Hi,
This bug appeared quite some time ago for me so i'm not sure exactly what caused it. Most likely suspect is me adding lots of mods during playthrough. Other idea is a pack of 180ish manhunter boomalopes that exploded all at once, possibly reaching a limit of some variable?
This is from error log:
Its the only thing in the log that has anything to do with damage/fire/explosions.
Which is the actual problem, most of mortars or other fire/explosion infilciting weapons, like APB Projector from GlitterTech simply do not work.
I tested the same mod loadout & order on freshly created colony, everything works there.
This bug appeared quite some time ago for me so i'm not sure exactly what caused it. Most likely suspect is me adding lots of mods during playthrough. Other idea is a pack of 180ish manhunter boomalopes that exploded all at once, possibly reaching a limit of some variable?
This is from error log:
Code Select
System.NullReferenceException: Object reference not set to an instance of an object
at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__72A()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()
Its the only thing in the log that has anything to do with damage/fire/explosions.
Which is the actual problem, most of mortars or other fire/explosion infilciting weapons, like APB Projector from GlitterTech simply do not work.
I tested the same mod loadout & order on freshly created colony, everything works there.