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Topics - Jo The Veteran

#1
Mod bugs / Random errors
August 13, 2021, 08:15:51 PM
Started new save. Many mods installed.
This one just happened, and keeps repeating.

QuoteException while recalculating WearingColor_Favorite thought state for pawn John: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThoughtWorker_WearingColor.CurrentStateInternal (Verse.Pawn p) [0x0003a] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x0001e] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
RimWorld.SituationalThoughtHandler:TryCreateThought (RimWorld.ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts ()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.ThoughtHandler:GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.Alert_Thought:get_AffectedPawns ()
RimWorld.Alert_Thought:GetReport ()
RimWorld.Alert:Recalculate ()
RimWorld.AlertsReadout:CheckAddOrRemoveAlert (RimWorld.Alert,bool)
RimWorld.AlertsReadout:AlertsReadoutUpdate ()
RimWorld.UIRoot_Play:UIRootUpdate ()
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()

Immediately followed by this one

QuoteException while recalculating WearingColor_Ideo thought state for pawn John: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ThoughtWorker_WearingColor.CurrentStateInternal (Verse.Pawn p) [0x0003a] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0
  at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn p) [0x00000] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0
  at RimWorld.SituationalThoughtHandler.TryCreateThought (RimWorld.ThoughtDef def) [0x0001e] in <9bdc0a9d1f6744a18eed5eecd85205c5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
RimWorld.SituationalThoughtHandler:TryCreateThought (RimWorld.ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts ()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.ThoughtHandler:GetAllMoodThoughts (System.Collections.Generic.List`1<RimWorld.Thought>)
RimWorld.Alert_Thought:get_AffectedPawns ()
RimWorld.Alert_Thought:GetReport ()
RimWorld.Alert:Recalculate ()
RimWorld.AlertsReadout:CheckAddOrRemoveAlert (RimWorld.Alert,bool)
RimWorld.AlertsReadout:AlertsReadoutUpdate ()
RimWorld.UIRoot_Play:UIRootUpdate ()
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
#2
General Discussion / Debug log total annihilation
August 11, 2021, 09:25:45 PM
Can anyone help me with debugging my game. It was playing fine, then a raid happened, and BOOM, a hundred red lines appear every second, affecting all the colonists, lagging the game like crazy.
I've messed that save big time.
Installed a ton of mods mid game.
Turned permadeath on (no idea why I did that).
Saved in this state.
I won't provide any code at all, so don't ask. I don't want anyone to fix it for me. I'm asking for help on how to debug in general. This happened again in the past, and I'd like to know what to do in those cases. I'd generally like to know all about red, and yellow errors if that's possible. How to read those, if that's even possible, or are they random gibberish?
There are also no tutorials I could find about the debug inspector, and I was wondering if that's something a player can use, or is it a developer thing only?
So if anyone has any solid info, I'd appreciate you gimme a reply. Thanks.
#3
Mods / Queue is gone, after mods. - RESOLVED (somewhat)
January 11, 2019, 04:02:44 AM
I loaded a huge amount of mods, and now the queue system is gone. Can anyone tell me what mod causes it? Maybe fix it?
My mods list
<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>JecsTools</li>
    <li>ModManager</li>
    <li>4M-Mehni-s-Misc-Modifications</li>
    <li>A_Dog_Said_1.0</li>
