Messed up Object References for Buildings [solved]

Started by SpaceDorf, December 10, 2017, 09:19:38 AM

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SpaceDorf

Oops, I did it again.

I modded until it broke.

This time it's a sudden hickup with construction :

Object reference not set to an instance of an object
at RimWorld.PawnUtility.GetAvoidGrid (Verse.Pawn) <0x0000b>
at Verse.Region.Allows (Verse.TraverseParms,bool) <0x000ea>
at Verse.Reachability.CheckRegionBasedReachability (Verse.TraverseParms) <0x000b7>
at Verse.Reachability.CanReach (Verse.IntVec3,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.TraverseParms) <0x008fa>
at Verse.Reachability.CanReach (Verse.IntVec3,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.TraverseMode,Verse.Danger) <0x00072>
at MinifyEverything.MinifyEverything/<>c__DisplayClass3_0.<ReplaceBlueprintForBuild>b__1 (RimWorld.MinifiedThing) <0x00085>
at System.Linq.Enumerable.First<RimWorld.MinifiedThing> (System.Collections.Generic.IEnumerable`1<RimWorld.MinifiedThing>,System.Func`2<RimWorld.MinifiedThing, bool>,System.Linq.Enumerable/Fallback) <0x0008b>
at System.Linq.Enumerable.FirstOrDefault<RimWorld.MinifiedThing> (System.Collections.Generic.IEnumerable`1<RimWorld.MinifiedThing>,System.Func`2<RimWorld.MinifiedThing, bool>) <0x0003a>
at MinifyEverything.MinifyEverything.ReplaceBlueprintForBuild (Verse.BuildableDef,Verse.IntVec3,Verse.Map,Verse.Rot4,RimWorld.Faction,Verse.ThingDef) <0x00155>
at (wrapper dynamic-method) RimWorld.Designator_Build.DesignateSingleCell_Patch0 (object,Verse.IntVec3) <0x00348>
at Verse.DesignatorManager.ProcessInputEvents () <0x00105>
at RimWorld.MapInterface.HandleMapClicks () <0x0002f>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x000ed>
at Verse.Root.OnGUI () <0x000c6>


In Game it represents itself in that new Buildings either can't be placed or that the wrong blueprint is placed.

You guys think this is fixable somehow or do I have to start over ?

==== EDIT ====

I created a new game, the building list seems to be okay, but I got the following error :

System.IndexOutOfRangeException: Array index is out of range.
  at Verse.TerrainGrid.TerrainAt (IntVec3 c) [0x00000] in <filename unknown>:0
  at Verse.GridsUtility.GetTerrain (IntVec3 c, Verse.Map map) [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.get_currentTerrain () [0x00000] in <filename unknown>:0
  at TKKN_NPS.cellData.setTerrain (System.String type) [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.doFloods () [0x00000] in <filename unknown>:0
  at TKKN_NPS.Watcher.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.MapComponentUtility.MapComponentTick (Verse.Map map) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.MapComponentUtility:MapComponentTick(Map)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

SpaceDorf

#1
Solution :

The culprit was Minify Everything by Erdelf, which confused the game by adding minify to modded objects.

==== EDIT ====

It was also a problem of me using an outdated version of the Mod.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker