[B18] Endless party bug. Force stop party using DEV mode?

Started by Distman, April 01, 2018, 09:59:57 AM

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Distman

I'm having problem with my colonists starting a party that never ends. While this is very realistic, it's devastating for the future of my colony.

It's most likely due to a mod bug. Getting a "Object reference not set to an instance of an object
" somewhere in Verse.AI.Group.Lord

Is there any way to force a party to stop using DEV tools? You can start one but...

Thanks in advance,
Distman

Distman

Oh, and this is not the first party I've had in this colony. This is maybe the third party. Earlier parties had no problem ending like they should.

Strange indeed...

Canute

Sorry i don't know a way to end a party.

But the error show that some weired happen, one of your mod cause trouble.

verity

Hey, I had that problem, too. I just found this:
https://www.reddit.com/r/RimWorld/comments/7xs3pj/endless_party_problem/
According to them it's the "No mechanoid raids"-mod which I actually have. Since my whole colony literally partied themselves to death I can't test it, but maybe you can actually confirm this suspicion.

Either way, have a nice day and I hope for both of us that we can stop to party now.

Edit: Checking the mod and they set the <raidCommonalityFromPointsCurve> that is mentioned on reddit to -9999. Maybe that value should not be negative? Same goes for the raid chance variable the other person on reddit mentions. Could someone with actual knowledge on the matter chime in?

Distman

Thanks, but i'm not using that mod.
I'm using Medieval World (along side Medieval Times), but it's not using the same way of disabling mechanoids.

verity

I have been checking my log on a new colony, and yeah, even though no party has happenend yet, I also fear that wasn't the solution. Wanna compare modlists? Maybe we could at least narrow it down.

Here's mine, sorry for ugly formatting:
<ModsConfigData>
  <buildNumber>1722</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>ModSwitch</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.5</li>
    <li>AlienRaces-master</li>
    <li>GiddyUpCore-18.7.5</li>
    <li>Miscellaneous_Core</li>
    <li>RW_ArchitectSense-master</li>
    <li>StuffedFloors-master</li>
    <li>Vegetable Garden</li>
    <li>AnimalsLogic</li>
    <li>AnimalTab</li>
    <li>AreaUnlocker</li>
    <li>Better_Sandbags-1.1</li>
    <li>ButchersCanCountMeat-18.1.0</li>
    <li>DontShaveYourHead-0.18.2</li>
    <li>FluffyBreakdowns</li>
    <li>ImprovedAnesthetic</li>
    <li>kNumbers-master</li>
    <li>ManhunterPacksRebalanced</li>
    <li>MassGraves</li>
    <li>Megafauna_b18</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt_SnowyTrees-b18</li>
    <li>ParasiteTendsMatter</li>
    <li>PickUpAndHaul-master</li>
    <li>PlantCuttingIsForGrowers</li>
    <li>Quarry-master</li>
    <li>RF - Archipelagos</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Fishing</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - More Trait Slots</li>
    <li>Rimsenal_Hair</li>
    <li>RimTweaks-master</li>
    <li>Room Food - Release</li>
    <li>Rumours and Deception</li>
    <li>SF [B18] Rain Removes All Filth</li>
    <li>ShootingSkillEnhanced</li>
    <li>SkillOverhead</li>
    <li>StackMerger</li>
    <li>T-ExpandedCloth</li>
    <li>T-RawCropThoughts</li>
    <li>TradingSpot</li>
    <li>[B18]ConduitDeconstruct</li>
    <li>Call-of-Cthulhu---Cosmic Horrors</li>
    <li>Call-of-Cthulhu---Elder-Things</li>
    <li>Call-of-Cthulhu---Factions</li>
    <li>Call-of-Cthulhu---Industrial-Age</li>
    <li>Call-of-Cthulhu---Straitjackets</li>
    <li>ExtendedStorage-master</li>
    <li>A_Dog_Said-Lite-A18</li>
    <li>battlemounts-18.7.1</li>
    <li>GiddyUpCaravan-18.3.2</li>
    <li>GiddyUpRideAndRoll-18.1.6</li>
    <li>Nandonalt_CampingStuff-b18</li>
    <li>RBSE - Lite Edition 1.81</li>
    <li>Rim-of-Madness---Vampires</li>
    <li>Rim-of-Madness---Werewolves-(1.18.0.1 - Stat fixes)(03-15-2018)</li>
    <li>RIMkea 1.2 -A18</li>
    <li>Rimsenal_Feral</li>
    <li>SF [B18] Simple Oil Lantern</li>
    <li>Survivalists-Additions-18.09</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>TMagic</li>
    <li>VGP_Tools</li>
    <li>Animal Feed Trough B18</li>
    <li>MinifyEverything-master</li>
    <li>Hospitality</li>
    <li>Psychology</li>
    <li>Allow Tool</li>
    <li>AllowDeadMansApparel</li>
    <li>Extended Turrets</li>
    <li>MT - No Mechanoid Raids</li>
    <li>Prepare Landing</li>
  </activeMods>
</ModsConfigData>


Also, this is a message I have in my log that is going up in the thousands very quickly. Might be unrelated, might not.
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Distman

Great! You have the same error message spam as me! Maybe we can solve this.
I have a save just before a party triggers (are these scheduled??), and one save just when the party has started.