    <li>TMagic</li>
    <li>Achtung</li>
    <li>RF - Advanced Bridges</li>
    <li>AllowTool</li>
    <li>FoodRestrictions</li>
    <li>AnimalTab</li>
    <li>AnimalsLogic</li>
    <li>AreaUnlocker</li>
    <li>SYR_Blueberries</li>
    <li>Blueprints</li>
    <li>BoomMod</li>
    <li>SYR_BulletCasings</li>
    <li>Call-of-Cthulhu---Cosmic-Horrors-1.20.0.3</li>
    <li>Call-of-Cthulhu---Cults-1.20.0.4</li>
    <li>CameraPlus</li>
    <li>Carbon</li>
    <li>ChangeEquipmentStats</li>
    <li>ChangeMapEdge - Release</li>
    <li>MarvsClearTheStockpiles</li>
    <li>SYR_CoffeeAndTea</li>
    <li>Collapser</li>
    <li>MarvsCombatReadinessCheck</li>
    <li>CrashLanding</li>
    <li>Crossbows</li>
    <li>DeadMansClothing</li>
    <li>DeathRattle</li>
    <li>DefensivePositions</li>
    <li>RimworldDireRaids-master</li>
    <li>TraderDismissal</li>
    <li>SYR_DoorMats</li>
    <li>DoorsExpanded</li>
    <li>Dubs Bad Hygiene</li>
    <li>Dubs Mint Menus</li>
    <li>Dubs Rimkit</li>
    <li>Dubs Skylights</li>
    <li>EdBPrepareCarefully</li>
    <li>ED-Embrasures</li>
    <li>ExpandedIncidents</li>
    <li>ExpandedProsthetics&amp;OrganEngineering</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>FollowMe</li>
    <li>FoodAlert</li>
    <li>GearUpAndGo - Release</li>
    <li>GeneticRim-master</li>
    <li>GiddyUpCore-1.1.1</li>
    <li>battlemounts-1.1.2</li>
    <li>GiddyUpCaravan-1.1.1</li>
    <li>GiddyUpRideAndRoll-1.1.0</li>
    <li>SYR_GlowingHealroot</li>
    <li>GouRIMet_1.0</li>
    <li>RimwoldAutopsy</li>
    <li>Hospitality</li>
    <li>Hunt For Me</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>Inspiration</li>
    <li>Bubbles</li>
    <li>LessArbitrarySurgery</li>
    <li>LongRangePodLauncher</li>
    <li>MadSkills-1.0-2.2.1</li>
    <li>Mass Graves</li>
    <li>MedicalTab</li>
    <li>Megafauna</li>
    <li>MendAndRecycle</li>
    <li>SYR_MetallicBatteries</li>
    <li>Miniaturisation-1.0.0</li>
    <li>More Faction Interaction</li>
    <li>MyLittlePlanet</li>
    <li>SYR_Neuter</li>
    <li>Noku Mushrooms_1.0</li>
    <li>RF - Packed Lunches</li>
    <li>PawnRules</li>
    <li>PickUpAndHaul</li>
    <li>MarvsPleaseHaulPerishables</li>
    <li>PrisonLabor</li>
    <li>Progress-Renderer-master</li>
    <li>SYR_ProstheticIcons</li>
    <li>Psychology</li>
    <li>QualityBuilder</li>
    <li>RelationsTab</li>
    <li>Replace Stuff - Release</li>
    <li>ResearchTree</li>
    <li>Rim-of-Madness---Vampires</li>
    <li>Rim-of-Madness---Werewolves</li>
    <li>RimFridge</li>
    <li>RimHUD</li>
    <li>RimQuest-1.0.5.0</li>
    <li>RPG Style Inventory</li>
    <li>RT_Fuse-1.0-1.2.1</li>
    <li>RT_PowerSwitch-1.0-1.0.13</li>
    <li>RT_SolarFlareShield-1.0-1.3.1</li>
    <li>RunAndGun-1.1.0</li>
    <li>SYR_ScarRemoval</li>
    <li>SYR_SetUpCamp</li>
    <li>RimWorld-ShareTheLoad-master</li>
    <li>SimpleSidearms</li>
    <li>SkilledStonecutting</li>
    <li>SmartMedicine - Release</li>
    <li>Smoked meat</li>
    <li>SnapOut147</li>
    <li>MarvsSnowClearanceSanity</li>
    <li>MarvsSometimesRaidsGoWrong</li>
    <li>Sparkling Worlds Full Mod</li>
    <li>Spotted</li>
    <li>StatueOfColonist_1_0</li>
    <li>BirdsAndBees</li>
    <li>Therapy</li>
    <li>TilledSoil-1.0.2059</li>
    <li>ToggleHarvest</li>
    <li>TradingSpot</li>
    <li>RF - Tribal Pawn Names</li>
    <li>Turn It On and Off v1.3 [1.0]</li>
    <li>MarvsUghYouGotMe</li>
    <li>VariousSpaceShipChunks</li>
    <li>Wall Light</li>
    <li>WeHadATrader-master</li>
    <li>WhereIsMyWeapon_1_0</li>
    <li>WhileYoureUp-master</li>
    <li>RF - Wild Cultivation</li>
    <li>WorkTab</li>
  </activeMods>
</ModsConfigData>


