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 - Berserk

#1
Releases / Re: [1.0] A RimWorld of Magic
January 26, 2020, 04:32:42 AM
Hey thank you for the help, I'll have to do it the time consuming way I think because even my hugslib logs are pretty vague. I don't see what could be doing this, thank you again though :)
#2
Releases / Re: [1.0] A RimWorld of Magic
January 26, 2020, 03:12:10 AM
Quote from: Canute on January 26, 2020, 02:55:30 AM
Pretty sure it is a conflict.
Do you have any error before safing or after loading a safegame ?
Does it happen right after a new colony too (dev. mode on, then you can start with the top right icon a quick test colony).

I tried a new colony through dev mode like you said, gave a class to one of the pawns and leveled it up, reloaded and all points invested were gone. I checked the log and there are yellow errors, mostly regarding Medieval Times apparel. Though there were these 3 red errors

Edit: I just noticed that this only happens to magic classes like the priest or warlock, the gladiator saves and loads just fine

Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



Could not resolve cross refs: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Thing.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.ThingWithComps.ExposeData () [0x00000] in <filename unknown>:0
  at RimWorld.Apparel.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.CrossRefHandler.ResolveAllCrossReferences () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.CrossRefHandler:ResolveAllCrossReferences()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



Exception spawning loaded thing null: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Map.FinalizeLoading () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow_Patch1(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
#3
Releases / Re: [1.0] A RimWorld of Magic
January 26, 2020, 12:34:12 AM
Hey I'm getting a pretty nasty bug, whenever I reload the game my pawns lose all their magic levels. I'm not sure if it's a conflict, and if it is I have no idea what could be doing this. Does anyone know?
#4
Hey, yeah sorry about that the errors and problems I had weren't because of your mod at all. On an unrelated note, could you please make a patch where your humans use Gloomy Face mk2? And thanks for taking the time to reply
#5
Quote from: Ryflamer on January 23, 2020, 05:16:20 PM
@Berserk Are you on the most recent build of Rimcraft? And currently it may cause other faction bases to not spawn as with Rimcraft factions there is a total of 7 factions which generate settlements, and as a result can lead to other factions not spawning as often.

Hey yeah I am, I was using Faction Control too so I could bypass that but I guess that doesn't work. I've had to disable the factions mod and its patches. I'm considering just starting a save without it enabled, then loading that save with Rimcraft factions enabled along with the Faction Discovery mod
#6
Update: Can confirm that the Rimcraft core mod causes errors or conflicts with another mod when creating worlds. It leads to every faction having only one base


Hey awesome mod! Though I'm getting errors with the Draenei race and trying to load their scenario doesn't let me generate a world. I think it might also be responsible for generated worlds having one base per faction. Here is the error log after worldgen.


Sorry for the mess, I'm not sure how to spoiler it.



Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00180>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x000a7>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
FactionControl.FactionGenerator_GenerateFactionsIntoWorld:Prefix()
RimWorld.FactionGenerator:GenerateFactionsIntoWorld_Patch1()
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00180>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x000a7>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

System.NullReferenceException: Object reference not set to an instance of an object
  at VFECore.ScenPartUtility.FinaliseFactionGoodwillCharacteristics (RimWorld.FactionDef faction) [0x00000] in <filename unknown>:0
  at VFECore.FactionGoodwillModifier.FinalizeInit () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldComponentUtility.FinalizeInit (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:FinalizeInit(World)
RimWorld.Planet.World:FinalizeInit()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Faction The Draenei has null relation with PlayerColony. Returning dummy relation.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.<Regenerate>c__Iterator0:MoveNext()
Verse.GenCollection:ExecuteEnumerable(IEnumerable)
RimWorld.Planet.WorldLayer:RegenerateNow()
RimWorld.Planet.WorldRenderer:RegenerateAllLayersNow()
RimWorld.Page_CreateWorldParams:<CanDoNext>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#7
Mods / Re: Spaceship style play???
December 14, 2018, 05:56:12 AM
The closest thing to this that I'm aware of is the mod Save Our Ship. The author has plans for something like this, but for the moment you can only build a more fleshed out spaceship. The great thing though is that it'll save the colonists you escaped with and all items put on the ship so you can take them all to a new world

https://ludeon.com/forums/index.php?topic=35742.0
#8
QuoteDone! Just check the main post for the patch!

Thanks so much mate!
#9
Could you please make a compatibility patch so this works with A Dog Said? Really want that bionic horse haha