On the top of my head, , i'm running these mods like you:
ModSwitch
HugsLib
JecsTools
GiddyUp (all of them)
Vegetable Garden
MegaFauna
Set-up Camp
Pick Up and Haul
Cults
Cosmic Horrors
Industrial-Age
Straitjackets
More Trait Slots
CampingStuff
Vampires
Werewolves
Hospitality
RimMagic

My suspicions lie with GiddyUp, Pick Up and Haul and even possibly Megafauna (just because it's new in my library and problems started after that)

Another question: have you had problems with caravans not packing up items when you sending them out? They just walk around, slowly dying/going berserk because of boredom and starvation. I had this problem in my last colony, which used more or less the same modlist.

Quote from: verity on April 02, 2018, 09:19:18 AM
I have been checking my log on a new colony, and yeah, even though no party has happenend yet, I also fear that wasn't the solution. Wanna compare modlists? Maybe we could at least narrow it down.

Here's mine, sorry for ugly formatting:
<ModsConfigData>
  <buildNumber>1722</buildNumber>
  <activeMods>
    <li>Core</li>
    <li>ModSwitch</li>
    <li>HugsLib</li>
    <li>JecsTools-1.0.9.5</li>
    <li>AlienRaces-master</li>
    <li>GiddyUpCore-18.7.5</li>
    <li>Miscellaneous_Core</li>
    <li>RW_ArchitectSense-master</li>
    <li>StuffedFloors-master</li>
    <li>Vegetable Garden</li>
    <li>AnimalsLogic</li>
    <li>AnimalTab</li>
    <li>AreaUnlocker</li>
    <li>Better_Sandbags-1.1</li>
    <li>ButchersCanCountMeat-18.1.0</li>
    <li>DontShaveYourHead-0.18.2</li>
    <li>FluffyBreakdowns</li>
    <li>ImprovedAnesthetic</li>
    <li>kNumbers-master</li>
    <li>ManhunterPacksRebalanced</li>
    <li>MassGraves</li>
    <li>Megafauna_b18</li>
    <li>Miscellaneous_MapGenerator</li>
    <li>Miscellaneous_MapGenerator_FactionBase</li>
    <li>Nandonalt - Set-up Camp</li>
    <li>Nandonalt_SnowyTrees-b18</li>
    <li>ParasiteTendsMatter</li>
    <li>PickUpAndHaul-master</li>
    <li>PlantCuttingIsForGrowers</li>
    <li>Quarry-master</li>
    <li>RF - Archipelagos</li>
    <li>RF - Basic Bridges</li>
    <li>RF - Fishing</li>
    <li>RF - Smooth Stone Walls</li>
    <li>RF - More Trait Slots</li>
    <li>Rimsenal_Hair</li>
    <li>RimTweaks-master</li>
    <li>Room Food - Release</li>
    <li>Rumours and Deception</li>
    <li>SF [B18] Rain Removes All Filth</li>
    <li>ShootingSkillEnhanced</li>
    <li>SkillOverhead</li>
    <li>StackMerger</li>
    <li>T-ExpandedCloth</li>
    <li>T-RawCropThoughts</li>
    <li>TradingSpot</li>
    <li>[B18]ConduitDeconstruct</li>
    <li>Call-of-Cthulhu---Cosmic Horrors</li>
    <li>Call-of-Cthulhu---Elder-Things</li>
    <li>Call-of-Cthulhu---Factions</li>
    <li>Call-of-Cthulhu---Industrial-Age</li>
    <li>Call-of-Cthulhu---Straitjackets</li>
    <li>ExtendedStorage-master</li>
    <li>A_Dog_Said-Lite-A18</li>
    <li>battlemounts-18.7.1</li>
    <li>GiddyUpCaravan-18.3.2</li>
    <li>GiddyUpRideAndRoll-18.1.6</li>
    <li>Nandonalt_CampingStuff-b18</li>
    <li>RBSE - Lite Edition 1.81</li>
    <li>Rim-of-Madness---Vampires</li>
    <li>Rim-of-Madness---Werewolves-(1.18.0.1 - Stat fixes)(03-15-2018)</li>
    <li>RIMkea 1.2 -A18</li>
    <li>Rimsenal_Feral</li>
    <li>SF [B18] Simple Oil Lantern</li>
    <li>Survivalists-Additions-18.09</li>
    <li>T-MiscStuff</li>
    <li>T-MoreBedsCloth</li>
    <li>TMagic</li>
    <li>VGP_Tools</li>
    <li>Animal Feed Trough B18</li>
    <li>MinifyEverything-master</li>
    <li>Hospitality</li>
    <li>Psychology</li>
    <li>Allow Tool</li>
    <li>AllowDeadMansApparel</li>
    <li>Extended Turrets</li>
    <li>MT - No Mechanoid Raids</li>
    <li>Prepare Landing</li>
  </activeMods>
</ModsConfigData>


