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Messages - Wemd

#1
Oh, sorry.

Just found that Trading Control mod got a new function for trading ships a week ago, which caused the problem
So the problem isn't related to the base game.

Delete this topic please
#2
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.
#3
Quote from: RawCode on July 19, 2021, 10:42:19 AM
compare results (including components and data\xml)
make exactly same changes to your code\data\xml

Oh crap.
I was so much concentrated on C#, so didn't even think about the .xml part.
Added <drawerType>MapMeshAndRealTime</drawerType> and everything works now!

Thank you!
#4
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!
#5
Oh, I don't remember such things really.
They had no addictions or drugs at least. I arrested the leader first,  but don't remember if 2 other ones tried to go away or no.
#6
Quote from: Mr_Fission on August 28, 2020, 05:53:10 PM
Not sure if it's related, but I had a similar (though not exact) thing happen in one of my games.

I arrested three refugees, and whenever any of the arrests caused the remaining refugees to depart the colony, one specific refugee couldn't be given to the tribute collector.

Whenever I'd gift that specific prisoner, nothing would happen.  And then they would walk out of the prison and act like a normal colonist, but they wouldn't appear on the list of colonists at the top of my screen. 

My instance of this bug was with zero mods.

Yes, exactly!

It seems something is wrong with the new "temporary factions", added recently to refugee quests.
Feels like such faction relations chain them to each other hard and it breaks other pawn-related mechanics.
#7
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()
#8
Oh, cool! Thank you for update! :)
#10
Tools / Re: need default head textures
June 30, 2017, 04:40:01 PM
These ones?

[attachment deleted by admin due to age]