Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gota

#1
Mod bugs / Unexpected mark stack overflow
March 05, 2023, 10:59:14 AM
I keep getting mark stack overflow crashes and I have no idea how to fix them or track down what is causing them.

Player log: https://gist.github.com/ReneWalke/8bcbbefe7d6ee4e630e2262cbc40cbd1
ModsConfig.xml: https://gist.github.com/ReneWalke/bf16caf0c05e785e3eeba1bf76aefba1
No hugslib since I couldn't even open it during a crash

Edit:
Also the hugslib of the next startup, not sure how much it helps https://gist.github.com/3b738bf5afec4e776466c598391f5696
Error log: https://gist.github.com/ReneWalke/87fd565df0364d431114720e4254372e
#2
I have this weird bug where pawns appear naked in the world while wearing clothes in the gear tab and the top where you can see all pawns. I have no idea what could have triggered it and am completely clueless.
Hugslib log: https://gist.github.com/HugsLibRecordKeeper/d34ac11792073179559a9b77fa57fedb
#3
Mod bugs / Re: No pawns spawn at start
April 29, 2021, 11:52:31 AM
I was able to fix it by removing the last 5 mods I added. I am not sure which it was but I just will keep all of them removed. Thanks for the help.
#4
Mod bugs / Re: No pawns spawn at start
April 29, 2021, 08:13:57 AM
Quote from: Canute on April 29, 2021, 07:00:13 AM
Hi,
the error log isn't present at pastebin.
But why you didn't just attach the player.log (original Rimworld logfile) to your message or used the green button "Share logs" at the log window.

But anyway, before you start a new colony, be sure you don't have error's at the log after rimworld start/Mod activation.
Mosttime you can use a keyword from the error msg. and search for it at the Mods folder to find the mod which cause it.
But that don't work's all the time, then it is better to rebuild the modlist and activate mod's at small batches so you notice early when you got errors.
Once you found the mod which cause errors.
Check if you maybe miss a required mod, or if that required mod loaded before the mod which need it.
Check the mod description/discussion if there are any known compactible issues or ask at the mod discussion.
But better don't use these mod's they don't work correct anyway when they throw out errors. Ok error's about sound.defs don't disturb the gameplay you just don't have any sound from it and arn't critical.
I added the files now
#5
Mod bugs / No pawns spawn at start
April 29, 2021, 06:37:13 AM
I have the new problem of pawns not spawning after starting up a map. Everything up to that point works and you can roll pawns as usual in the preparation screen but after that, the map is void of them and any items. Changing it to Standing spawn doesn't change anything.
My mod list is so big that removing them one by one just doesn't work since the game takes like 10 minutes to load. My only hope is someone can spot a mod or incompatability that could cause this.

Edit: Added the files instead
I also assume it could be

Error in static constructor of Planets_Code.Planets_Initializer: System.TypeInitializationException: The type initializer for 'Planets_Code.Planets_Initializer' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Planets_Code.Planets_Initializer.EditAnimalDefs () [0x00020] in <31024c81b5994f9b98ef9d3cedb16eb2>:0
  at Planets_Code.Planets_Initializer..cctor () [0x00123] in <31024c81b5994f9b98ef9d3cedb16eb2>:0
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <567df3e0919241ba98db88bec4c6696f>:0
  at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch1()

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)


but I have no idea what mod could cause it
#6
I think it might have been Combat Training since other people complained about a similar problem in the comments and the problem was mostly with jobs after the Training job
#7
Mod bugs / Pawns aren't doing all of their assigned jobs
November 06, 2020, 04:02:18 PM
I have the problem that some pawns aren't working as they are supposed to. There are two that do everything as assigned, two bunny-race women (but not Moonrabbie), and two that are doing some of their jobs but not all of them, one bunny-race and a xenoorca. The latter two do some things but most of the stuff I assigned them to isn't getting done by them, like cleaning, cutting stones, hauling etc. I tested right clicking and forcing and they will do it that way, so it must be some mod causing the issue.
My mod list is here: https://pastebin.com/4cXaWfmj
The log file is: https://pastebin.com/9tBYK7uC
Edit: They do have the time to do stuff. I get the notification that colonists are idle and that they are not working even though there is work left to be done for them.
One of the two actually does cleaning now after her other jobs are done. I dunno if it's a problem with Xenoorca or something else
#8
Thanks, I found it. It looks like Rimsenal is the culprit again since Atrocity is a weapon of it, so I will just remove it and hope this also fixes that other problem.
#9
XML error: <MarketValue>3000</MarketValue> doesn't correspond to any field in type GraphicData. Context: <graphicData><onGroundRandomRotateAngle>35</onGroundRandomRotateAngle><MarketValue>3000</MarketValue><texPath>Things/A16/Atrocity</texPath><graphicClass>Graphic_Single</graphicClass><drawSize>1.5</drawSize></graphicData>
Verse.Log:Error(String, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ObjectFromXmlReflection(XmlNode, Boolean)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()


This is an error that I have been trying to fix but I am not even close to understanding what mod it would even be from and whether it actually causes issues or is harmless. It's a complete mystery to me since a lot of items could be worth 3000 silver (if that is even what that is about), so I would love some help. I added the player.log, ModfsConfig.xml for the mod list and the Hugslib log: https://gist.github.com/87c20e09bf1a6e34fd46d7e20d84b5db

If possible, I would also appreciate some other ways to improve my mod list since I have no idea how to sort them and there might be hidden issues or mod conflicts. One bug that destroyed my last run was trying to right click a weapon from Rimsenal that was dropped by an alien (Moon Rabbie) which made right clicking to prioritize permanently impossible.
#10
Mod bugs / Re: Traders have no silver
September 27, 2020, 04:26:02 PM
Status: It looks like that restarting the game fixed it, sorry for the trouble
#11
Mod bugs / Traders have no silver
September 27, 2020, 03:32:14 PM
I have encountered a problem where traders have no silver and almost no wares which is most likely caused by a mod. Sadly, my mod list is so huge that it's impossible for me to do the usual "take them out one by one" strategy, so I hope someone can help, maybe recognize one of my mods as the troublemaker. I added my mod list and last log as attachments.