[BUG] can't save...

Started by LiteEmUp, July 30, 2017, 06:30:53 AM

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LiteEmUp

so i checked my output log and here are the errors that also popped ingame when I tried to save my game(lost an hour of progress  >:()

Exception while saving game: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.TaleData_Def.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleData_Def] (RimWorld.TaleData_Def& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.Tale_SinglePawnAndDef.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Tale] (RimWorld.Tale& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, Boolean saveDestroyedThings, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Collections.Look[Tale] (System.Collections.Generic.List`1& list, System.String label, LookMode lookMode, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at RimWorld.TaleManager.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[TaleManager] (RimWorld.TaleManager& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeSmallComponents () [0x00000] in <filename unknown>:0
  at Verse.Game.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, Boolean saveDestroyedThings, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.Scribe_Deep.Look[Game] (Verse.Game& target, System.String label, System.Object[] ctorArgs) [0x00000] in <filename unknown>:0
  at Verse.GameDataSaveLoader.<SaveGame>m__90E () [0x00000] in <filename unknown>:0
  at Verse.SafeSaver.DoSave (System.String fullPath, System.String documentElementName, System.Action saveAction) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)



it was working for me the last time I was playing yesterday.. the only thing I recall doing before going to bed was comparing population limits of rimsenal storyteller, native storyteller, and double native pop mod storytellers.. the only one i edited through notepad++ was the rimsenal storyteller, and i havent activated the rimsenal storyteller or the double pop mod...
not sure if it was that broke my save or maybe another mod updated and broke my save :(..

so i tried to create a new fresh save colony and yes i was able to save that fresh start...
i'm hoping my current campaign didn't got corrupted :( i'm too attached at my current set of colonists to restart :(
well i have a backup save though.. its gonna be likely several hours of progress lost...



any help will be greatly appreciated...

LiteEmUp


Calahan

Your log is wall-to-wall with errors, and tbh I'm not surprised it won't save. Although I am surprised it even loads. It's also likely that a lot of these errors have been occurring for some time, and just because the game appears to be working fine doesn't always mean that it is, because the game can be working* and having loads of issues in the background at the same time. (* "working" in the not crashing sense)

At this stage you might want to a) create a new game with the same mods and play it for a few game days, then exit the game and check the log file created for errors. As if a new game is logging errors then you're pretty much guaranteed to have problems with a longer game using these mods (due to either broken mods, or mod clashes, or mod issue #whatever).

If a new game produces an error free log then b) load the oldest save you have for this colony, let the game run for a game day, exit the game and check the log file. If it's logging errors then you're pretty much always going to encounter problems with this colony, and the chances of saving it are slim and based on how much help you can find in relation to editing the save file (I have no skills in this regard). If the log is clean then you should be able to continue this colony by going back and finding a save before the errors started being logged. But if you can't find a save with a clean log then you're generally just playing a doomed game because the chances are high that you will again just reach a point where the game won't save (due to all the errors that are accumulating).

LiteEmUp

Quote from: Calahan on July 31, 2017, 03:46:14 AM
Your log is wall-to-wall with errors, and tbh I'm not surprised it won't save. Although I am surprised it even loads. It's also likely that a lot of these errors have been occurring for some time, and just because the game appears to be working fine doesn't always mean that it is, because the game can be working* and having loads of issues in the background at the same time. (* "working" in the not crashing sense)

At this stage you might want to a) create a new game with the same mods and play it for a few game days, then exit the game and check the log file created for errors. As if a new game is logging errors then you're pretty much guaranteed to have problems with a longer game using these mods (due to either broken mods, or mod clashes, or mod issue #whatever).

If a new game produces an error free log then b) load the oldest save you have for this colony, let the game run for a game day, exit the game and check the log file. If it's logging errors then you're pretty much always going to encounter problems with this colony, and the chances of saving it are slim and based on how much help you can find in relation to editing the save file (I have no skills in this regard). If the log is clean then you should be able to continue this colony by going back and finding a save before the errors started being logged. But if you can't find a save with a clean log then you're generally just playing a doomed game because the chances are high that you will again just reach a point where the game won't save (due to all the errors that are accumulating).

thnx for the reply though...

yeah at this point im already pre-planning on a new campaign and still deciding what would be my new playstyle.... still browsing mods...

so regarding errors likely caused by mods:
on browsing workshop or here on forums, i check the description to see if there is a special load order.. otherwise the load order is the same as is... then also i ask comments to determine what are likely known mod conflicts and save compatibility.. i also check comments, especially latest comments, to see what kind of bugs/problems i will likely run into that mod.. if anything i read seems good, i download.. this is one negative thing about modability in games.. its so addictive to just add mods to your game.. and the downside is that you never know what critical bugs you will run into that can break the game for you..

so do i just delete the output log txt file in order to create a new clean one for my next campaign??

Calahan

#4
I'm not a modder, nor do I use them, so I'm afraid I can't really help regarding what to look for in advance to know if any particular mod(s) is going to cause problems or not. Other than the basic stuff of not having two mods that modify the same things. ie. Don't use a mod called say "rebalanced weapons" and "combat overhaul deluxe" at the same time, as they're almost certainly modifying the same part of the game (apologies if you already know this sort of basic thing). Someone else might post with this advice though, or I'm sure you can find a sage or two to give you some pointers on the RimWorld Discord channel (there's a sticky in General Discussion about the Discord).

Just be aware that the more mods you use the more potential problems you are inviting for yourself down the road. Not just with potential errors but with performance issues as well. I know a lot of mods make themselves sound tempting to use, and it's hard to resist downloading them and/or easy to get into the habit of telling yourself "okay, I'll just add one more...", but if there's a cost to pay for this overindulgence, then that cost will only ever be paid by you in regards lost hours (amongst other things) if and when the game dies (minus whatever refunded hours you get from the enjoyment you had during the journey).

Also, there's a big difference between using 20-30 mods, which is already quite a lot, and using ~150 mods which you were using, which is crazy IMO (but each to their own). I'm not even sure if there are 150 fully compatible mods out there (for any game?), unless they're all by the same modder. There might well be, as like I said I don't know or use RimWorld mods, but 150 mods means a lot of cooks involved, and I'd be more than a little surprised if one of them isn't stepping on someone else's toes somewhere along the lines (and you start getting two mods modifying the same thing, which is pretty much guaranteed trouble of some sort). So maybe you need to be cruel to yourself (denying yourself mods) in order to be kind (to avoid encountering this scenario again where you ultimately lose a colony and dozen if not hundreds of hours of play).


re: the log file. The game wipes the log file each time the .exe is started. So no need to delete it yourself. And for the same reason if you know you are going to be checking the log for errors while or after playing, then make sure you don't restart the game before you do check the log, as otherwise the log will get wiped and you won't know what, if any, errors it logged (from the last time the game was running).