[1.0] Psychology (2018-11-18)

Started by System.Linq, June 30, 2017, 02:39:52 AM

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wwWraith

Quote from: Warforyou on June 30, 2017, 01:41:39 PM
I am still unsure how but this mod broke world map for me when I added it midgame. Map icons are still shown but there are no world textures. The error being thrown is:
Called DrawWorldLayers() but already regenerating. This shouldn't ever happen because LongEventHandler should have stopped us.

I got the same error some days ago without Psychology while experimenting with some other mods. Couldn't (mostly didn't try) figure out the cause.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

System.Linq

Quote from: Warforyou on June 30, 2017, 02:13:02 PM
Quote from: Linq on June 30, 2017, 01:46:23 PM
Psychology doesn't touch the world map, but I'll look into it.

I have plenty of other mods but everything worked seemingly fine until I added Psychology.
The previous message always pops with this:
Tried to draw quad with null material.

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

NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Planet.FactionBase.get_Material () <0x00026>
at RimWorld.Planet.WorldObject.get_ExpandingIconColor () <0x00019>
at RimWorld.Planet.ExpandableWorldObjectsUtility.ExpandableWorldObjectsOnGUI () <0x00144>
at RimWorld.WorldInterface.WorldInterfaceOnGUI () <0x0003b>
at (wrapper dynamic-method) RimWorld.UIRoot_Play.UIRootOnGUI_Patch1 (object) <0x0004a>
at Verse.Root.OnGUI () <0x000c6>



UPD

Wow. Tried it on other saves made without psychology and it seems to be the case. Adding in psychology breaks world map. The thing is the map stays broken for that save even after psychology is turned off!

You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

Kizitk

Hey, really loved your mod, but i think i've found a bug.

I created 3 colonists using EDB-Prepare Carefully and they all are Asexual and Aromantic on the Psyche tab, the other colonists (recruted/rescued) got the stats random

System.Linq

Can you reproduce it with every colonist you create? Maybe their sexualities aren't being generated.

NoImageAvailable

Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.
"The power of friendship destroyed the jellyfish."

Kizitk

i've created a new tribal colony and edited all the five colonists to be sure, and when i use the EDB-Prepare Carefully all the starting colonists gets the same Asexual and Aromantic "traits"on the Psyche bar.

System.Linq

Quote from: NoImageAvailable on June 30, 2017, 03:10:59 PM
Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.

That's not possible unless you create a new save. Psychology can't alter existing saves by loading them. And it doesn't touch FactionBases or anything near them.

Warforyou

Quote from: Linq on June 30, 2017, 02:45:28 PM
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.
Quote from: Linq on June 30, 2017, 02:45:28 PM
Quote from: NoImageAvailable on June 30, 2017, 03:10:59 PM

Its possible if Psychology somehow caused a game object to be created in a broken state, it would carry over in the save. From the error message it looks like some texture-related variable on a faction base didn't get instantiated properly and now it's throwing NRE's. Dunno if that's something Psychology touches on.
You mean that loading that save is still broken after you disable Psychology? If that's the case, then Psychology is not the problem. Saves are read-only when loaded and if Psychology is not active then it obviously can't be breaking anything.

The first thing I made after posting the error here (wich happened with with Psychology on) was to disable Psychology and reload the bugged save. The map was still broken (Psychology off). Then I tried to load other save that has never been loaded with Psychology and the map was working fine (Psychology off). Then I proceeded to main menu, enabled Psychology again and loaded the save2, opened world map and saw that the bug happened again. No other mods were changed and I have never got this kind of error before.

System.Linq

Psychology cannot modify existing saves. Unless you loaded it and then saved it, then loaded the broken one, the problem is not with Psychology.

Warforyou

Quote from: Linq on June 30, 2017, 03:25:24 PM
Psychology cannot modify existing saves. Unless you loaded it and then saved it, then loaded the broken one, the problem is not with Psychology.

That is exactly what I did because I prefer playing on permadeath mode.

System.Linq

Okay, just wanted to clarify that. Post your mod list and I'll look into it.

Warforyou

Quote from: Linq on June 30, 2017, 03:43:04 PM
Okay, just wanted to clarify that. Post your mod list and I'll look into it.

<li>Core</li>
<li>HugsLib</li>
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<li>ADogSaid-full A17</li>
<li>ABC_Suit</li>
<li>CrashLanding</li>
<li>Cooks Can Refuel</li>
<li>Clutter Structure</li>
<li>Clutter Furniture</li>
<li>CleaningArea</li>
<li>BigBatterys</li>
<li>AllowTool</li>
<li>LDAreaRugs A17</li>
<li>Inspiration</li>
<li>High Caliber</li>
<li>Hardcore Armors - Hellfire</li>
<li>Hardcore Armors - Goliath</li>
<li>Hand Me That Brick</li>
<li>Grenade Fix Rearmed</li>
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<li>Embrasures-1.0</li>
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<li>DESurgeries</li>
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<li>MarvsSometimesRaidsGoWrong</li>
<li>MassGraves-0.17.1.0</li>
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<li>more factions</li>
<li>More Vanilla Turrets</li>
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<li>OHU-Dropships-1.32</li>

wwWraith

Warforyou, as I remember, when I did said experiments with mods, I also looked on Call of Cthulhu pack. After all I removed most of them (left only Lovecraft storyteller and Arachnophobia) and then that problem disappeared. So probably it is related to some of that CoC mods or JecsTools.
Think about it. Think around it. Perhaps you'll get some new good idea even if it would be completely different from my words.

naschkokthe3rd

#28
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and I can confirm wwWraith's suspicion that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab

Warforyou

Quote from: naschkokthe3rd on June 30, 2017, 06:08:44 PM
@Warforyou

I've just done some testing on my own (specifically: enabling batches of mods, starting new colonies, and checking whether my pawns had a Pysche tab) and my suspicion is that one or more of the "Call of Cthulu" mods are causing a conflict.

Edit: I've also found that Zombie Apocalypse suppresses the Psyche Tab

Well I've just tried messing around with this and I guess you're right and this is some sort of conflict between Psychology and one of Cthulhu mods... That didn't help to salvage my savegame but great thanks for the tip!