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Messages - why_it_is

#1
I could make this happen without mod by using debug tool Draw Lord. And then I resolved it by editing save file to contain


                        <lordManager>
                                <lords />
                        </lordManager>


It previously had:


<lordManager>
<lords>
<li>
<loadID>111</loadID>
<faction>Faction_8</faction>
<extraForbiddenThings />
<ownedPawns />
<lordJob IsNull="True" />
<ticksInToil>3319184</ticksInToil>
<initialColonyHealthTotal>835380</initialColonyHealthTotal>
</li>
<li>
<loadID>270</loadID>
<faction>Faction_4</faction>
<extraForbiddenThings>
<li>Thing_Medicine2650128</li>
<li>Thing_Shell_HighExplosive2650129</li>
</extraForbiddenThings>
<ownedPawns>
<li>Thing_Human2650105</li>
<li>Thing_Muffalo2650131</li>
<li>Thing_Muffalo2650132</li>
<li>Thing_Muffalo2650133</li>
<li>Thing_Human2650134</li>
<li>Thing_Human2650149</li>
<li>Thing_Human2650155</li>
<li>Thing_Human2650161</li>
<li>Thing_Human2650168</li>
<li>Thing_Human2650176</li>
<li>Thing_Human2650181</li>
<li>Thing_Human2650189</li>
<li>Thing_Human2650197</li>
</ownedPawns>
<lordJob Class="LordJob_TradeWithColony">
<faction>Faction_4</faction>
<chillSpot>(89, 0, 139)</chillSpot>
</lordJob>
<initialized>False</initialized>
<numPawnsEverGained>14</numPawnsEverGained>
<numPawnsLostViolently>1</numPawnsLostViolently>
<lastPawnHarmTick>36752047</lastPawnHarmTick>
<lordToilData>
<keys>
<li>0</li>
<li>1</li>
<li>2</li>
<li>4</li>
<li>5</li>
</keys>
<values>
<li Class="Verse.AI.Group.LordToilData_Travel">
<dest>(89, 0, 139)</dest>
</li>
<li Class="Verse.AI.Group.LordToilData_DefendPoint">
<defendPoint>(89, 0, 139)</defendPoint>
</li>
<li Class="Verse.AI.Group.LordToilData_DefendPoint">
<defendPoint>(29, 0, 35)</defendPoint>
</li>
<li Class="Verse.AI.Group.LordToilData_ExitMap" />
<li Class="Verse.AI.Group.LordToilData_ExitMap">
<locomotion>Walk</locomotion>
<canDig>True</canDig>
</li>
</values>
</lordToilData>
<triggerData>
<keys>
<li>5</li>
<li>7</li>
<li>10</li>
</keys>
<values>
<li Class="Verse.AI.Group.TriggerData_TicksPassed" />
<li Class="Verse.AI.Group.TriggerData_TicksPassed" />
<li Class="Verse.AI.Group.TriggerData_TicksPassed" />
</values>
</triggerData>
<curLordToilIdx>1</curLordToilIdx>
</li>
<li>
<loadID>271</loadID>
<faction>Faction_9</faction>
<extraForbiddenThings />
<ownedPawns />
<lordJob Class="RimWorldDaysMatter.JoinableParty">
<spot>(84, 0, 114)</spot>
</lordJob>
<initialized>False</initialized>
<numPawnsEverGained>359</numPawnsEverGained>
<numPawnsLostViolently>1</numPawnsLostViolently>
<lastPawnHarmTick>36684922</lastPawnHarmTick>
<lordToilData>
<keys>
<li>0</li>
</keys>
<values>
<li Class="LordToilData_Party">
<ticksToNextPulse>600</ticksToNextPulse>
</li>
</values>
</lordToilData>
<triggerData>
<keys>
<li>2</li>
</keys>
<values>
<li Class="Verse.AI.Group.TriggerData_TicksPassed" />
</values>
</triggerData>
<curLordToilIdx>1</curLordToilIdx>
</li>
<li>
<loadID>272</loadID>
<faction>Faction_9</faction>
<extraForbiddenThings />
