RimWorld

RimWorld

Crash Landing
Alot of notification's but no crash.
So first time using this mod and for my first crash there is a ♥♥♥♥ ton and i mean A ♥♥♥♥ TON of little letter's that keep staking and warning about some debris that doesn't crash so is there something I can do to stop the notifications or do i have to restart without the mod?
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Showing 1-6 of 6 comments
Crapoutz Mar 26, 2020 @ 7:49pm 
Same for me!
I try to close all and it's work but lots of new notifications And nothing!

If I go back in saves. Maybe I can have a normal crash but all time cryptosleep it's big bug. :/

Exception ticking CrashLanding_MTcounter1966880 (at (164, 0, 130)): System.NullReferenceException: Object reference not set to an instance of an object
at CrashLanding.IncidentWorker_CryptoSleepBlockCrash.TryExecuteWorker (RimWorld.IncidentParms parms) [0x001e2] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x0002b] in <65f126dfb1e4464fa378d4b237f11a99>:0
at CrashLanding.Ticker_MTcounter.DoSpawn (System.Int32 tickAmt) [0x000c4] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at CrashLanding.Ticker_MTcounter.Tick () [0x00008] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at Verse.TickList.Tick () [0x0015c] in <65f126dfb1e4464fa378d4b237f11a99>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception ticking CrashLanding_MTcounter1966880 (at (164, 0, 130)): System.NullReferenceException: Object reference not set to an instance of an object
at CrashLanding.IncidentWorker_CryptoSleepBlockCrash.TryExecuteWorker (RimWorld.IncidentParms parms) [0x001e2] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms parms) [0x0002b] in <65f126dfb1e4464fa378d4b237f11a99>:0
at CrashLanding.Ticker_MTcounter.DoSpawn (System.Int32 tickAmt) [0x000c4] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at CrashLanding.Ticker_MTcounter.Tick () [0x00008] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at Verse.TickList.Tick () [0x0015c] in <65f126dfb1e4464fa378d4b237f11a99>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Last edited by Crapoutz; Mar 26, 2020 @ 8:08pm
same. At the hard crashing
here's log:
CrashLanding.IncidentWorker_ShipAICoreCrash:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:RimWorld.IncidentWorker.TryExecute_Patch2(IncidentWorker, IncidentParms)
CrashLanding.Ticker_MTcounter:DoSpawn(Int32)
CrashLanding.Ticker_MTcounter:CrashLanding.Ticker_MTcounter.Tick_Patch2(Ticker_MTcounter)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2(TickManager)
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Exception ticking CrashLanding_MTcounter15390 (at (48, 0, 127)): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) Verse.ThingMaker.Verse.ThingMaker.MakeThing_Patch1(Verse.ThingDef,Verse.ThingDef)
at CrashLanding.IncidentWorker_ShipAICoreCrash.TryExecuteWorker (RimWorld.IncidentParms parms) [0x001db] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at (wrapper dynamic-method) RimWorld.IncidentWorker.RimWorld.IncidentWorker.TryExecute_Patch2(RimWorld.IncidentWorker,RimWorld.IncidentParms)
at CrashLanding.Ticker_MTcounter.DoSpawn (System.Int32 tickAmt) [0x000c4] in <fed5bbe3c78d42dcbd2854e18206b1ed>:0
at (wrapper dynamic-method) CrashLanding.Ticker_MTcounter.CrashLanding.Ticker_MTcounter.Tick_Patch2(CrashLanding.Ticker_MTcounter)
at Verse.TickList.Tick () [0x0015c] in <7b345446a85d4ed599f9c604ae61854b>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2(TickManager)
Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2(TickManager)
Verse.Game:Verse.Game.UpdatePlay_Patch2(Game)
Verse.Root_Play:Verse.Root_Play.Update_Patch1(Root_Play)
Last edited by Miracle monk or prof of shi; Aug 16, 2020 @ 12:44pm
Gray Sanddragon Nov 16, 2020 @ 12:22pm 
Yep. This totally ruined my playthrough. I let the cryptosleep block crash continue spamming for a minute or two and I noticed hundreds of bodies started piling up on the southeast corner of the map. (200x200 map size.) The cryptosleep blocks are crashing off of the map. If i let this glitch continue, it would literally fill up the entire map with bodies. I have it on film if you don't believe me lol.

I am going to change the mod order, but sadly I have a feeling I have to unsubscribe from this mod :(
It used to be one of the best
Last edited by Gray Sanddragon; Nov 16, 2020 @ 12:24pm
Katavrik  [developer] Nov 30, 2020 @ 7:28pm 
Thats may happen with other mods, because the crashlanding trying to spawn things that is should not. I ve already placed some filters, but it seems its not enough. Its diificult to say what cause the problem, without debuging with you mod lists. I guess this is the conflict with race mod or somthing with colonists.

If this happen to you without other mods, warn me about that again.
CatatonicMink Dec 2, 2020 @ 12:11am 
I had this same issue a while back. In my case it was Rimhammer: The End Times that was the cause. Most likely its a conflict with Rimhammer removing all post medieval tech. I assume any other mod that limits the game to lower tech levels will cause the same issue.
Skellitor301 Dec 22, 2020 @ 9:08pm 
Worth mentioning I had this issue before, pretty sure I fixed it with a rework of my mod list but man was that funny to watch just constant raining of ship parts just pelting my map and the poor colonists XD
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