Also, this is a message I have in my log that is going up in the thousands very quickly. Might be unrelated, might not.
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


verity

Yes, I have experienced the same with caravans and even with a raider who never attacked, but rather starved to death.

verity

I THINK I GOT IT, IT'S HOSPITALITY

I just made tests with new colonies in devmode , build them a small house, then forced a party. It ended after a few hours with Hospitality turned off!!!

I also noticed that with the bugged parties my pawns never gained the party buff or gained any joy from it whereas in the test without Hospitality, they got the normal buffs.

I assume it's not Hospitality by itself, but rather a combination of one of our other mods with it. I will leave a message in Hospitality's thread, maybe the author knows more about it.

Distman

It's seems like the problem are more complex then that.
I've tried a bunch of things; disabling suspecting mods. Still same error message spam.

Then i tried creating a new colony with same modlist. No spam and parties ending as they should.

So, it's either something that you build as you progress that starts the spam error. Or it's some event or something that triggers after a while.

Will try removing Hospitality on my save... Brb

Quote from: verity on April 02, 2018, 10:02:13 AM
I THINK I GOT IT, IT'S HOSPITALITY

I just made tests with new colonies in devmode , build them a small house, then forced a party. It ended after a few hours with Hospitality turned off!!!

I also noticed that with the bugged parties my pawns never gained the party buff or gained any joy from it whereas in the test without Hospitality, they got the normal buffs.

I assume it's not Hospitality by itself, but rather a combination of one of our other mods with it. I will leave a message in Hospitality's thread, maybe the author knows more about it.

Distman

No luck. Doesn't matter if Hospitality is on or off.
Error messages gallore and still endless parties.

verity

Sorry, yeah. But why did it help in my testing scenario? Or, more likely, what did help there? Do you use a custom scenario by any chance? I have one with poison and psychic ships turned off and a few other things.

verity

I'll stop the bug hunt for now, just leaving one last thing. This is what I got when I turned on job logging on a pawn who was stuck in endless party mode.

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

158491 Sasquatch: Job expire
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

158491 Sasquatch: EndCurrentJob WaitMaintainPosture (Job_50570) condition=Succeeded curToil=0
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

158491 Sasquatch: CleanupCurrentJob WaitMaintainPosture condition Succeeded
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.Pawn_JobTracker:CleanupCurrentJob(JobCondition, Boolean, Boolean)
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

158491 Sasquatch: TryFindAndStartJob
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

158491 Sasquatch: StartJob [WaitWander (Job_50572)] lastJobEndCondition=None, jobGiver=RimWorld.JobGiver_WanderInPartyArea, cancelBusyStances=False
Verse.Log:Message(String)
Verse.AI.Pawn_JobTracker:DebugLogEvent(String)
Verse.AI.Pawn_JobTracker:StartJob_Patch2(Object, Job, JobCondition, ThinkNode, Boolean, Boolean, ThinkTreeDef, Nullable`1, Boolean)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob_Patch1(Object, JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Sasquatch is the name of the pawn. This pattern repeats itself ad infinitum apparently. I also tried to start another party with dev mode but it says it can't find a party spot or organisator. The last thing I wanna mention in case anyone has an idea is that they don't gain fun at the party, nor do they get the party buff. Instead they are drained of all fun. And even though they had all the amenities, they only managed to eat on their own when starving and are frequently collapsing from exhaustion. Sometimes they make it to bed. But after getting up again, the "Attending party" immediately continues. It's almost haunting how they never stop and torture themselves with endless festivities they don't enjoy :/

Distman

Try starting a new colony using the modlist you played before.
Seems to work fine, but then something happens after a while that triggers the error messages and the endless party mode.
Don't know if it's after raids or traders that makes it go boink.

Shit starts hitting the fan after about one day, but this is probably on the fast side, since i used dev tools to setup a base, name colony, spawn raid, spawn visitors, spawn traders...

:(

Distman

Gonna call it quits for now as well.
I'll let you know if i make any progress at a later date.