<ownedPawns />
<lordJob Class="RimWorldDaysMatter.JoinableParty">
<spot>(84, 0, 114)</spot>
</lordJob>
<initialized>False</initialized>
<numPawnsEverGained>326</numPawnsEverGained>
<numPawnsLostViolently>1</numPawnsLostViolently>
<lastPawnHarmTick>36775443</lastPawnHarmTick>
<lordToilData>
<keys>
<li>0</li>
</keys>
<values>
<li Class="LordToilData_Party">
<ticksToNextPulse>600</ticksToNextPulse>
</li>
</values>
</lordToilData>
<triggerData>
<keys>
<li>2</li>
</keys>
<values>
<li Class="Verse.AI.Group.TriggerData_TicksPassed" />
</values>
</triggerData>
<curLordToilIdx>1</curLordToilIdx>
</li>
<li>
<loadID>273</loadID>
<faction>Faction_9</faction>
<extraForbiddenThings />
<ownedPawns>
<li>Thing_Human401079</li>
<li>Thing_Human2590294</li>
<li>Thing_Human2023019</li>
<li>Thing_Human1787789</li>
<li>Thing_Human1062791</li>
<li>Thing_Human483025</li>
<li>Thing_Human212563</li>
<li>Thing_Human2159133</li>
<li>Thing_Human2445505</li>
<li>Thing_Human2022995</li>
<li>Thing_Human1605761</li>
<li>Thing_Human72451</li>
<li>Thing_Human1077223</li>
<li>Thing_Human1714598</li>
<li>Thing_Human997998</li>
<li>Thing_Human2230837</li>
<li>Thing_Human1605735</li>
<li>Thing_Human2107245</li>
<li>Thing_Human1817291</li>
<li>Thing_Human735955</li>
<li>Thing_Human1796815</li>
<li>Thing_Human1532307</li>
<li>Thing_Human1315203</li>
<li>Thing_Human2150506</li>
<li>Thing_Human2070011</li>
<li>Thing_Human2242482</li>
<li>Thing_Human950551</li>
<li>Thing_Human328837</li>
<li>Thing_Human1472366</li>
<li>Thing_Human1191816</li>
<li>Thing_Human1897072</li>
<li>Thing_Human469052</li>
<li>Thing_Human1787782</li>
<li>Thing_Human1817278</li>
<li>Thing_Human173179</li>
<li>Thing_Human2069812</li>
<li>Thing_Human2280761</li>
<li>Thing_Human1289315</li>
<li>Thing_Human2230822</li>
<li>Thing_Human1817326</li>
<li>Thing_Human1531302</li>
<li>Thing_Human1817765</li>
<li>Thing_Human1089298</li>
<li>Thing_Human2600560</li>
<li>Thing_Human1708593</li>
<li>Thing_Human1708686</li>
<li>Thing_Human1817785</li>
<li>Thing_Human419726</li>
<li>Thing_Human2402995</li>
<li>Thing_Human2401502</li>
<li>Thing_Human1708672</li>
<li>Thing_Human1191821</li>
<li>Thing_Human1783992</li>
<li>Thing_Human1310492</li>
<li>Thing_Human1709000</li>
<li>Thing_Human1531092</li>
<li>Thing_Human1783879</li>
<li>Thing_Human1942927</li>
<li>Thing_Human24137</li>
<li>Thing_Human2590535</li>
<li>Thing_Human2159123</li>
<li>Thing_Human1714638</li>
<li>Thing_Human1089303</li>
<li>Thing_Human1077113</li>
</ownedPawns>
<lordJob Class="RimWorldDaysMatter.JoinableParty">
<spot>(84, 0, 114)</spot>
</lordJob>
<initialized>False</initialized>
<numPawnsEverGained>204</numPawnsEverGained>
<lastPawnHarmTick>36775541</lastPawnHarmTick>
<lordToilData>
<keys>
<li>0</li>
</keys>
<values>
<li Class="LordToilData_Party">
<ticksToNextPulse>600</ticksToNextPulse>
</li>
</values>
</lordToilData>
<triggerData>
<keys>
<li>2</li>
</keys>
<values>
<li Class="Verse.AI.Group.TriggerData_TicksPassed" />
</values>
</triggerData>
<curLordToilIdx>0</curLordToilIdx>
</li>
</lords>
</lordManager>


