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Messages - Roolo

#541
Releases / Re: [B18][A17] RunAndGun
February 08, 2018, 01:13:35 PM
Today I tried fixing the crashing issue that can appear on Linux and Mac when enemy pawns start fleeing. I did not succeed, but I did find a (really odd) workaround.
I tried running the game trough gdb in an attempt to get more debugging info. To my surprise, the crashing issues were completely gone when doing this.

The error that triggers the crash is:
Thread 1 "RimWorldLinux.x" received signal SIGILL, Illegal instruction. This error seems to be  thrown when a Hugslib setting is requested. I don't really have a clue why exactly this SIGILL is thrown, but i can imagine it has something to do with the Hugslib settings file being accessed while the OS doesn't allow this for some reason. So my guess is that when running the game through GDB this is somehow resolved (maybe the OS allows it because it's accessed trough gdb? I really don't have a clue, so I'm just speculating).

For anyone who wants to try this workaround but doesn't know how to run Rimworld through gdb:
In the command line go to the Rimworld main directory. cd ~/.local/share/Steam/steamapps/common/RimWorld
type gdb

now in gdb, type:
exec-file ./RimWorldLinux.x86 (you only need to do this once)
run ./start_RimWorld.sh

Please let me know if this solved the issue for you.





#542
Quote from: minakurafto on February 01, 2018, 08:29:52 AM
anyone experiencing lag in caravan menu if carrying >1500 food (ie. pemmican)?
it seems back to normal after disable giddy up caravan

Sounds plausible. I disabled some caching that happens in that form, because that caused some issues with how the options I added refreshed, and disabling it had no noticeable effect. But I can imagine I didn't test properly what happens when a large amount of items is used. Expect a fix in the next update.
#543
Quote from: Kori on February 01, 2018, 07:38:58 AM
Just a small note about load order:
If you use this fantastic mod with Vanilla Animal Overhaul, make sure to load AO before Giddy-Up!, otherwise you will get XML errors:

XML error: Duplicate XML node name comps in this XML block:...

Keep up the good work Roolo!  :)

Thanks :). And that's good to know. I'll add it to the mod compatibility section when I have time.
#544
Releases / Re: [B18][A17] RunAndGun
January 23, 2018, 12:36:11 PM
Quote from: Tenshi~Akari on January 23, 2018, 12:22:40 PM
Hello!

Thanks again for the work & updates to this mod. Very essential to my experience.

I think I came across a not-so-friendly issue when using this with Miscellaneous MAI mod, though...

Object reference not set to an instance of an object
at RunAndGun.Harmony.Pawn_DraftController_GetGizmos_Patch.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn&) <0x000ff>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch3 (object) <0x00056>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>) <0x00148>
at RimWorld.MainTabWindow_Inspect.DrawInspectGizmos () <0x0003e>
at RimWorld.InspectPaneUtility.ExtraOnGUI (RimWorld.IInspectPane) <0x00062>
at RimWorld.MainTabWindow_Inspect.ExtraOnGUI () <0x00014>
at Verse.WindowStack.WindowStackOnGUI () <0x00065>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000d7>
at Verse.Root.OnGUI () <0x000c6>


What happens: Whenever the MAIs are loaded after auto draft into a generated caravan event map (ambush, rescue, etc.) or even selected while drafted on said map for that matter, there is absolutely no UI or context menus that appear, no matter where I click or what I press... almost as if the game becomes unresponsive, but can only get out of the predicament by double-clicking on the base pawn group and selecting a human pawn.

I've already mentioned this in Haplo's thread, but since the log & thousands of hidden ticks mentioned this mod in particular, is there any possible fix for this? It works just fine with the MAIs on the main base map, it just this small issue when caravaning with my android crew to take out bandit camps or rescue pawns becomes a slight issue, especially if there's no normal human pawn that's with them... they'd end up stuck there until their energy runs out or something of the like, I guess.

Sure, I'll look into it.
#545
Small update for Giddy-up! Core (which is now v18.5.7)
- Fixed issue involving animals with riders teleporting after catching fire. (This only happened for animals controlled by the player).

Quote from: Harry_Dicks on January 21, 2018, 07:58:30 PM
I seriously keep getting blown away with this mod's updates. It's insane all of the new things that keep being possible. This is also what makes me excited for 1.0. I think that a lot more modders will be willing to take on even bigger crazier projects, because the game is more likely to be stable for a long time.

