After playing a bit longer it seems to be conscious prisoners with gets meal that throws the error. But they starve if they're unconscious without gets food. So currently you have to keep flipping the gets food switch as they wake up/get injured to keep them from starving to death.
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Pages1
#1
Bugs / Re: [A16.1393] Null reference on feed prisoner from paste dispenser
January 02, 2017, 08:55:51 AM #2
Bugs / [A16.1393] Null reference on feed prisoner from paste dispenser
January 01, 2017, 01:04:13 PM
I have a prison with a nutrient paste dispenser collection point inside the cell. Generally, this works very well. Very cool, love it.
The stock of food in the vats fell to something like 3, not enough to squidge out a serving of nasty gloop.
[edit] Quantity in the hoppers may be a red herring. I've seen this happen again with full hoppers.
Perhaps it's due to the incapacitated prisoner.[/edit]
[edit2] I think its non-incapacitated prisoners with gets meal turned on that seems to do it. When you turn it off they happily go get goop.[/edit]
I'd expect them to feed themselves or the warden to go get them a regular meal, but instead of this, it throws error messages.
This is a bit of a weird one but there should be enough here to fix it.
It's a big map so it won't compress for an attachment, here's an ftp link to it.
ftp://ftp.enodatio.co.uk/pub/Craterton%20%28Permadeath%29.zip
[attachment deleted by admin due to age]
The stock of food in the vats fell to something like 3, not enough to squidge out a serving of nasty gloop.
[edit] Quantity in the hoppers may be a red herring. I've seen this happen again with full hoppers.
Perhaps it's due to the incapacitated prisoner.[/edit]
[edit2] I think its non-incapacitated prisoners with gets meal turned on that seems to do it. When you turn it off they happily go get goop.[/edit]
I'd expect them to feed themselves or the warden to go get them a regular meal, but instead of this, it throws error messages.
This is a bit of a weird one but there should be enough here to fix it.
It's a big map so it won't compress for an attachment, here's an ftp link to it.
ftp://ftp.enodatio.co.uk/pub/Craterton%20%28Permadeath%29.zip
Code Select
Irina threw exception in WorkGiver DeliverFoodToPrisoner: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo (Verse.Pawn prisoner) [0x0007f] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Warden\WorkGiver_Warden_DeliverFood.cs:79
at RimWorld.WorkGiver_Warden_DeliverFood.JobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x0009e] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGivers\Warden\WorkGiver_Warden_DeliverFood.cs:45
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn pawn, Verse.Thing t) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\WorkGiver.cs:82
at RimWorld.JobGiver_Work+<TryGiveJob>c__AnonStorey277.<>m__141 (Verse.Thing t) [0x00000] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:100
at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey532.<>m__9FC (Verse.Thing t) [0x0002f] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:104
at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator) [0x00069] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:274
at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMax, Boolean forceGlobalSearch) [0x00110] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenClosest.cs:112
at RimWorld.JobGiver_Work.TryGiveJob (Verse.Pawn pawn) [0x00291] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:121
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
RimWorld.JobGiver_Work:TryGiveJob(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\JobGivers\Work\JobGiver_Work.cs:180)
Verse.AI.ThinkNode_JobGiver:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ThinkNode_JobGiver.cs:16)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:169)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Subtree.cs:36)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:20)
RimWorld.ThinkNode_Conditional:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\AI\ThinkNodes\ThinkNodes_Conditionals.cs:27)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\ThinkNodes\ControlFlow\ThinkNode_Controls.cs:20)
Verse.AI.Pawn_JobTracker:DetermineNextJob(ThinkTreeDef&) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:397)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:339)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:240)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:89)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:403)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:130)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:273)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:465)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)[attachment deleted by admin due to age]
#3
Bugs / Re: [A16] Unable to claim or destroy AI built siege weapons or defenses.
December 30, 2016, 09:10:04 AMQuote from: mostevil on December 29, 2016, 03:23:07 PMToday I've gone back in and it's let me claim them... It's still 16.1393.
Currently v16.1393
I have recruited or accidentally killed off all the prisoners in medical experiments and now I can claim them. So I guess it's probably their presence in the cells that's upsetting it?
#4
Bugs / Re: [A16] Unable to claim or destroy AI built siege weapons or defenses.
December 29, 2016, 03:23:07 PM
I've also had this happen. Neither claimable nor destructible.
Save attached.
I went out and engaged them before they completed the defences. In case that's a factor.