So I guess some mod corrupted that part and after saving there was a bug.

As far as I can see this problem is kind of something that can not be solved any more. I guess this needs to have the first save with problem to be able to diagnose the problem.
#2
Mod bugs / Re: Trying to identify mod error
January 22, 2018, 04:27:24 PM
TryIssueJobPackage seems to work something about job priorities.

One way to iterate would be to try to see what paws are trying to do when this problem happens. Like destroy pawns until error does not happen any more. And then try to identify if there is some link what problematic pawn tries to do or is allowed to do.

And also look what mods patch JobOnThing

Sorry about not having any better idea.
#3
This mod seems to trigger the problem: No Firewatcher
https://steamcommunity.com/sharedfiles/filedetails/?id=1103160556
I guess there is conflict with another mod. It seems this problem does not have Exception. And exceptions in previous messages were not directly related.
#4
Mod bugs / Re: Bright pink overlay for mods on Linux
January 22, 2018, 04:01:50 PM
#5
There is some tools to manage Unity resource files. Like Unity Asset Bundle Extractor https://7daystodie.com/forums/showthread.php?22675-Unity-Assets-Bundle-Extractor. I don't have any info if this tool is good to this or any task, it just was first I found.

You can open resource file. The problematic asset is shown as 'Unnamed asset' 'Shader' PathID:1638 Size:4136. You can 'Export Raw' the asset. This file with only asset does have 3 "__ST" strings.

Anyways, as I can see there is 3 reports to confirm this change does fix Roof map and other similar maps on Linux.

I also give 9/10 for @Giselbaer for nice bash scripting. I would have used "[[ ... ]]" instead of "test ..." to do things in bash instead of using external program. And I'd use "while ... done < <()" stucture in second case too because "cmd | while ... done" does have implicit fork and can confuse later.
#6
Thank you!

I just used sed to do it:


sed -i -e 's/__ST/G_ST/g' RimWorldLinux_Data/resources.assets


That fixed it.

I had previouly this exact problem and now it seems I can use  Heat map, see roofs properly and so on.
#7
Mod bugs / Re: Terrain goes gray when my colony is raided
December 16, 2017, 05:47:43 PM
I put breakpoint at Verse.AI.Group.Lord:LordTick


(gdb) mono_backtrace 10
#0 0x40377930 in  Verse.AI.Group.Lord:LordTick () + 0x0 (0x40377930 0x40377a56) [0x7fe573311d48 - Unity Root Domain]
#1 0x4037785d in  Verse.AI.Group.LordManager:LordManagerTick () + 0x4d (0x40377810 0x4037791b) [0x7fe573311d48 - Unity Root Domain]
#2  0x0000000003c201a0 in ?? ()
#3  0x00007fff67829c60 in ?? ()
#4  0x0000000000000001 in ?? ()
#5  0x00007fe49ce2d2a8 in ?? ()
#6  0x00007fe400000006 in ?? ()
#7 0x7fe57004cbd3 in  (wrapper dynamic-method) Verse.Map:MapPostTick_Patch0 (object) + 0x73 (0x7fe57004cb60 0x7fe57004ccbc) [0x7fe573311d48 - Unity Root Domain]
#8  0x00007fe4e2d41d70 in ?? ()
#9 0x402c238c in  Verse.TickManager:DoSingleTick () + 0x6ec (0x402c1ca0 0x402c2614) [0x7fe573311d48 - Unity Root Domain]
(gdb) ni

Thread 1 "RimWorldLinux.x" hit Breakpoint 1, 0x0000000040377930 in ?? ()
(gdb) mono_backtrace 10
#0 0x40377930 in  Verse.AI.Group.Lord:LordTick () + 0x0 (0x40377930 0x40377a56) [0x7fe573311d48 - Unity Root Domain]
#1 0x4037785d in  Verse.AI.Group.LordManager:LordManagerTick () + 0x4d (0x40377810 0x4037791b) [0x7fe573311d48 - Unity Root Domain]
#2  0x0000000003c201a0 in ?? ()
#3  0x00007fff67829c60 in ?? ()
#4  0x0000000000000001 in ?? ()
#5  0x00007fe49ce2d2a8 in ?? ()
#6  0x00007fe400000006 in ?? ()
#7 0x7fe57004cbd3 in  (wrapper dynamic-method) Verse.Map:MapPostTick_Patch0 (object) + 0x73 (0x7fe57004cb60 0x7fe57004ccbc) [0x7fe573311d48 - Unity Root Domain]
#8  0x00007fe4e2d41d70 in ?? ()
#9 0x402c238c in  Verse.TickManager:DoSingleTick () + 0x6ec (0x402c1ca0 0x402c2614) [0x7fe573311d48 - Unity Root Domain]
(gdb) ni

