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Messages - Jo The Veteran

#1
Mod bugs / Re: Random errors
August 14, 2021, 11:25:25 AM
I see. I get mostly yellow errors for a while, nothing that seems to impact the game badly.
If I get persistant red one, or of course, game breaking ones, I'll do as you say.
Thank you.
#2
Mod bugs / Re: Random errors
August 14, 2021, 08:41:55 AM
It wasn't as obvious as you believe. I read "Do not post bugs from games with mods active" this reads like an ultimatum. Now that I have I go to that thread, it's the same issue not knowing the mod that caused it. From what you say, it seems very hard to fix them.

Based on the instructions of that thread
1. No idea
2. Error messages
3. Don't know
4-5a. That I can do
6. That too
7. If that happens, I delete the item, while the process of eliminating mods only makes things worse, bringing even more errors, because mods were removed midgame.

So practically for persistent errors I just need to upload the logs, and saves.
Is that correct?
#3
Mod bugs / Re: Random errors
August 14, 2021, 06:45:37 AM
You have a rule of no reporting with mods on, so this is a vanilla section then. Didn't know.
Where's the report with mods section then?
And you say I should report to the mod author but for starters, are they even here? Or only at the steam workshop?
Then there's the fact that I don't know which mod does the issue. Like the first error I got, I can tell it's about clothing colors, but don't know the mod that's doing this.
And removing random mods to find which one brings that error brings forth other errors.
#4
Mod bugs / Re: Random errors
August 14, 2021, 06:16:26 AM
Removing SpeakUp get me this error in the log tab. It repeats forever as long as tab is pressed, even in paused game.

QuoteRandom state stack is not empty. There were more calls to PushState than PopState. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.Rand:EnsureStateStackEmpty ()
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
#5
Mod bugs / Re: Random errors
August 14, 2021, 06:07:10 AM
It stopped at some point, no idea why.
Already removed SpeakUp, and RPG style inventory for that save. None of those worked well. RPG shows an empty shadow box, while SpeakUp spits a lot of white errors, "adulthood.. something from recollection"
Maybe it was one of them.

Here's another I get that at startup every time.

QuoteError in static constructor of VFECore.HarmonyPatches: System.TypeInitializationException: The type initializer for 'VFECore.HarmonyPatches' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method System.Void Verse.StaticTextureAtlas::Bake(System.Boolean rebake) ---> System.FormatException: Method System.Void Verse.StaticTextureAtlas::Bake(System.Boolean rebake) cannot be patched. Reason: Invalid IL code in (wrapper dynamic-method) Verse.StaticTextureAtlas:Verse.StaticTextureAtlas.Bake_Patch0 (Verse.StaticTextureAtlas,bool): IL_00a9: stloc.s   4


  at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x0008c] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000bb] in <c38a8c3281a047488dac8c9d063b7abb>:0
   --- End of inner exception stack trace ---
  at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0010f] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at HarmonyLib.PatchClassProcessor.Patch () [0x00082] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at HarmonyLib.Harmony.<PatchAll>b__10_0 (System.Type type) [0x00007] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) [0x00006] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at HarmonyLib.Harmony.PatchAll () [0x0001b] in <c38a8c3281a047488dac8c9d063b7abb>:0
  at VFECore.HarmonyPatches..cctor () [0x00001] in <26deeedf813d4b43b8d8f11dc331487a>:0
   --- End of inner exception stack trace ---
  at (wrapper managed-to-native) System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(intptr)
  at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor (System.RuntimeTypeHandle type) [0x0002a] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at (wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility.Verse.StaticConstructorOnStartupUtility.CallAll_Patch1()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch1 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_3 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
#6
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 ()
#7
General Discussion / Re: Debug log total annihilation
August 13, 2021, 09:47:02 AM
Quote from: Canute on August 13, 2021, 03:45:03 AM
And now go outside and have a better day, then last time.

Canute thanks man. It was a really bad day, it's better now.

About the code, yes you are correct those were error messages, but it still reads like programming code to me.
That is, with the limited knowledge I have from programming in c, or pascal, from classes, from a billion years ago. The thing is, sometimes I was able to locate the thing that would make the error pop up, like a nutrient paste in the middle of the ocean, where a pawn would try to eat it, but could not walk in deep water, so an error happens. I would delete that paste, and so no more error (this was just a example of btw, I have no idea if nutrient paste in the ocean, or anything for that matter, throws that error).
The thing is, I was able to locate, and remove the root issues of certain red errors, sometimes.
That's why I asked help in reading the error. If I could get some examples from the community for common errors, I would probably solve it, and if not, then I would present the error, and maybe it would not be solvable.
I framed the whole thing wrong, RawCode thought I was trolling or something, the rest is history.
Next time I experience something like that I will bring the error, and maybe someone will explain it, so I learn from experience.
#8
General Discussion / Re: Debug log total annihilation
August 12, 2021, 03:08:15 PM
ugh this was a really bad day for me.
Then the game failed.
can't think straight
next time
#9
General Discussion / Re: Debug log total annihilation
August 12, 2021, 01:33:53 PM
That save is deleted, so I cannot produce a specific error line.
When I asked "help on reading red and yellow errors" I thought there would be a post someplace, of someone explaining what each line does, since it's practically computer code. But I guess that's not the case.
So next time I have an error in specific I will bring it here.
#10
General Discussion / Re: Debug log total annihilation
August 12, 2021, 01:00:08 PM
So no
#11
General Discussion / Re: Debug log total annihilation
August 12, 2021, 12:44:56 PM
Can you people, any of you, read what I wrote, and understand what I ask for?
Is this a language issue?
#12
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.
#13
Tools / Re: [Tool] (1.0) Save Game Editor
May 29, 2020, 02:18:14 PM
Quote from: Canute on May 29, 2020, 02:06:47 PM
Meanwhile you should try the
Character editor
https://steamcommunity.com/sharedfiles/filedetails/?id=1874644848

That is like the "Prepare Carefully" mod, only you can changed anything, anytime. No, I don't care about that, that's too big of a temptation. I like the randomness of my game. I don't even re-roll in the first colonists screen.
I use that save game editor to fix bugs only.
But thanks anyway.
#14
Tools / Re: [Tool] (1.0) Save Game Editor
May 29, 2020, 01:42:50 PM
Just gave a colonist a title, because the other one had the "no social" tag, which I was warned about, from the game. After a while I tried to give that colonist a few more favor points from a quest, guess what... he has the no social tag... out of nowhere! No idea how that happened, but this editor would fix that in a jiffy.
Please update it, man.
#15
Releases / Re: [1.0] A RimWorld of Magic
February 23, 2019, 01:58:49 PM
Weird thing I noticed just now. I copied a spell using mimic with a faceless.
I got the polymorph spell from the other pawn.
Used it, and after it auto-expired, my faceless got a "polymorphed against will" debuff (bug 1).

Also the spell wasn't consumed after I used it (bug 2).
So now I have a spell in my faceless I can use at will.. well, after it recharges, at any time, using no resources at all, mana or stamina.

Other than that, that I don't consider all that problematic in the first place, I really love the mod.
Thank you for your time put in it.