Either way, keep up the great work man. I can't wait to see what you cook up for us next! ;)

Thanks Harry Dicks! Mod updates often don't nearly get as much appreciation as new releases (especially on Steam), so this means a lot to me :)

Quote from: Vlad0mi3r on January 23, 2018, 05:19:59 AM
I am getting teleporting animals. When a pawn when mounted is hit by a Mechanoid Inferno cannon the animal will teleport inside my base and leave the rider outside. Both the animal and the rider will be on fire. It does not throw an error.

It also seemed that anyone I rescued while mounted (A mounted pawn rescuing a downed pawn) turned the pawn into a prisoner. This may be a separate issue but with only about 20 mods running I am thinking there might be an issue (Maybe Not)

Thanks for reporting. I looked into it and I just solved the teleportation issue in the latest release of Giddy-up! Core (v18.5.7).

I highly doubt the second issue is caused by my mod since my mod doesn't touch code involving rescuing. I also couldn't reproduce it. By the way if it was by any chance a pawn rescued from a crashed drop pod, it is vanilla behaviour that the pawn is handled as a prisoner in such a situation (you probably knew this, but it can't harm to be sure).



#546
Releases / Re: [B18][A17] RunAndGun
January 23, 2018, 02:39:39 AM
Quote from: BrokenValkyrie on January 22, 2018, 08:36:35 PM
Thanks for supporting my mod. Run and gun works well with giddy up and range animal mod, but I am unable to get it work with just run and gun and range animal mod. Man hunter and tame animal don't "run gun" unless ridden with giddy up.

If there anything that I can do on my end let me know.

My latest update changed verb selection process.

Thank for reporting this. I just tested this thoroughly and found out that the animals do actually use RunAndGun, but rarely. Animal pawns have the same AI tactic as mechanoids: they run into range, and if in range, they stop moving and keep firing on target in range. They only start moving again when no targets are in range. This differs from humanlike pawns, which constantly have move orders within enemy range in search for cover, or when fleeing, giving them plenty of opportunities to shoot while moving, as opposed to animals (they do not search for cover or flee). In rare cases, animals will still RunAndGun. For instance when you release an animal, while multiple animals are already in range, it'll probably have a move order within enemy range, for long enough to use RunAndGun (you can test this out yourself).

So the only way how to make RunAndGun happen more often, is changing the way animals with range attack move, but that's probably beyond the purpose of your mod.

Edit: Hmm, now that I think of it, it might be interesting if I change the AI move tactics for mechanoids in the following way, and I might as well do it for animals. I could give mechs/animals a certain chance (say 40%) that they don't use the default movement behaviour, but instead attempt to move into melee range if possible. This would give them plenty of opportunities to RunAndGun, and they even would chase down retreating pawns while running and gunning. I don't want to touch the vanilla AI behaviour too much, but this change would make sense I think. However, I have plenty of other things for the coming time. So it'll probably take some time until this is implemented (if implemented at all).



#547
Releases / Re: [B18][A17] RunAndGun
January 20, 2018, 11:10:30 AM
Update (now v0.18.3.2)
- Made RunAndGun compatible with the Animal Range Attack mod: animals can now use their ranged attack while moving.
- Fixed problem with weapon selector that occurred when other mods add weapons without any graphics data.
#548
Letting pawns ride fire breathing dragons, or acid spewing Megaspiders to battle is now possible! I updated Giddy-up! Core so that it can work together with the Animal Range Attack mod. Note that Animal Range Attack is not integrated or anything, so you still need to install that mod, this update just makes the mods work nicely together.

Update notes:
GiddyUpCore  updated to v18.5.6
- Giddy-up! now supports the Animal Ranged Attack mod. This means that if you install that mod, animals with riders on them that have ranged attacks, will use them on the target of the rider.
- Animals with riders on them will now also attack enemy buildings and animals their rider is attacking.
#549
Outdated / Re: [B18]Animal Range Attack
January 20, 2018, 05:30:08 AM
This mod deserves more attention as the potential is great, especially with modded animals. I'll update the Giddy-up series, and my RunAndGun mod so that they work nicely together with your mod. One minor note: it would even be cooler if the acid attack would behave more like acid instead of being just an explosion, but I understand that would be harder to implement, and it's already nice as it is. Keep up the good work!

Edit:
Just released an update for RunAndGun and for Giddy-up! so that those mods can be used in combination with your mod. i.e., your colonists can finally ride fire spewing dragons (or other animals) to batte :)
#550
Small update for Giddy-up! Caravan (now v18.1.5)
- Fixed issue that prevented caravan requests from happening.

@Mst. I finally had time to look into the issue you reported. It seemed harmless, but in fact it wasn't, as it aborted any caravan request events, so I'm happy you reported it! It's fixed in the latest update.
#551
Quote from: Mst on January 18, 2018, 11:44:58 AM
I'm using steam version so it should be up to date but you can't always trust it. In game menu it only specifies 0.18 version or smth like this. Should I resubscribe?