Thread 1 "RimWorldLinux.x" received signal SIGSEGV, Segmentation fault.
0x0000000040377960 in ?? ()
(gdb) mono_backtrace 10
#0 0x40377960 in  Verse.AI.Group.Lord:LordTick () + 0x30 (0x40377930 0x40377a56) [0x7fe573311d48 - Unity Root Domain]
#1 0x402c238c in  Verse.TickManager:DoSingleTick () + 0x6ec (0x402c1ca0 0x402c2614) [0x7fe573311d48 - Unity Root Domain]
#2  0x000000000b2c7610 in ?? ()
#3  0x0000000000000000 in ?? ()


(gdb) x/30i 0x40377930
   0x40377930: push   %rbp
   0x40377931: mov    %rsp,%rbp
   0x40377934: push   %r15
   0x40377936: sub    $0x178,%rsp
   0x4037793d: mov    %rdi,%r15
   0x40377940: movzbl 0x5c(%r15),%eax
   0x40377945: test   %eax,%eax
   0x40377947: jne    0x40377959
   0x40377949: mov    %r15,%rdi
   0x4037794c: movabs $0x40377a6e,%r11
   0x40377956: callq  *%r11
   0x40377959: mov    0x18(%r15),%rax
   0x4037795d: mov    %rax,%rdi
   0x40377960: mov    (%rax),%rax
   0x40377963: nop
   0x40377964: nop
   0x40377965: nop
   0x40377966: callq  *0x88(%rax)
   0x4037796c: mov    %rbp,%rdi
   0x4037796f: add    $0xffffffffffffff08,%rdi
   0x40377976: movabs $0x40377a90,%r11
   0x40377980: callq  *%r11
   0x40377983: mov    %r15,%rdi
   0x40377986: mov    -0xf8(%rbp),%rax
   0x4037798d: mov    %rax,(%rsp)
   0x40377991: mov    -0xf0(%rbp),%rax
   0x40377998: mov    %rax,0x8(%rsp)
   0x4037799d: mov    -0xe8(%rbp),%rax
   0x403779a4: mov    %rax,0x10(%rsp)
   0x403779a9: mov    -0xe0(%rbp),%rax


(gdb) info registers
rax            0x0 0
rbx            0xb23c460 186893408
rcx            0x1 1
rdx            0x1 1
rsi            0x1 1
rdi            0x0 0
rbp            0x7fff67829530 0x7fff67829530
rsp            0x7fff678293c8 0x7fff678293c8
r8             0x1 1
r9             0x0 0
r10            0x7fe4db5fa468 140620909749352
r11            0x40377930 1077377328
r12            0x1 1
r13            0x7fff67829c60 140734930000992
r14            0x1 1
r15            0x7fe49cb70c80 140619858513024
rip            0x0 0x0
eflags         0x10202 [ IF RF ]
cs             0x33 51
ss             0x2b 43
ds             0x0 0
es             0x0 0
fs             0x0 0
gs             0x0 0


(gdb) x/128x 0x7fe49cb70c80
0x7fe49cb70c80: 0x50 0x86 0x9a 0x04 0x00 0x00 0x00 0x00
0x7fe49cb70c88: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70c90: 0x40 0xf5 0xb9 0x9e 0xe4 0x7f 0x00 0x00
0x7fe49cb70c98: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70ca0: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70ca8: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70cb0: 0x60 0xfe 0x6a 0xd7 0xe4 0x7f 0x00 0x00
0x7fe49cb70cb8: 0x60 0xe4 0xe0 0xa5 0xe4 0x7f 0x00 0x00
0x7fe49cb70cc0: 0x80 0xe4 0xe0 0xa5 0xe4 0x7f 0x00 0x00
0x7fe49cb70cc8: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70cd0: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70cd8: 0x6f 0x00 0x00 0x00 0x01 0x00 0x00 0x00
0x7fe49cb70ce0: 0x90 0xa5 0x32 0x00 0x00 0x00 0x00 0x00
0x7fe49cb70ce8: 0x00 0x00 0x00 0x00 0x34 0xbf 0x0c 0x00
0x7fe49cb70cf0: 0x61 0x79 0xfe 0xff 0xff 0xff 0xff 0xff
0x7fe49cb70cf8: 0x00 0x00 0x00 0x00 0x00 0x00 0x00 0x00


Somehow this Lord object is not properly set up and one of fields is NULL.