Also, I have certain errors when loading a game. Some yellow, and some red ones.
Can someone tell me how to read those, so I can maybe fix the problematic mod, or remove it altogether.

For example here are some persistent errors I get

Translation data for language English has 4 errors. Generate translation report for more info.
Verse.Log:Warning(String, Boolean)
Verse.LoadedLanguage:InjectIntoData_AfterImpliedDefs()
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Parsed 3.4 as int.
Verse.Log:Warning(String, Boolean)
Verse.ParseHelper:ParseIntPermissive(String)
Verse.ParseHelper:FromString(String, Type)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Medical Tab :: Capacity MagicManipulation does not have any bodyPartTags associated with it. This may be intentional.
Verse.Log:Warning(String, Boolean)
Fluffy.CapacityUtility:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Type TextureChooser probably needs a StaticConstructorOnStartup attribute, because it has a field LeftArrow of type Texture2D. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
#4
Any idea what causes this specific colonist to bring this specific error. It happens pretty random when he tries to socially interact with others. I normally don't care when errors happen, but this one happens to this exact colonist, and no other. I just don't understand the code to figure out how to remedy that.

GrammarResolver failed to resolve a text (rootKeyword: r_logentry)
Custom rules:
  INITIATOR_nameFull->Tum-Se-Ne-Ho Sequoyah
  INITIATOR_label->Sequoyah
  INITIATOR_definite->Sequoyah
  INITIATOR_nameDef->Sequoyah
  INITIATOR_indefinite->Sequoyah
  INITIATOR_nameIndef->Sequoyah
  INITIATOR_pronoun->he
  INITIATOR_possessive->his
  INITIATOR_objective->him
  INITIATOR_factionName->East Daia
  INITIATOR_kind->colonist
  INITIATOR_title->weaver
  RECIPIENT_nameFull->Savanna Beltran
  RECIPIENT_label->Savanna
  RECIPIENT_definite->Savanna
  RECIPIENT_nameDef->Savanna
  RECIPIENT_indefinite->Savanna
  RECIPIENT_nameIndef->Savanna
  RECIPIENT_pronoun->she
  RECIPIENT_possessive->her
  RECIPIENT_objective->her
  RECIPIENT_factionName->East Daia
  RECIPIENT_kind->colonist
  RECIPIENT_title->herbalist

Bare includes:
  logentry->Inspired [other_nameShortIndef].

Constants:
  INITIATOR_flesh: Normal
  RECIPIENT_flesh: Normal

0 ->[r_logentry] UNRESOLVABLE: Cannot resolve subsymbol 'r_logentry'
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, Boolean&, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, Boolean&, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:ResolveUnsafe(String, GrammarRequest, String, Boolean, Boolean)
Verse.Grammar.GrammarResolver:Resolve(String, GrammarRequest, String, Boolean, String)
Verse.PlayLogEntry_Interaction:ToGameStringFromPOV_Worker(Thing, Boolean)
Verse.LogEntry:ToGameStringFromPOV(Thing, Boolean)
Bubbles.Interface.Bubbler:Add(LogEntry)
Bubbles.Patch.Verse_PlayLog_Add:Postfix(LogEntry)
Verse.PlayLog:Add_Patch1(Object, LogEntry)
RimWorld.Pawn_InteractionsTracker:TryInteractWith(Pawn, InteractionDef)
RimWorld.Pawn_InteractionsTracker:TryInteractRandomly()
RimWorld.Pawn_InteractionsTracker:InteractionsTrackerTick()
Verse.Pawn:Tick()
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


My mods config.

<?xml version="1.0" encoding="utf-8"?>
<ModsConfigData>
  <buildNumber>2059</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>HugsLib</li>
    <li>DeadMansClothing</li>
    <li>ED-Embrasures</li>
    <li>LongRangePodLauncher</li>
    <li>QualityBuilder</li>
    <li>ReclaimReuseRecycle-master</li>
    <li>RF - Advanced Bridges</li>
    <li>RF - Archipelagos</li>
    <li>RF - Fertile Fields</li>
    <li>RF - Fishing</li>
    <li>RF - Packed Lunches</li>
    <li>RF - Tribal Pawn Names</li>
    <li>RF - Wild Cultivation</li>
    <li>WhatTheHack-master</li>
    <li>RimHUD</li>
    <li>ChangeEquipmentStats</li>
    <li>ChangeMapEdge - Release</li>
    <li>Dubs Skylights</li>
    <li>FoodRestrictions</li>
    <li>Inspiration</li>
    <li>MedicalTab</li>
    <li>Rimworld_IndustrialRoller</li>
    <li>SkilledStonecutting</li>
    <li>TradingSpot</li>
    <li>WorkTab</li>
    <li>BoomMod</li>
    <li>Bubbles</li>
    <li>Collapser</li>
    <li>ToggleHarvest</li>
  </activeMods>
</ModsConfigData>
#5
Mods / Doors MUST have a lock function!
December 02, 2017, 04:52:05 PM

This has been bugging me for ages, and I think there was a key thing in earlier versions, but it didn't show any implementation.
I just find it stupid when randoms wander into locked rooms, mostly greenhouses and their animals eat your plants. Or inside your hospital with injured colonists leaving all kinds of dirt and animal filth, or staring fights bleeding all over.
Doors SHOULD lock, and moreover that should be a vanilla mechanic.
Also locked doors should be repairable from the inside, since you can do the same to walls as well.
Prohibiting access to a door like how it is now should be another option, maybe limited to certain colonists via the areas system or something similar. But to be frank, if there are actual locked doors, this option doesn't make much sense to keep.
What are your thoughts?
#6
Mods / Suggestion - More custom priorities.
August 31, 2016, 08:47:19 AM
What the titles says. It would be cool to be able to set the priorities for each colonist from 1 to ∞, instead of 1-4.
I don't know any programming so this could be messing stuff up, maybe that's why people haven't made it already.
On the other hand it could be as easy as editing a config line in the game or something, maybe that's why nobody bothered? It's way to easy.
I'll stop guessing stuff now.
So can it be done? Is it done already maybe?
Thanks.
#7
Ideas / Bright Hunting!
December 19, 2014, 06:18:30 AM
Just two very basic tweaks if possible.
Brightness adjustment in options, at night it's way too moody as it is right now and I don't want to mess with my monitor brightness every time I play a different game.
Automatic hunting. Basically the hunting shouldn't be micromanaged as it is now, it should be set upon a table (butcher's probably), kinda how the stone cutter is, to provide the task and range for the action. So if animals exist outside the range, hunters won't kill anything, if it's the infinite 9999 value, hunters will hunt everything till there's nothing else left.