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Steps to replicate:
1. Enable the framework, mod, and dubs mint menus
2. Start a colony and open the health tab on a pawn and click operations
3. Error
https://gist.github.com/HugsLibRecordKeeper/73b5c315484a2772263b2920aeb73b3b
Parameter name: type
[Ref 22A52498]
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.RecipeDef.get_Worker () [0x00008] in <59e863dd41f643f2aafda4b64917c94c>:0
at DubsMintMenus.Patch_HealthCardUtility.recipeOptionsMaker (Verse.Pawn pawn, Verse.Thing thingForMedBills) [0x00031] in <2bc8441040c84cb1b2ccaa2cc962367d>:0
at DubsMintMenus.Patch_HealthCardUtility.Postfix (UnityEngine.Rect outRect, Verse.Pawn pawn, Verse.Thing thingForMedBills) [0x001fc] in <2bc8441040c84cb1b2ccaa2cc962367d>:0
at RimWorld.HealthCardUtility.DrawPawnHealthCard (UnityEngine.Rect outRect, Verse.Pawn pawn, System.Boolean allowOperations, System.Boolean showBloodLoss, Verse.Thing thingForMedBills) [0x0011e] in <59e863dd41f643f2aafda4b64917c94c>:0
- POSTFIX Dubwise.DubsMintMenus: Void DubsMintMenus.Patch_HealthCardUtility:Postfix(Rect outRect, Pawn pawn, Thing thingForMedBills)
at RimWorld.ITab_Pawn_Health.FillTab () [0x0003d] in <59e863dd41f643f2aafda4b64917c94c>:0
at Verse.InspectTabBase+<>c__DisplayClass19_0.<DoTabGUI>b__0 () [0x00039] in <59e863dd41f643f2aafda4b64917c94c>:0
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Alignment was MiddleLeft at end of frame.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
It works fine for me.
But from your log it looks like your game is not loading the .dll in [AV] Framework properly, starting a chainreaction: [AV] Mechtech tries to get the not loaded stuff and fails, Dubs is trying to show some of it and breaks the UI.
I've already confirmed that the uploaded files of the Framework and Mechtech are correct.
So it is probably a problem with your download.
Try to force steam to redownload the mod:
Unsubscribe from the framework and wait a bit until it is deleted from your system.
Steam puts the framework into this folder:
\Steam\steamapps\workshop\content\294100\3237129936
Confirm that the folder is no longer on your PC and subscribe back to the framework.
It should work again after that.
There are also 2 more things in your log I'd like to point out:
There are a lot of harmless startup errors from dubs (I could recreate these without my mods):
"could not load reference to Verse.ThingDef named AA_ChameleonYakWoolWinter"
The line above is trying to get a the wool item of chameleon yaks from AlphaAnimals even though the mod is not active.
I am assuming it is somehow still saved on your RAM even though you are restarting Rimworld without those mods (but had them active just before).
Restarting the PC did remove those errors for me, but as I said they are harmless and can be ignored.
The other thing is this line:
"Tried loading mod with the same packageId multiple times: Dubwise.DubsMintMenus. Ignoring the duplicates."
You have 2 mods with the same packageId: DubsMintMenusFixes (seems to be a non steam version) and Dubs Mint Menus.
If another mod is trying to check if Dubwise.DubsMintMenus is active you'll have a 50% Chance to get the right answer as rimworld will only look for the first mod with that packageId.
So I would recommend to remove one of them (or save them in a different location so Rimworld is only finding one).
Something dumb like this gave me bugs and a real headache a few months ago...
[AV]Framework.Hediff_BandNode_Fueled: no assigned bandnodes! Probably caused by a Pawncopy from Anomaly DLC. Removing Hediff...
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
AV_Framework.Hediff_BandNode_Fueled:RecacheBandNodes_fueled ()
AV_Framework.Hediff_BandNode_Fueled:PostAdd (System.Nullable`1<Verse.DamageInfo>)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.HediffSet.AddDirect_Patch2 (Verse.HediffSet,Verse.Hediff,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn_HealthTracker.AddHediff_Patch5 (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
Verse.Pawn_HealthTracker:AddHediff (Verse.HediffDef,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
AV_Framework.Comp_BandNodeFueled:CompTick ()
Verse.ThingWithComps:Tick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
The spam is strong enough to lag the entire game as this warn is thrown on every single tick
I've updated the framework, it should no longer be an issue.
(I am glad my past self put this error/warning message there lol)
I think I found a fix for that, gonna test it a bit more and if nothing goes wrong I'll upload it tomorrow :)
Little sidenote: Biotechs Warqueen has the same problem (it just adds resources instead of deleting them)
Great to know!
Also I had no idea that the Warqueen also had that quirk :o very interesting, guess coding it so it remembers how much it had when it left the map was perhaps a bit too complicated?
Actually while playing a bit more I've actually noticed that the tarantula keeps trying to use the rockets on it's own when an enemy is in range instead of using it's primary weapon and when I have it selected I can see the gizmo for the normal rockets flickering on and off and from what I could gather it kept choosing a target, then before the ability could be charged and used it switch to another and reset the charge and so on and therefore kinda stood there not doing much tho that might probably be because it was against a lot of enemies and it's target kept dying before it could shoot.
I'm unsure if that really qualifies as a bug in this case but I think it'd be nice to not have the mech automatically use it's rockets at will when it's on your side, or at least make it toggleable whether it uses rockets on it's own or not so you're able to save rockets for a better and more critical moment instead of having it go through it's entire reserves of chemfuel at the first enemy it sees.
Just as I uploaded the fix for the other issue ..XD
Can you make a video/gif of the flickering gizmo? I can't recreate that.
The stopping of the attack when an enemy dies is vanilla rimworld behaivior, thats the same with every weapon/ability. The AI targets specific pawns. You as the player can target the ground.
There kind of is already a toggle, the tarantula will not shoot rockets on its own when its drafted.
Ok, so after doing some quick testing I admittedly couldn't recreate the flickering gizmo either.. However I can confirm that even while drafted it'll still try to shoot rockets but ONLY if you've made it shoot rockets earlier and it still has chemfuel in reserve, then it'll just try to keep shooting the specific type of rocket you made it shoot last even after moving, undrafting and redrafting seems to make it use it's primary again tho.
The AI is only allowed to use the 'launch rocketswarm' ability.
It does not even have access to the rest.
It can theoreticly also explode the remaining rockets but that only happens when the missile launcher gets destroyed while it still has missiles. That can also happen to player owned tarantulas.
Am I right that you are using other mods? If yes, have you tried it just with this mod? Maybe something else is interfering.
This is how it should work:
https://www.youtube.com/watch?v=MebHyIGbsqs
Am I doing something differently?
(please answer here and not under the youtube video, I don't look at the comments there)