How can I see what object it actually is?
#8
Mod bugs / Re: Bright pink overlay for mods on Linux
December 15, 2017, 01:52:00 PM
I'm seeing this too. Steam on Linux Fedora 27 with nvidia drivers from: https://negativo17.org/repos/nvidia/

Renderer: GeForce GTX 970/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 387.34

RimWorld 0.18.1722 rev1210

There is only one level of visibility for exampel for heat map etc. Somehow alpha channel is gone.

Maybe this is linked to shader compilation errors:

-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
uniform         vec4 hlslcc_mtx4x4unity_ObjectToWorld[4];
uniform         vec4 hlslcc_mtx4x4unity_MatrixVP[4];
uniform         vec4 __ST;
in  vec3 in_POSITION0;
in  vec4 in_COLOR0;
in  vec3 in_TEXCOORD0;
out vec4 vs_COLOR0;
out vec2 vs_TEXCOORD0;
vec4 u_xlat0;
vec4 u_xlat1;
void main()
{
    vs_COLOR0 = in_COLOR0;
    vs_COLOR0 = clamp(vs_COLOR0, 0.0, 1.0);
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy * __ST.xy + __ST.zw;
    u_xlat0 = in_POSITION0.yyyy * hlslcc_mtx4x4unity_ObjectToWorld[1];
    u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[0] * in_POSITION0.xxxx + u_xlat0;
    u_xlat0 = hlslcc_mtx4x4unity_ObjectToWorld[2] * in_POSITION0.zzzz + u_xlat0;
    u_xlat0 = u_xlat0 + hlslcc_mtx4x4unity_ObjectToWorld[3];
    u_xlat1 = u_xlat0.yyyy * hlslcc_mtx4x4unity_MatrixVP[1];
    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[0] * u_xlat0.xxxx + u_xlat1;
    u_xlat1 = hlslcc_mtx4x4unity_MatrixVP[2] * u_xlat0.zzzz + u_xlat1;
    gl_Position = hlslcc_mtx4x4unity_MatrixVP[3] * u_xlat0.wwww + u_xlat1;
    return;
}
-------- failed compiling:
vertex shader
0(7) : error C7528: OpenGL reserves names containing '__'

Note: Creation of internal variant of shader 'Custom/Vertex Color' failed.
WARNING: Shader Unsupported: 'Custom/Vertex Color' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Custom/Vertex Color' - Setting to default shader.
Attempt to use string targetversion to refer to field targetVersion in type Verse.ModMetaData+ModMetaDataInternal; xml tags are now case-sensitive. XML: <ModMetaData><targetversion>0.17.1543</targetversion><name>Additional Conduit</name><author>Spidercamp</author><description>Introduces additional conduit options for varied applications across the colony.

Includes 
● Outdoor Conduit - Toughened for outdoor use. Fire resistant.
● Fancy Conduit - Beautiful conduit that improves the vibe of it's surroundings.
● Buried Conduit - Buried for maximum durability. More work to build. Does not count for/against the beauty of an area.

Additional requests welcome
#9
Mod bugs / Re: Terrain goes gray when my colony is raided
December 15, 2017, 01:45:48 PM
I tried to disable all modules that had string "MapPostTick" without fixing this. Any other hints?

Currently it seems there is almost none information available when a mod bugs and throws exception.
#10
Mod bugs / Re: Terrain goes gray when my colony is raided
December 10, 2017, 07:29:01 AM
I have similar situation. Multiple mods. Steam on Linux / Fedora 27.

RimWorld 0.18.1722 rev1210

Game was working fine yesterday. Today when I loaded map goes grey but pawn and animal names and count of items are visible. Data about roof/soil, number of items, pawns and normal right side text/icons are visible. If I pause the game, everything is as expected map is visible and there is no artefacts. It does not matter if map is zoomed out / in or what ever is visible, when game is running map is dark grey.

I saved the game during manhunter chicken run. But if I destroy chickens it does not help.

