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Author Topic: [B19] Marvin's Stuff  (Read 53165 times)

MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #105 on: September 21, 2018, 08:23:56 AM »

Yep, that's the one. Nice of it to give me something to work with. :P

ListPerishables has null checking, and so I'm not sure why it's throwing an NRE. But, it's possible that I've missed something.

rawrfisher

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Re: [B19] Marvin's Stuff
« Reply #106 on: September 22, 2018, 04:54:02 PM »

Code: [Select]
System.NullReferenceException: Object reference not set to an instance of an object
at CRC_Reintegrated.ArmouryUtility.GetColonistArmouryPoints (System.Collections.Generic.IEnumerable`1<Verse.Pawn>,RimWorld.IIncidentTarget,single&,single&) <0x00459>
at CRC_Reintegrated.MarvsStoryTellerUtility.CombatReadinessPoints (RimWorld.IIncidentTarget) <0x0006f>
at CRC_Reintegrated.MarvsStoryTellerUtility.Prefix (RimWorld.IIncidentTarget,single&) <0x00020>
at (wrapper dynamic-method) RimWorld.StorytellerUtility.DefaultThreatPointsNow_Patch1 (RimWorld.IIncidentTarget) <0x0005e>
at RimWorld.HistoryAutoRecorderWorker_ThreatPoints.PullRecord () <0x0004e>
at RimWorld.HistoryAutoRecorder.Tick () <0x00090>
at RimWorld.HistoryAutoRecorderGroup.Tick () <0x00048>
at RimWorld.History.HistoryTick () <0x00048>
at Verse.TickManager.DoSingleTick () <0x008e5>

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

If you have some free time can you explain what this means?
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #107 on: September 22, 2018, 05:51:48 PM »

Going to need a full output log, not just the error, so that I can rule out mod conflicts.

But essentially the problem here is that a null value has been passed to something which expects a reference to a non-null object, hence 'Null Reference Exception.'

rawrfisher

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Re: [B19] Marvin's Stuff
« Reply #108 on: September 22, 2018, 06:00:08 PM »

Hmm I'll have to see if I can trigger it again unless you want the load order I'm working with currently.

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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #109 on: September 22, 2018, 06:23:05 PM »

A normal log (load saved game and then exit) is fine.

rawrfisher

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Re: [B19] Marvin's Stuff
« Reply #110 on: September 22, 2018, 06:29:56 PM »

https://git.io/fAdQB

I wasnt sure if that error meant anything.
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #111 on: September 22, 2018, 07:21:45 PM »

Not sure where the problem is coming from. Just have to wait and see if a pattern emerges.

MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #112 on: September 27, 2018, 12:44:39 AM »

Clear The Stockpiles (B19)

v1.0.6 "Oh crap another rookie mistake" stable version

This is a mod which prioritises unclogging stockpiles which are full of dropped items e.g. leather from a butchering table might clog up a nearby corpse stockpile.

Change log:
- Fixed a bug which would generate out of bounds locations and then try to find edifices there.
- In addition to avoiding positions next to doors as potential dumping spots, colonists will also avoid positions next to or on work tables e.g crafting spots, unless there's an adjacent stockpile which matches the thing they are dumping.
- Bugs fixed.
- You can configure how far away a colonist will look to find a matching stockpile.

Download from Marvin's Mods (direct download): http://marvinkosh.omniloth.net/mod/clear-the-stockpiles-b19/
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1536294009
Source: https://github.com/marvinkosh/clear-the-stockpiles
« Last Edit: October 15, 2018, 04:05:16 PM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #113 on: September 29, 2018, 05:19:35 AM »

Snow Clearance Sanity (B19)

v1.0.1 "Oh so that's what that flag does" stable version

This is a quality of life mod for those of you who choose to land in a snowy biome. It prioritises cleaning above clearing snow, and it also stops colonists from clearing snow when it is snowing heavily.

Change log:
- You can always prioritise clearing snow, even if it isn't ideal.

Download from Marvin's Mods: http://marvinkosh.omniloth.net/mod/snow-clearance-sanity-b19/
Subscribe on Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1525557407
Follow me on Twitter: https://twitter.com/marvinkosh
« Last Edit: September 29, 2018, 05:58:54 AM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #114 on: October 12, 2018, 04:11:22 PM »

Hey guys, I've got a test version of Ugh You Got Me. It would be helpful if you could try it out at the same time that I'm testing it.

You don't have to wait for your colonists to get into social fights either, you can start one at any time using the mental state tool (see under Tools - Pawns in the debug menu). This will require you to choose the Social Fighting state and then two different pawns that you want to fight.

Obviously, you probably don't want to be playing on Commitment mode for this, and please save your game beforehand.

Download from Dropbox: https://www.dropbox.com/s/rb52fcvc6zxc02v/MarvsUghYouGotMe104_TEST.zip?dl=1
« Last Edit: October 12, 2018, 04:29:13 PM by MarvinKosh »
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MarvinKosh

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Re: [B19] Marvin's Stuff
« Reply #115 on: October 15, 2018, 03:43:04 PM »

Found a bug in Clear the Stockpies. It's fixed in the latest version. If you downloaded from Marvin's Mods (my site) you'll need to download it again. See above for the link! :)
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