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Messages - Scottvrakis

Thanks, I so far found a slap together fix by using Map Reroll and World Edit to basically *remake* my colony and that seemed to work. I appreciate the help, if anyone else would like to see and take a crack at this, be my guest!
Ah I see, I was worried about that. I just started getting back into Rimworld again and I thought I'd download a bunch of mods that I used to use and Hospitality turned out to be one of them.

I don't think it'd be a mod update issue because I just started this save not even a week ago, but if the save is truly borked then that sucks.

I'm still not quite sure how load order works in Rimworld so I kind of installed the mods without ordering them in any particular way. Thankfully though, at least I'm not using Psychology.

I tried to remove Hospitality but that doesn't seem to fix the issue.

I don't really have any earlier saves I can turn to because I'm not exactly sure when the bug actually started due to the console stopping it's error logging at 999 messages and I guess I must have missed it.

It'd be nice if I could copy and paste my colony with all of it's colonists and local map onto a whole separate generated world, I'm not sure if Map Reroll or WorldEdit can be used for these purposes though.

Does any of this information help?
I'm thinking this is a bug with the Hospitality mod, and I already made a bug thread over on the mods' discussion page, but I thought I'd throw one in here as-well. I apologize in advance if this isn't the right sub-forum to post bug reports in.

"Found out about a big bug when loading my game today, it began flooding my console with hundreds of the same notifications so I took the steps listed in the Detailed Instructions thread to gather my information. I'll post it here.

Would totally appreciate any help, I really would love to keep this multi-year save lol.

Hugslib Record Kepper Output Log.

Dropbox link with the Output log.

Dropbox link with the Modlist XML file.

Dropbox link with the save file.

If there's any other information I could provide to help, just ask and I'll throw it in! Thank you all for your time."

Edit: Picture of the in-game error log for reference
Help / Issues With Save Our Ship?
April 18, 2018, 09:18:46 PM
So I launched a ship with a single colonist in it, but now that I'm in a new game I can't seem to remove the sleeping colonist from the cryptosleep caskets, all the while I'm being spammed by red errors.

When a spawned colonist tries to open the casket:
JobDriver threw exception in initAction. Pawn=McCormick, Job=Open (Job_4107) A=Thing_ShipInside_CryptosleepCasket4077933, Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffSet.HasHediff (Verse.HediffDef,bool) <0x0002a>
at Vampire.CompVampire.get_IsVampire () <0x00093>
at Vampire.VampireUtility.IsVampire (Verse.Pawn) <0x0003a>
at Vampire.HarmonyPatches.AddHediff (Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>) <0x000ad>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch2 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>) <0x00052>
at Verse.Pawn_HealthTracker.AddHediff (Verse.HediffDef,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>) <0x00045>
at RimWorld.Building_CryptosleepCasket.EjectContents () <0x00164>
at RimWorld.Building_Casket.Open () <0x0002b>
at Verse.AI.Toils_General/<Open>c__AnonStorey5.<>m__0 () <0x00150>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x002e9>
lastJobGiver=RimWorld.JobGiver_Work, curJob.def=Open, curDriver=RimWorld.JobDriver_Open

Every second the game is on default speed:
Exception ticking ShipInside_CryptosleepCasket4077933: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.HediffSet.HasHediff (Verse.HediffDef,bool) <0x0002a>
at Vampire.CompVampire.get_IsVampire () <0x00093>
at Vampire.CompVampire.CompTick () <0x0001f>
at Verse.ThingWithComps.Tick () <0x00048>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00069>
at Verse.ThingOwner.ThingOwnerTick (bool) <0x00058>
at RimWorld.Building_Casket.Tick () <0x00026>
at Verse.TickList.Tick () <0x002c6>


It's worth mentioning that I've removed and added some mods, as-well as restructured my load order. My current load order is as follows:

Any help would be appreciated, thanks :D.
Quote from: Canute on April 16, 2018, 04:50:36 AM
I never used Architect sense, but never got problems with other furniture mods.
You should double check if you installed it correct.
Did you download the right version?

I got the version off the Steam Workshop, does that one perhaps not have the GUI draw fix?
Quote from: Canute on April 16, 2018, 03:17:03 AM
They are all under furniture.
If you installed correct you should see them there, no research needed.

Huh, I don't see them. Does the mod perhaps conflict with Architect Sense or the Expanded Furniture mod?
Dunno if I'm missing anything, but some of the Extended Storage containers aren't buildable.. As in, they don't appear in the architect menu. Am I missing something?
Help / Issues With More Storage?
April 14, 2018, 09:37:44 PM
Seems like one of my cloth hampers is acting up, giving me a repeated red message like this:

Exception drawing ThingOverlay for Storage_Skip1518967: System.InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Linq.Enumerable.First[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at ExtendedStorage.Building_ExtendedStorage.DrawGUIOverlay () [0x00000] in <filename unknown>:0
  at Verse.ThingOverlays.ThingOverlaysOnGUI () [0x00000] in <filename unknown>:0

Any ideas? I'm not exactly sure what information to include in these mod reports, so if I need to give anything else, lemme know.
Outdated / Re: [A17] Save Our Ship (v1.01)
April 11, 2018, 02:22:40 AM
So does this mod theoretically allow me to remove mods I've used in a previous save as long as their assets don't appear on the ship or it's pawns themselves? I was hoping on carrying over my pawns and restart but with a new set of mods, some used previously and some not.
Releases / Re: [B18] Misc. Robots++
April 09, 2018, 03:56:45 PM
Quote from: Haplo on April 08, 2018, 03:10:45 PM
How did you get a nullref error in a priority sorter that was created especially for the robots?
I've updated the code for this to hopefully prevent stuff like that, but still.. how did you do that?
As far as I've seen it, this could only happen if the robot has no recharge base, or the base is destroyed maybe.
You should just destroy the robot + station and debug spawn a new recharge station..

Yeah I guess at some point the base made 2 bots because I had only 1 base down and 2 hauler bots were running around the base. I killed one of them with the console and it's been all good since, but now I've been getting various other errors. Likely unrelated to Robots++ and more related to Rimsenal and spawning raids.
Releases / Re: [B18] Misc. Robots++
April 08, 2018, 01:41:22 PM
I, too, have a problem related to this mod. The trace is fairly small, but it's still gibberish to me:

"Exception in Verse.AI.ThinkNode_PrioritySorter GetPriority: System.NullReferenceException: Object reference not set to an instance of an object
  at AIRobot.X2_JobGiver_RechargeEnergy.GetPriority (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_PrioritySorter.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
So randomly as I was playing, I was smashed with the console warning me of an error. Usually I just ignore it since it's usually something too small to worry about, like multi-stacked stone chunks or pathing issues, but this one got me with the sheer volume of textvomit that splattered all over my screen, and frankly I'm too worried to continue. I have the logs here:

I know it's a lot to go through, but the problem in question starts from line 970 and onward, saying:
"Warning during generating pawn relations for Man-At-Arms: Pawn Psyche is discarded, yet he was yielded by PawnUtility. Discarding a pawn means that he is no longer managed by anything."

and this is repeated with different pawns until line 1202 whereas I get the last bit of an error there.

Any help would be appreciated, I'm not exactly sure what's happened. I think a raid was supposed to happen, but didn't. Any ideas? Thanks.