I get these exceptions during startup:

Could not do PostLoadInit: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.ExposeData_StateGraph () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadIniter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0


Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Group.Lord.LordTick () <0x00030>
at Verse.AI.Group.LordManager.LordManagerTick () <0x0004c>
at (wrapper dynamic-method) Verse.Map.MapPostTick_Patch0 (object) <0x00072>
at Verse.TickManager.DoSingleTick () <0x006eb>
at Verse.Game.<LoadGame>m__3 () <0x0002a>
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () <0x0008c>




And these when game is running about 50 times a second:

NullReferenceException: Object reference not set to an instance of an object
at Verse.AI.Group.Lord.LordTick () <0x00030>
at Verse.AI.Group.LordManager.LordManagerTick () <0x0004c>
at (wrapper dynamic-method) Verse.Map.MapPostTick_Patch0 (object) <0x00072>
at Verse.TickManager.DoSingleTick () <0x006eb>
at Verse.TickManager.TickManagerUpdate () <0x00137>
at Verse.Game.UpdatePlay () <0x00029>
at Verse.Root_Play.Update () <0x00073>


(Filename:  Line: -1)



Loading game from file Mountainbrad 3 with mods Core, HugsLib, Miscellaneous 'CORE', JecsTools, A Dog Said..., Additional Li
ghts LOCAL, All The Kibble, AllowDeadMansApparel, Allow Tool, Animal Tab, Animals Logic, Architect Icons, Architect Sense, A
rea Rugs B18, Area Unlocker, Auto Seller, Autoclose Event Notifications, Autofill Room, Avoid Friendly Fire, [RF] Basic Brid
ges [b18], [RF] Basic Bridges - Fishing Add-On [b18], Better Pawn Control, Better Workbench Management, [B18]-BetterCopyBuil
ding, Billy's Improved Caravan Formation, The Birds and the Bees, Blueprints, Bulk Craft Everything [v18], Butchering Spot L
OCAL, Butchers Can Count Meat, Camera+, Campfires Can Cremate Corpses, Ceiling and Floor Lamps, Colony Manager, Color Coded
Mood Bar, Combat Readiness Check, [RF] Concrete [b18], Conduit Deconstruct, [RF] Consolidated Traits [b18], Cooks Can Refuel
, Copy Allowed Area, Craftible Neurotrainer[v18], Days Matter, DeadMansClothing, Deep Ore Identifier, Defensive Positions, D
E Surgeries, Dubs Bad Hygiene - BETA, Easier Growingzones, ED-Embrasures, EdB Prepare Carefully, Enlighten, [T] ExpandedClot
h, ExtendedInspectData [B18], Expanded Prosthetics and Organ Engineering, Fences And Floors, [RF] Fertile Fields [b18], Fewer Inferno Cannons, Fluffy Breakdowns, Follow Me, Fresh stockpile filter, Hand Me That Brick, Hardworking animals B18, Harvest Organs Post Mortem - 2.0 [A18], Heat Map, HelpTab, Hospitality, Hunting Alert, Hunting Restriction, I Can Fix It!, Idle Pawn Fix, Improved Anesthetic, Industrial Rollers, JTExport, JTReplaceWalls [B18], Larger Solar Panel, Less Annoying UI Sounds, LongRangePodLauncher, Mad Skills, Map Renderer, Map Reroll, Medical Tab, Miniaturisation, Misc. Robots, Misc. Training, Misc. Weapon Repair, [T] MiscStuff, ModSwitch, Moody, More Faction Bases, More Obvious Plague, More Planning, More Sculpture, [RF] More Trait Slots [b18], More Vanilla Turrets [B18], [T] MoreFloors, New Zone Tools, No Firewatcher, Notifications Archiver, Numbers, NW Sterile Wall B18, Outfitter 0.18.0, Path Avoid - A18, Patient Sanity, [RF] Pawns are Capable! [b18], Polygamy Beds [v18], Power Indicators, Power Logic, Preset Filtered Zones, Primitive Floors, Prisoner Harvesting, Pumps Plus[v18], QualityBuilder, Quarry, [T] RawCropThoughts, Realistic Rooms, Reclaim, Reuse, Recycle, [KV] Refugee Stats - B18, Relations Tab, Relevant Mechanoid Surgery, Repair Workbench, ResearchPal, [KV] RimFridge - B18, Rimsenal - Rimhair, Rimworld Search Agency, Riot Control, RT Fuse, SameSpot, [KV] Save Storage & Outfit Settings - B18, Seasonal Weather, Self Ejectable Cryptosleep Caskets, Separate Tree Chopping Priority, Set-Up Camp, Shear Those Corpses Vanilla, Sheep, Show Me Where, Simple sidearms, Skilled Stonecutting, Slower Infestation, [RF] Smooth Stone Walls [b18], Snow Clearance Sanity, Spoons Hair Mod, SS Damage Indicators, SS Lightning Rod, Stack Merger, [B18]-StockpileForDisaster, Tale Log [Retold] [A18], Therapy, Thrumbo Extension, Toxic Fallout Protection Suit, [KV] Trading Spot - B18, Ugh You Got Me, Uranium is Green, Various Space Ship Chunk [A18], Vein Miner, Visible Pants, Wandering Caravans [v2.3.2], Wanderer stat, WeaponStats, [RF] Wild Cultivation [b18], WM Smarter food selection, WorkFlex, Work Tab, Xeva's Rimhair, OgreStack, Death Rattle, Predator Hunt Alert, Easy Speedup, Medical Training, RaiderInfo, CleaningArea, QualitySurgeon, Reverse Commands, Realistic Starvation, While You're Up, Expanded Context Menus, Craftable Robots - base robots - A18, Fire Extinguisher [B18], Ice, Restore A17 Raid Sound, and Apparel Organizer [v1.7]

