Quote from: Szara on August 20, 2016, 10:41:53 AMYou can fix it by changing "<raidStrategy>ImmediateAttackSappers</raidStrategy>" to "<raidStrategy>ImmediateAttack</raidStrategy>"
Bug report-
Not much to add in the situation here, it mentions incidents a lot so I'm guessing it has nothing to do with anything that was already happening in my world, which I'd actually managed to survive for a little while now. Almost got a quarry!Code Select(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption opt, System.Collections.Generic.List`1 chosenOpts) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (Single points, System.Collections.Generic.List`1 options, RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMaker_Normal.CanGenerateFrom (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.<>m__1BA (RimWorld.PawnGroupMaker gm) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.PawnGroupMaker].MoveNext () [0x00000] in <filename unknown>:0
at Verse.GenCollection.TryRandomElementByWeight[PawnGroupMaker] (IEnumerable`1 source, System.Func`2 weightSelector, RimWorld.PawnGroupMaker& result) [0x00000] in <filename unknown>:0
at RimWorld.PawnGroupMakerUtility+<GenerateArrivingPawns>c__Iterator87.MoveNext () [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
at RimWorld.IncidentQueue.IncidentQueueTick () [0x00000] in <filename unknown>:0
at RimWorld.Storyteller.StorytellerTick () [0x00000] in <filename unknown>:0
at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0
This bug repeats hundreds, thousands of times fairly quickly and is completely destroying time acceleration. Even at normal speed a significant drop in fps and performance is noticeable, it is, sadly, pretty much gamebreaking for enjoyability. I'm more than willing to go into my savefile and try to fix this manually if anyone could point me at what to do. As far as the incident timer goes this is all I've found.Code Select<storyteller>
<def>Hildegarde</def>
<difficulty>Challenge</difficulty>
<incidentQueue>
<queuedIncidents>
<li>
<def>RaidEnemy</def>
<occurTick>2739041</occurTick>
<parms>
<target>null</target>
<threatPoints>723.6347</threatPoints>
<spawnCenter>(324, 0, 152)</spawnCenter>
<faction>Faction_21</faction>
<raidStrategy>ImmediateAttackSappers</raidStrategy>
<raidArrivalMode>EdgeWalkIn</raidArrivalMode>
</parms>
</li>
</queuedIncidents>
</incidentQueue>
<weatherDecider>
<curWeatherDuration>60798</curWeatherDuration>
</weatherDecider>
<intenderPopulation>
<lastPopGainTime>1412214</lastPopGainTime>
</intenderPopulation>
</storyteller>
More edit: I'm assuming the <target>null</target> is the problem.. I'm looking though my other saves to see if I can find a target to give it, but none of them (so far) have an incident in there. And giving them a target like Thing_Human300741 (one of my pawns) doesn't seem to do anything.
If it happens again you will have to manually fix it again.