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Topics - Wemd

#1
1. I was playing the latest version with Royalty, Ideology, and several mods.

2. In some moment trader ships just broke.
Everytime you try to buy something, you just lose silver, but nothing else happen.

Console shows a red error:
Exception filling window for RimWorld.Dialog_Trade: System.MissingMethodException: bool RimWorld.DropCellFinder.TryFindDropSpotNear(Verse.IntVec3,Verse.Map,Verse.IntVec3&,bool,bool,bool,System.Nullable`1<Verse.IntVec2>)
  at (wrapper dynamic-method) RimWorld.DropCellFinder.RimWorld.DropCellFinder.TradeDropSpot_Patch1(Verse.Map)
  at RimWorld.TradeShip.GiveSoldThingToPlayer (Verse.Thing toGive, System.Int32 countToGive, Verse.Pawn playerNegotiator) [0x0002e] in <acc1a8abfe07492884c6f18dcdaa4807>:0
  at RimWorld.Tradeable_Pawn.ResolveTrade () [0x000c2] in <acc1a8abfe07492884c6f18dcdaa4807>:0
  at RimWorld.TradeDeal.TryExecute (System.Boolean& actuallyTraded) [0x001bd] in <acc1a8abfe07492884c6f18dcdaa4807>:0
  at RimWorld.Dialog_Trade.<DoWindowContents>b__64_2 () [0x00000] in <acc1a8abfe07492884c6f18dcdaa4807>:0
  at RimWorld.Dialog_Trade.DoWindowContents (UnityEngine.Rect inRect) [0x004a6] in <acc1a8abfe07492884c6f18dcdaa4807>:0
  at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001ce] in <acc1a8abfe07492884c6f18dcdaa4807>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)

Same happens when you try to sell anything.

I doubt that the problem is caused by mods, because I have no mods affecting trading installed.
+I played with the majority of them in 1.2 and nothing like that ever happened.
#2
Hello!
I'm a person who makes Rimworld mods and recently I've got a C# problem, updating one of my mods to 1.3.
So I would like to ask you help me to find and fix the problem.

I have a mod that adds 2x2 solar panels:
https://steamcommunity.com/sharedfiles/filedetails/?id=1722492564

In 1.2 and below my code worked well, but after updating it to 1.3 something went wrong.
The panels kept working well without any issues, but their yellow power bars dissapeared.

Here the full list of the steps I've made with pictures (in attachments):
- I checked the 1.2 version of the mod and it worked well.
1. Set up a C# framework solution.
2. Added usual references.
3. Made the code I needed (which is a copy of CompPowerPlantSolar with some changes in numbers), but it asked me to add another ref: UnityEngine.CoreModule
4. I've added it and the errors disappeared.
5. Built the solution.
- Packed and installed the mod. Everything worked well and showed no errors.
6. Loaded the map and checked the panel. The panel was working well, producing correct 425W of power, the game showed no errors, but the power bar of the panel disappeared.

I'm nearly a complete 0 in C#. A primitive calculator console application is the top of my skills.
So if you know C# well enough, could you show me what I do wrong, please?
Thank you!
#3
1. Circumstances:
I was playing an almost Vanilla game with Royalty and ~60 basic mods like "Pick Up And Haul".

2. What Happened:
I arrested 3 refugees and tried to sell them to imperial Tribute Collectors for Honor, but it didn't work. I only got a red string error and weird behavior.

3. Expected:
I expected to sell them as regular prisoners and get 9 honor, 3 for each.

4. Steps:
A. I've got a quest about homeless refugees. There were 3 of them. I've taken the quest, drafted the refugees and then arrested them all. Due the high level of "Social", I arrested them with 100% chance without need to down them.

B. About 40 days have passed before the collectors appeared.

C. There also were 2 regular prisoners from a tribal faction in the prison.

D. The prisoners started a prison break right before the collectors appeared. One of the refugees died. So 2 refugees and 2 tribals left.

