of your save, open it with a text editor and look for your shackled pawns names. Somewhere around their names it should say something about shackles or restrains. It's been a long time since I've done it so can't really tell you more sadly. Good luck
Zersetzung Sep 15, 2022 @ 6:21am 
Originally posted by Heshaya:
Originally posted by Kernyx:
Xenohumans - Anthromorphs get bugged if they happen to become slaves.
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.
It's a bit annoying but you can edit your savefile to unshackle them. Only workaround i've found with a similar problem. Just make a safety copy of your save, open it with a text editor and look for your shackled pawns names. Somewhere around their names it should say something about shackles or restrains. It's been a long time since I've done it so can't really tell you more sadly. Good luck
You can also just remove the hediff with debug mode which is a lot quicker than editing your savefile.
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