No need to resubscribe. Your version is probably up to date, do there's still a tiny problem in the latest version. That's all I needed to know
#552
Quote from: Mst on January 18, 2018, 08:43:00 AM
I don't see any real consequences of it, just thought report could be of some use. Also it could be false alarm too as i use a lot of mods so don't bother too much. All your mods work perfectly as they are so it's me who should be thanking you ;D

Good to know it doesn't appear to have any consequences. I'll still look into it, as I don't like it when my mod throws errors, even if it's due to some combination with another mod. By the way, just to be sure. What version of Giddy-up! Caravan are you using?
#553
Quote from: Mst on January 17, 2018, 02:43:28 PM
Sometimes this message pops up

System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCaravan.Utilities.CaravanUtility.EstimatedTicksToArrive (int,int,RimWorld.Planet.WorldPath,single,RimWorld.Planet.Caravan,int) <0x0000c>
at (wrapper dynamic-method) RimWorld.Planet.CaravanArrivalTimeEstimator.EstimatedTicksToArrive_Patch0 (int,int,RimWorld.Planet.Caravan) <0x00079>
at RimWorld.IncidentWorker_CaravanRequest.RandomOfferDuration (int,int) <0x00058>
at RimWorld.IncidentWorker_CaravanRequest.TryGenerateCaravanRequest (RimWorld.Planet.CaravanRequestComp,Verse.Map) <0x00039>
at RimWorld.IncidentWorker_CaravanRequest.TryExecuteWorker (RimWorld.IncidentParms) <0x00087>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x0001b>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00062>
at RimWorld.Storyteller.StorytellerTick () <0x0009a>
at Verse.TickManager.DoSingleTick () <0x003c2>

Verse.Log:Error(String)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Thanks for reporting. I'll look into it.
#554
Quote from: Knotts on January 16, 2018, 12:45:21 PM
Quote from: Roolo on January 16, 2018, 12:30:53 PM
Quote from: Knotts on January 16, 2018, 12:24:11 PM
I think the latest updates might be causing me some bugs.
Every second, every pawn on the map are sending Exceptions with a System.NullReferenceException: object ref not set to an instance of an obj

Frames have dropped significantly because it's constantly counting.

Please show the entire stack trace (the entire error), then I can probably do something about it, if it's indeed caused by Giddy-up. Just saying there's an error doesn't really help.

Disabled all Giddy Up mods and my game is normal. The whole thing is just a NullReferenceException caused by object references not being set to an object instance. I'll post it in a second but it's the same thing I've said, just repeated by every pawn on the map

Exception drawing Dromedary1370536: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Elephant1163487: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing India: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Chinchilla2551830: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Turkey2553040: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2554225: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Turkey2560329: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Rat2568670: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2571061: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Monkey2572578: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2573083: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Tortoise2573409: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Emu2573787: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Chinchilla2575319: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Papa: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cassowary2577176: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing Cobra2579500: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing WildBoar2581444: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception drawing WildBoar2581445: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

...

Exception drawing Dromedary2656654: System.NullReferenceException: Object reference not set to an instance of an object
at GiddyUpCore.Harmony.Pawn_DrawAt.Prefix (Verse.Pawn,UnityEngine.Vector3,bool) <0x0002a>
at (wrapper dynamic-method) Verse.Pawn.DrawAt_Patch2 (object,UnityEngine.Vector3,bool) <0x0005e>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I erased more than half of that log because it exceeded the character limit

Thanks for sharing the log. This is much more helpful as it contains a lot of valuable information for me. It doesn't seem related to the last updates. I have some questions:
1. Are you using the Steam version or not?
2. Did you add any other mods since you got this error that could interfere (animal related mods?)?
3. Are all your Giddy-up! mods up to date?
4. Did Giddy-up! work before for you? (I assume yes and this seems trivial, but I want to be sure about this).
5. Did you get any other type of errors that precede this long sequence of equal errors?

edit: it would still be useful for me to see the entire log. In the debug log dialog that pops up when you get the error (with development mode enabled), there's a green button with "Share log", could you use that to upload the log and share the link?
#555
Quote from: Knotts on January 16, 2018, 12:24:11 PM
I think the latest updates might be causing me some bugs.
Every second, every pawn on the map are sending Exceptions with a System.NullReferenceException: object ref not set to an instance of an obj

Frames have dropped significantly because it's constantly counting.

Please show the entire stack trace (the entire error), then I can probably do something about it, if it's indeed caused by Giddy-up. Just saying there's an error doesn't really help.