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Messages - rawrfisher

#436
I just started with this mod.
I'm wondering if the stuff on the opening post is current.  Also can there be mechs added to the  faction listed?
#437
Any thoughts on the new wave of errors breaking mods that touch backstories?
#438
That error is just one varient of a series of errors affecting ANY mod that touches backstories midgame. 
#439
Quote from: Madman666 on August 17, 2018, 02:24:18 PM
Yeep, i just really don't like everything being uber-needy. Its enough of a pain that colonists are whining about each and every small thing for every other game entity to also require constant flow of something. I was content when turrets were power hungry and needed periodic component replacement via breakdown event, but constant steel eating is tad much. Hell, I probably made myself quite famous whining everywhere on this forum about maintance mechanics being annoying. It really does depend on playstyle a lot, on this i couldn't agree more. Since a big portion of players doesn't mind or even likes that mechanic, as it requires more resource micromanagement, forces you to venture out more (deep drilling being nerfed into oblivion) etc. Sadly i just don't belong to that big portion.
Theres a mod on steam that address's the snowflake mentality to a degree.  Also Quarry is updated and working on current version so you can use that for mining instead of derping around with caravans and what not.  Camps are a thing too but it seems that the animals in trade caravans from other factions also count tword your colony wealth

https://steamcommunity.com/profiles/76561198042020973/screenshots/#scrollTop=0
Assuming this is the right link it should show the wealth graph on the colony I started when alien framework broke
#440
I have returned to add more work to your load

System.NullReferenceException: Object reference not set to an instance of an object
at AIRobot.X2_Building_AIRobotRechargeStation.Button_CallBotForShutdown () <IL 0x0008a, 0x00194>
at AIRobot.X2_Building_AIRobotRechargeStation.Notify_CallBotForShutdown () <IL 0x00002, 0x0001c>
at AIRobot.X2_Building_AIRobotRechargeStation.Button_CallAllBotsForShutdown () <IL 0x00030, 0x000e4>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x00230, 0x007c2>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)


https://git.io/fNjH9
#441
Miscellaneous 'CORE': ColonistKeys(0.8.0.0), CommonMisc(0.10.0.0)
Misc. Training: TrainingFacility(1.0.0.0)
Misc. Robots: AIRobot(0.18.0.0)
Misc. Robots++: (no assemblies)

Move to top

Aside from that it looks like your using the B18 version of robots ++ on b19.  Theres an b19 version of ++.  I see alot of mismatched version numbers but most b18 mods dont play well with b19 while the 1.0 play just fine mostly

Other people can point out things I missed and I'm quite sure I missed a few important things
#442
Nope still early game.  I do experience one hell of a nasty wealth bug tho. 
Each colony starts at a minimum of 100k wealth for some reason.  The item wealth is always below 20k but buildings always minimum 80k.  That isn't helpful when your playing on merciless difficulty.  As for running outta mech parts I stay pretty even around 100 with the current setup since there is often raids of 50+ mechs hitting my base.

I do wanna mention that I think you missed a small exploit I pointed out in my wall of reports.  The pawn that does the hacking in my colony has crafting disabled and hack requires 5 crafting and intellect to be preformed. 

The maint idea for mechs isn't too unlike an alternative method for repairing mechs I was considering mentioning.  I decided against that since to even test it would probably take a month to get a rough test version going.

Tech wise I just started multi analyzer but my colony has around 700k in wealth from the massive zerg raids.  50 mechs can be converted into a tribal raid which is strong enough to lag out my desktop in 64 bit mode.  I have 12gb ram 4gb vram and 4 4.0ghz cores dedicated to the game and it still lags on raids  :-\
#443
I don't know if it was haplo who did the work settings or if that's a remnant from the fork made by a different user that allowed haplo to update faster
#444
Error 1 is one that breaks the mod error 2 is a pest and error 3 is just some trivial item
#445
Quote from: Roolo on August 15, 2018, 12:55:24 PM
Quote from: rawrfisher on August 15, 2018, 11:53:37 AM
Wanna place a bet on how long before I find some other edge case or user error bug?

Haha, wouldn't be entirely fair as I could just sneak in a bug deliberately. But yeah, this is one of the main reasons I released a work in progress version, so I get some support with the bug finding :).

By the way, I checked out the gunners mod you talked about. But it seemed the mechanoids were removed from that mod. Is that correct? When I tried dev-spawning the mechs today, they weren't in the list anymore. I know they were in the list a few days ago.