E. The collectors appeared. I tried to sell all 4 prisoners. All 4 were available to sell in the trading window. And then something went wrong:
The tribals were sold sucessefully, and the refugees weren't. I've got a red error string in the console:
"Could not do PostLoadInit on RimWorld.Pawn_Ownership: System.InvalidOperationException: Failed to compare two elements in the array."
The leader of the refugees just walked out of the prison and started acting as a colonist. He went to change clothes and get some food as a normal recruited pawn, but I never tried to recruit him.

F. I've arrested him back and tried to sell him again, but it didn't work.

G. So I had to turn the  Dev. Mode on, destroy bugged refugees and add Honor for them manually.


5. Save file: https://www.dropbox.com/s/02kc96utbli72t2/Crashlanded3%20%28Permadeath%29.rar?dl=0

6. Log: https://www.dropbox.com/s/rfhy5o2hjij2vcn/Player.rar?dl=0

Screenshots: https://www.dropbox.com/s/2v4h39rj6qk9dqj/Screenshots.rar?dl=0



I didn't have any mods related to factions, prisoners or refugees installed. I already played with all these mods before, but never had any issues with prisoners selling. So I doubt it was a bug caused by mods.

Text from the red string:

Could not do PostLoadInit on RimWorld.Pawn_Ownership: System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.CompAssignableToPawn+<>c.<SortAssignedPawns>b__17_0 (Verse.Pawn x) [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
  at Verse.GenCollection+<>c__DisplayClass24_0`2[T,TSortBy].<SortBy>b__0 (T a, T b) [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
  at System.Collections.Generic.ArraySortHelper`1[T].SwapIfGreater (T[] keys, System.Comparison`1[T] comparer, System.Int32 a, System.Int32 b) [0x00004] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.ArraySortHelper`1[T].IntroSort (T[] keys, System.Int32 lo, System.Int32 hi, System.Int32 depthLimit, System.Comparison`1[T] comparer) [0x00019] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.ArraySortHelper`1[T].IntrospectiveSort (T[] keys, System.Int32 left, System.Int32 length, System.Comparison`1[T] comparer) [0x00015] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Comparison`1[T] comparer) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0
   --- End of inner exception stack trace ---
  at System.Collections.Generic.ArraySortHelper`1[T].Sort (T[] keys, System.Int32 index, System.Int32 length, System.Comparison`1[T] comparer) [0x00020] in <567df3e0919241ba98db88bec4c6696f>:0
  at System.Collections.Generic.List`1[T].Sort (System.Comparison`1[T] comparison) [0x00012] in <567df3e0919241ba98db88bec4c6696f>:0
  at Verse.GenCollection.SortBy[T,TSortBy] (System.Collections.Generic.List`1[T] list, System.Func`2[T,TResult] selector) [0x00017] in <7b345446a85d4ed599f9c604ae61854b>:0
  at RimWorld.CompAssignableToPawn.SortAssignedPawns () [0x00000] in <7b345446a85d4ed599f9c604ae61854b>:0
  at RimWorld.CompAssignableToPawn.ForceAddPawn (Verse.Pawn pawn) [0x0001a] in <7b345446a85d4ed599f9c604ae61854b>:0
  at RimWorld.Pawn_Ownership.ClaimGrave (RimWorld.Building_Grave newGrave) [0x00036] in <7b345446a85d4ed599f9c604ae61854b>:0
  at RimWorld.Pawn_Ownership.ExposeData () [0x000eb] in <7b345446a85d4ed599f9c604ae61854b>:0
  at Verse.PostLoadIniter.DoAllPostLoadInits () [0x00032] in <7b345446a85d4ed599f9c604ae61854b>:0

Verse.Log:Error(String, Boolean)
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:Verse.SavedGameLoaderNow.LoadGameFromSaveFileNow_Patch1(String)
Verse.<>c:<Start>b__1_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()