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Messages - netherous

#1
Quote from: Canute on July 04, 2019, 02:36:50 AM
Hi,
just a dumb question. Did you set a destination (choose route)  for the caravan.

Does it happen with any new colony (when you use hugslib and got dev. mode on, shift-leftclick on the top right icon to create a new test colony) ?

Thanks. I played around with route-setting more and figured out that I have to set a route twice. It doesn't seem to matter what the first route I set is. There must be a bug with one of my mods, but at least I have working caravans now.
#2
I have a heavy mod list and am trying to form a caravan in a new game. When doing so and selecting any combination of pawns or items and then clicking Accept, I get the message "NoExitDirectionForCaravanChosen" in the upper right.

The thing is, I'm in the middle of a flat plain, with all surrounding tiles being Temperate Forest / Flat. There are no obstacles on the map: no mountains, no rivers, nothing. The colony is placed on a tile with an Ancient Asphalt Road feature. Pawns have no problem pathing to any edge of the map. No additional messages appear in the debug log after failing to form a caravan, and the warnings generated on loading the game don't really seem to indicate a problem with anything related to tiles, caravans, pathing, or anything similar.

I looked in the dev menus to see if I could force a direction, and couldn't find a way. If I use "Send Instantly", the caravan is formed successfully.

Is there any way to track down what mod could be doing this or force the game to acknowledge a direction with the dev tools?
#3
Quote from: GrimTrigger on December 03, 2017, 12:38:22 PM
Current game is throwing one error every tick... here is the error


System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doCellEnvironment (IntVec3 c) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.checkRandomTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Any idea what the cause is?  Fix?
Edit:  Turns out when I turn off weather effects (essentially turning the mod off) it stops.

I have the same sort of thing and can't figure out what is causing it. Usually the game starts out fine, and then this error develops at some point several hours in. It's weird to look at - NPS can't index some terrain? What could cause that? I'm wondering if the temporary maps from Setup Camp are causing an issue. Maybe it's trying to manipulate those maps but they aren't there anymore? Just speculating. My stack trace is different though. This time it's happening in doFloods(). My map had seasonal expanding sources of water but I paved over them.


System.IndexOutOfRangeException: Array index is out of range.
  at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doFloods () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
#4
That seems to have done the trick. I was able to start a new game with Moody 2.2.1 and also load the saved game that had been saved with Moody 2.1.0. There were a few errors in the log when starting a new game or loading from the existing game.


(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find class Moody.MoodyController while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Moody.MoodyController" />

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

SaveableFromNode exception: System.ArgumentException: Can't load abstract class Verse.MapComponent
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="Moody.MoodyController" />

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Could not find class Moody.MoodyController while resolving node li. Trying to use Verse.MapComponent instead. Full node: <li Class="Moody.MoodyController" />

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

SaveableFromNode exception: System.ArgumentException: Can't load abstract class Verse.MapComponent
  at Verse.ScribeExtractor.SaveableFromNode[MapComponent] (System.Xml.XmlNode subNode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
Subnode:
<li Class="Moody.MoodyController" />


Moody seems to be functioning fine though. Thanks for the quick update.
#5
Thanks for the update. I did have a problem after steam automatically updated to the version released on December 25th. I could not start a new game or load any saved games. The new game dialog would simply not progress to the storyteller page, and trying to load a saved game produced the error


An error occurred while generating a new map. See error log for more information.


In both cases, an error was produced in the debug log:

full gist


Exception filling window for RimWorld.Page_SelectScenario: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LessonAutoActivator.TryInitiateLesson (RimWorld.ConceptDef conc) [0x00000] in <filename unknown>:0
  at RimWorld.LessonAutoActivator.TeachOpportunity (RimWorld.ConceptDef conc, Verse.Thing subject, OpportunityType opp) [0x00000] in <filename unknown>:0
  at RimWorld.LessonAutoActivator.TeachOpportunity (RimWorld.ConceptDef conc, OpportunityType opp) [0x00000] in <filename unknown>:0
  at Moody.Settings.TeachLesson (System.String lessonName, Boolean lessonSeen) [0x00000] in <filename unknown>:0
  at Moody.Settings.LoadSeenLessons () [0x00000] in <filename unknown>:0
  at Moody.MoodyGameComponent..ctor (Verse.Game game) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoCMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoCMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at System.Reflection.MonoCMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x001d1>
at System.Reflection.MonoCMethod.Invoke (System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x00027>
at System.Activator.CreateInstance (System.Type,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo,object[]) <0x0033d>
at System.Activator.CreateInstance (System.Type,object[],object[]) <0x00021>
at System.Activator.CreateInstance (System.Type,object[]) <0x00028>
at (wrapper dynamic-method) Verse.Game.FillComponents_Patch1 (object) <0x00102>
at Verse.Game..ctor () <0x002d3>
at RimWorld.Page_SelectScenario.BeginScenarioConfiguration (RimWorld.Scenario,RimWorld.Page) <0x00025>
at RimWorld.Page_SelectScenario.CanDoNext () <0x00035>
at RimWorld.Page.DoBottomButtons (UnityEngine.Rect,string,string,System.Action,bool) <0x0039a>
at RimWorld.Page_SelectScenario.DoWindowContents (UnityEngine.Rect) <0x003fc>
at Verse.Window/<WindowOnGUI>c__AnonStorey0.<>m__0 (int) <0x00735>


The update says this error is benign but something is still going wrong with Moody for me. I disabled Moody and then was able to create/load games again. I thought I could remove Moody from an in-progress game, but after loading my game the debug log is spammed with this error every tick


Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LearningReadout+<LearningReadoutOnGUI>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


I'm going to see if uninstalling from steam workshop and manually installing v2.1.0 will work.