I doubt you snuck this one in intentionally

Emmi started 10 jobs in one tick. newJob=DoBill (Job_2049150) A=Thing_Mech_Centipede270065 jobGiver=RimWorld.JobGiver_Work jobList=(DoBill (Job_2049130) A=Thing_Mech_Centipede270065) (DoBill (Job_2049132) A=Thing_Mech_Centipede270065) (DoBill (Job_2049134) A=Thing_Mech_Centipede270065) (DoBill (Job_2049136) A=Thing_Mech_Centipede270065) (DoBill (Job_2049138) A=Thing_Mech_Centipede270065) (DoBill (Job_2049140) A=Thing_Mech_Centipede270065) (DoBill (Job_2049142) A=Thing_Mech_Centipede270065) (DoBill (Job_2049144) A=Thing_Mech_Centipede270065) (DoBill (Job_2049146) A=Thing_Mech_Centipede270065) (DoBill (Job_2049148) A=Thing_Mech_Centipede270065) (DoBill (Job_2049150) A=Thing_Mech_Centipede270065)  lastJobGiver=RimWorld.JobGiver_Work
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.JobDriver:EndJobWith(JobCondition) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:483)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:514)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:430)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.Pawn_JobTracker:StartJob_Patch1(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:521)
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:393)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:120)
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)


Emmi trying to hack a centipede throws this.  Errors intermittent and eventually self corrects but still just a minor nitpick 8)
https://git.io/fNhOo  output log even tho this trivial error don't really warrant more then a good laugh

Side note: I would wanna be able to see sythers be able to have normal weapons installed on the arms in a similer manner as the repair arm.  a syther with 2 spears would be funny

Bah forget the spelling mistakes 

update:  I took a closer look and turns out the hauler didnt properly set the centipide on the table and it was worming around at the time the errors were triggered

Small bit of trivia about the colonist doing the hacking.  She cannot do any form of crafting lol


Exception ticking scyther: System.NullReferenceException: Object reference not set to an instance of an object
at WhatTheHack.Harmony.Pawn_HealthTracker_HealthTick.Postfix (Verse.Pawn_HealthTracker) <IL 0x001c5, 0x005c4>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.HealthTick_Patch2 (object) <IL 0x006f6, 0x01a20>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <IL 0x0011e, 0x00356>
at Verse.TickList.Tick () [0x001aa] in C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:137)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Thought this bug was dead    Its the death by regen part bug. 
A little thought about how to deal with it lol  Maybe have it repair all existing parts first then regen parts 1 at a time?  If its already this way I haven't noticed
Most relevent info can be found in output log above but hugs lib is timming out so cant provide second instance of output log.  Note this was after 3 back to back mech raids that pushed me to deploy all 30 mechs just to survive  :-\


JobDriver threw exception in initAction for pawn Emmi driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_2748741) A=Thing_Mech_Lancer470006 B=Thing_WTH_MechanoidParts503633 C=(169, 0, 193)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Recipes.Recipe_Hacking.ApplyOnPawn (Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients, RimWorld.Bill bill) [0x00000] in <filename unknown>:0
  at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00031] in C:\Dev\RimWorld\Assets\Scripts\RimWorld\Pawn\Health\Bill_Medical.cs:108
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x000cf] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:206
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x0022f] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:461
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:465)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:364)
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:152)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:345)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:303)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:267)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:512)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

I have to say I think I might be going overboard <.<
This one occured when the pawn from the 10 jobs error hacked a lancer.  She got poorly hacked and it threw this error
Might have had something to do with it being a mech from a raid and not the hive
Output log https://git.io/fNhMd
#446
On the note of problems There seems to be an issue with worktab and misc robots too.  Log is posted on haplo's thread with an output log.
#447
Releases / Re: [1.0] Set Up Camp - once again
August 15, 2018, 08:02:35 PM
Nice now if only I had a camping stuff to go with it.  There was a port but it was rough to say the least
#448
Well its not as polished and lacks most anything listed in the last 4 updates
#449
This is 0.19,  Its not the only thing I been havin issues with but almost everything else you have had issues reproducing or are some form of user error on my part

Guess rimworld thinks its time for you to be on the receiving end of the error report spam

System.NullReferenceException: Object reference not set to an instance of an object
at InfiniteStorage.UI.ViewUI.PopulateDisplayThings () <IL 0x000eb, 0x002cf>
at InfiniteStorage.UI.ViewUI..ctor (InfiniteStorage.Building_InfiniteStorage) <IL 0x0008f, 0x00196>
at InfiniteStorage.Building_InfiniteStorage.<GetGizmos>b__61_0 () <IL 0x00006, 0x0005a>
at Verse.Command_Action.ProcessInput (UnityEngine.Event) [0x0000e] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\Command_Action.cs:18
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) [0x003fe] in C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Gizmos\GizmoGridDrawer.cs:162
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <IL 0x00230, 0x007c2>

Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.Log:ErrorOnce(String, Int32, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:105)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:94)
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane) (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\Inspect\InspectPaneUtility.cs:128)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\MainButtons\MainTabWindows\MainTabWindow_Inspect.cs:70)
Verse.WindowStack:WindowStackOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\UI\Windows\WindowStack.cs:169)
RimWorld.UIRoot_Play:UIRootOnGUI() (at C:\Dev\RimWorld\Assets\Scripts\RimWorld\UI\UIRoot_Play.cs:91)
Verse.Root:OnGUI() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:164)


https://git.io/fNxpA output log

more errors likely to come so stay tuned  8)

There's something in the storage that's causing the UI to break.  Did a quick check and it was a minified item from the orassan mod.  I think this was an issue with the way storage settings work now with the unstable.

#450
Did you choose not to let the infinite storage hold minified objects?