Local versions are just normal, but I've fixed defs so it does not give warnings.

Only one mod updated from yesterday JecsTools, but disabling it does not change anything.

If I start new colony, it works fine and restores okay from save/load.

For me it seems there is very little to help in logs to diagnose problem. Exceptions are without any linkage to files, line numbers and so on. Issue is linked to ticks or map, but I how can I see which mod it is?
#11
Same issue with Drug policy too.

Object with load ID Outfit_TESTING5 is referenced (xml node name: curOutfit) but is not deep-saved. This will cause errors during loading.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:35)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Saver\DebugLoadIDsSavingErrorsChecker.cs:80)
Verse.ScribeSaver:FinalizeSaving() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Saver\ScribeSaver.cs:83)
Verse.SafeSaver:DoSave(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:96)
Verse.SafeSaver:Save(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:31)
Verse.GameDataSaveLoader:SaveGame(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:108)
RimWorld.<DoFileInteraction>c__AnonStorey0:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\FileList\Dialog_SaveFileList_Save.cs:25)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:419)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:259)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:98)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:62)
#12
Create new outfit, assign it to a pawn. Kill the pawn. Delete outfit. Resurrect the pawn. "Assign" tab shows pawn still has deleted outfit.

From logs:


Object with load ID Outfit_TESTING5 is referenced (xml node name: curOutfit) but is not deep-saved. This will cause errors during loading.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:35)
Verse.DebugLoadIDsSavingErrorsChecker:CheckForErrorsAndClear() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Saver\DebugLoadIDsSavingErrorsChecker.cs:80)
Verse.ScribeSaver:FinalizeSaving() (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\Scribe\Saver\ScribeSaver.cs:83)
Verse.SafeSaver:DoSave(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:96)
Verse.SafeSaver:Save(String, String, Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\SafeSaver.cs:31)
Verse.GameDataSaveLoader:SaveGame(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\GameDataSaveLoader.cs:108)
RimWorld.<DoFileInteraction>c__AnonStorey0:<>m__0() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\Dialogs\FileList\Dialog_SaveFileList_Save.cs:25)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:419)
Verse.LongEventHandler:LongEventsUpdate(Boolean&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:259)
Verse.Root:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:98)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:62)
#13
Releases / Re: [A12-18][MODLIST] Fluffy's Mods
November 03, 2017, 12:18:15 AM
Quote from: laoala on November 02, 2017, 11:38:25 AM
am I the only one having some trouble using the colony manager on A18?
( I am getting this: Exception from asynchronous event: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.TypeInitializationException: An exception was thrown by the type initializer for FluffyManager.Utilities ---> System.ArgumentException: An element with the same key already exists in the dictionary.
  at System.Collections.Generic.Dictionary`2[System.String,System.Int32].Add (System.String key, Int32 value) [0x00171] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:432
  at FluffyManager.Utilities..cctor () [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at FluffyManager.ManagerTab_Livestock..ctor (FluffyManager.Manager manager) [0x00000] in <filename unknown>:0
)

Version 0.18.1.0 is missing: Languages/English/Keyed directory.

I downloaded previous version of manager from https://github.com/FluffierThanThou/ColonyManager/releases and copied Languages/English/Keyed from there and it started and did not crash.