Currently v16.1393
ftp://ftp.enodatio.co.uk/pub/Welsh%20%28Permadeath%29.zip
Save attached.
I went out and engaged them before they completed the defences. In case that's a factor.
Currently v16.1393
ftp://ftp.enodatio.co.uk/pub/Welsh%20%28Permadeath%29.zip
#5
Bugs / [A16.1391 - unstable steam] Rescue Drop-pod, Gets up and bleeds to death
December 18, 2016, 12:49:46 PM
I just had a drop-pod drop an unconscious friendly for rescue. I assigned someone to rescue her, but before he reached her she woke up.
She marched all the way to the hospital trailing blood and hopped in a hospital bed.
But she wasn't treatable by context menu.
Promptly died a few hours later and as it was a sister of one of the colonists, everyone got really sad...
Didn't think someone bleeding to death should get up and walk that far.
Expect I should be able to treat a friendly in a hospital bed.
I've had others who didn't wake up and were treated. Although they all seem to join the colony as soon as they wake up. (It'd be nice if it asked if you want them)
It's a hardcore mode so I can't supply a useful save.
Log file from right after:
She marched all the way to the hospital trailing blood and hopped in a hospital bed.
But she wasn't treatable by context menu.
Promptly died a few hours later and as it was a sister of one of the colonists, everyone got really sad...

Didn't think someone bleeding to death should get up and walk that far.
Expect I should be able to treat a friendly in a hospital bed.
I've had others who didn't wake up and were treated. Although they all seem to join the colony as soon as they wake up. (It'd be nice if it asked if you want them)
It's a hardcore mode so I can't supply a useful save.
Log file from right after:
Code Select
Mono path[0] = 'K:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin_Data/Managed'
Mono path[1] = 'K:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin_Data/Mono'
Mono config path = 'K:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin_Data/Mono/etc'
PlayerConnection initialized from K:/SteamLibrary/steamapps/common/RimWorld/RimWorldWin_Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55352
Multi-casting "[IP] 192.168.1.16 [Port] 55352 [Flags] 2 [Guid] 1959626041 [EditorId] 2193808706 [Version] 1048832 [Id] WindowsPlayer(ENO8) [Debug] 0" to [225.0.0.222:54997]...
PlayerConnection already initialized - listening to [192.168.1.16:55352]
Initialize engine version: 5.4.1f1 (649f48bbbf0f)
GfxDevice: creating device client; threaded=1
Direct3D:
Version: Direct3D 9.0c [aticfx32.dll 8.17.10.1404]
Renderer: AMD Radeon HD 6900 Series
Vendor: ATI
VRAM: 2032 MB (via DXGI)
Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=1 ATOC=0
Begin MonoManager ReloadAssembly
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.UI.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.Linq.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NAudio.dll into Unity Child Domain
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll (this message is harmless)
Loading K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\NVorbis.dll into Unity Child Domain
- Completed reload, in 0.249 seconds
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.dll (this message is harmless)
Platform assembly: K:\SteamLibrary\steamapps\common\RimWorld\RimWorldWin_Data\Managed\System.Xml.dll (this message is harmless)
<RI> Initializing input.
<RI> Input initialized.
desktop: 1920x1200 60Hz; virtual: 3840x1200 at -1920,0
<RI> Initialized touch support.
UnloadTime: 0.933648 ms
RimWorld 0.16.1391 rev633
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
RimWorld.VersionControl:LogVersionNumber() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Utility\Version\VersionControl.cs:83)
Verse.Root:CheckGlobalInit() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:76)
Verse.Root:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:31)
Verse.Root_Entry:Start() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Entry.cs:16)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)
Mods config data is from build 1390 while we are at build 1391. Resetting.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
Verse.ModsConfig:.cctor() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\ModsConfig.cs:49)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:50)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:26)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:93)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)
Key binding conflict: NextColonist and ToggleDebugLog are both bound to BackQuote
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefsData.cs:152)
Verse.KeyPrefsData:ErrorCheck() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefsData.cs:140)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:61)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:216)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 46)
Key binding conflict: NextColonist and ToggleDebugLog are both bound to BackQuote
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.KeyPrefsData:ErrorCheckOn(KeyBindingDef, BindingSlot) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefsData.cs:152)
Verse.KeyPrefsData:ErrorCheck() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefsData.cs:141)
Verse.KeyPrefs:Init() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\KeyBindings\KeyPrefs.cs:61)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:216)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__735() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:49)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 46)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.708367 ms
System memory in use before: 45.3 MB.
System memory in use after: 45.6 MB.
Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 6490.
Total: 14.481182 ms (FindLiveObjects: 0.160527 ms CreateObjectMapping: 0.277684 ms MarkObjects: 14.009238 ms DeleteObjects: 0.032527 ms)
Loading game from file Flowerville (Permadeath) with mods Core
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Verse.Log:Message(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:29)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:17)
Verse.Root_Play:<Start>m__736() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 29)
Loaded file is from version 0.16.1390 rev604, we are running version 0.16.1391 rev633.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Verse.Log:Warning(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:35)
Verse.ScribeMetaHeaderUtility:LoadGameDataHeader(ScribeHeaderMode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\SaveLoad\ScribeMetaHeaderUtility.cs:75)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:29)
Verse.Root_Play:<Start>m__736() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 35)
ThingContainer contained null.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.ThingContainer:ExposeData() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingContainer.cs:129)
Verse.PostLoadInitter:DoAllPostLoadInits() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\SaveLoad\PostLoadInitter.cs:42)
Verse.Game:LoadGame() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:436)
Verse.SavedGameLoader:LoadGameFromSaveFile(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Map\MapIniter\SavedGameLoader.cs:35)
Verse.Root_Play:<Start>m__736() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:29)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:317)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:236)
(Filename: C:/Dev/RimWorld/Assets/Scripts/Verse/Utility/Debug/Log/Log.cs Line: 46)
Unloading 0 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 104.1 MB.
System memory in use after: 104.8 MB.
Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 13606.
Total: 116.924660 ms (FindLiveObjects: 0.344245 ms CreateObjectMapping: 0.987558 ms MarkObjects: 115.564240 ms DeleteObjects: 0.027708 ms)
Human_Corpse72693 has null innerPawn. Destroying.
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Verse.Log:Error(String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:46)
Verse.Corpse:TickRare() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\Corpse.cs:235)
Verse.ThingContainer:ThingContainerTickRare() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Thing\ThingContainer.cs:154)
RimWorld.Building_Grave:TickRare() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\Thing\Building\Various\Building_Grave.cs:113)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:131)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:277)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:243)
Verse.Game:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:465)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:73)
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Setting up 1 worker threads for Enlighten.
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#6
Ideas / Permadeath autosaves
July 30, 2016, 12:24:24 PM
I'd suggest an instant autosave after every event trigger and colonist death/incapacitation in permadeath mode.
I like the hardcore playstyle with a random start point, otherwise its not really a ship wreck for my money. This feels to me like how its supposed to be for the non-casual gamer... (but non-permadeath to cater for everyone else too is obviously needed, I know I'm in a minority)
But I've lost 5 colonies in a row to a combination of blight before harvest, heatwave / coldsnap and simultaneous solar flare in the first summer.
Frustrating, but mentions of it things like this on the forums seem to get a white knight rally saying play a lower difficulty, but these same people then seem to talk about the solution when that happens being reloading....
Save scumming surely can't be how the games designed to be played. Getting rid of that will get more reasonable feedback on how the storytellers and events perform.
Fantastic game Tynan!
I like the hardcore playstyle with a random start point, otherwise its not really a ship wreck for my money. This feels to me like how its supposed to be for the non-casual gamer... (but non-permadeath to cater for everyone else too is obviously needed, I know I'm in a minority)
But I've lost 5 colonies in a row to a combination of blight before harvest, heatwave / coldsnap and simultaneous solar flare in the first summer.
Frustrating, but mentions of it things like this on the forums seem to get a white knight rally saying play a lower difficulty, but these same people then seem to talk about the solution when that happens being reloading....
Save scumming surely can't be how the games designed to be played. Getting rid of that will get more reasonable feedback on how the storytellers and events perform.
Fantastic game Tynan!
#7
Ideas / Re: Hydroponic tables should be movable
July 28, 2016, 02:26:21 PMQuote from: MuffaloDiver on July 27, 2016, 09:29:54 PMHave my +1
Not just hydroponics, but all of the steel/component intensive things like stoves, workbenches, vents, and air conditioners. Steel and components tend to be rare mid-late game as all nearby sources are exhausted and having to move deconstruct those things leads to massive losses. Losing a stove or air conditioner late game is often fatal if you can't replace them.
I'm not sure why you can move a table or a bed but not a workbench. I can understand Air con and vents might be different though (but I don't have to like it
).Pages1