[1.0.2059] - Caravan wont pack and wont leave bug

Started by xeladelta, October 21, 2018, 05:03:15 PM

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xeladelta

I was getting a good colony going when a party started... and it won't end. They won't eat until they are starving and all are going crazy.

Please fix this, it's a really infuriating bug.

I think it won't end because the person who started the party died due to an infection whilst the party was going.

Canute

xeladelta,
could you maybe provide some information like the error log/version number ?
If you don't know how to find it read the sticky of this subforum please.

AlexandreR

1- It's not the first time I do a caravan run, I even changed settlement, but this time, it just wont work.

2-Did everything, choose people, choose one animal, food, path, and then they go in a spot and just are wondering around.

3- Just like usual, pack and leave!

4- Exactly like in this video. : https://youtu.be/d07iLHdfI5A
DR;TL? World > take two colonials, take one Dromedary, 10 survival meal, 8 simple meal, 100 silver, choose route, accept, and nothing special happens. They move around, wandering, sleeping (on the floor).

Note that I also did tryed to add a caravan spot somewhere else just to test, and the only difference is that they wander around that spot.

5- Savegame file attached.

6- Log file attached. Even if this is not a crash...

[attachment deleted due to age]

Canute

Hi AlexandreR,
it is indeed very strange,
At first, every time you start Rimworld a new log will create, so that log you post is useless, you just start the game but didn't load the safegame.

On loading the map some errors show up.
Could not do PostLoadInit on Verse.AI.Group.Lord: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.LordJob_AssaultColony.CreateGraph () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.SetJob (Verse.AI.Group.LordJob lordJob) [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData_StateGraph () [0x00000] in <filename unknown>:0
  at Verse.AI.Group.Lord.ExposeData () [0x00000] in <filename unknown>:0
  at Verse.PostLoadIniter.DoAllPostLoadInits () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.PostLoadIniter:DoAllPostLoadInits()
Verse.ScribeLoader:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

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, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__4()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update()
Verse.Root_Play:Update()


And when you start to form a caravan a repeating error show up
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, Boolean)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


But i think the Devs need to take a look into it.


[attachment deleted due to age]

greenfly

#4
I have the same problems. Also caravan traders won't leave and their Muffalos die (and maybe them eventually) - can't even remove one of the merchants via "Pass to world" function.
I added my savefiles (I never did this - i hope it's how you do this). It's the most recent file.

Ah, yes, and I got this, after I entered dev mode.
https://git.io/fxym5

[attachment deleted due to age]

cyberian

I got this bug too in 1.0

It could either be related to some Caravan I formed and cancelled before this happened or to my mods. I try to give more details when I am home again this evening.

NeverPire

I will never do worse than what I do now.
It's what self-improvement means.

Manuel

#7
Could you try placing a second caravan packing spot when they are stuck in that mode?
I had the same problem and this solved it for me twice in a row now.

Edit: Nevermind, third caravan is stuck again, no matter what I do with the packing spot.

Ark

I had a look at this just for fun.
I suspect that the save was broken by the Alpha Animals mod, I see both AlexandreR and greenfly had that installed.
Removed the broken lord.

<li>
<loadID>53</loadID>
<faction>null</faction>
<extraForbiddenThings />
<ownedPawns />
<lordJob Class="LordJob_AssaultColony">
<assaulterFaction>null</assaulterFaction>
<canKidnap>False</canKidnap>
<canTimeoutOrFlee>False</canTimeoutOrFlee>
<sappers>True</sappers>
<canSteal>False</canSteal>
</lordJob>
<initialColonyHealthTotal>129407</initialColonyHealthTotal>
</li>


Gave it a quick spin, caravans and traders come and go normally now. Fixed save attached.

Greenfly -- I think that's a save file from Star Wars: Knights of the Old Republic.

[attachment deleted due to age]

Manuel

Hmm. I'm not using that mod, but it does seem related to the animals. The caravan packs up and leaves if i don't add any animals. It's almost as if certain muffalos cause the problem, but I haven't been able to pinpoint it.
I attached the logfile and uploaded the save here: https://filehost.net/e3774e3b33a06ec1

[attachment deleted due to age]

saltyemperor

A few days ago, while part of my colony was out attacking a hostile base, a party started that would not end causing no little to no work to be done and colonists dropping from exhaustion.  Also, two caravans from the same ally faction (+100 rep) would not leave and fight among themselves.  I have had visits and parties before and occur at the same time but nor with the latest 7 mods as noted below.  I have tried starting a new colony with the full list, forcing a party, and that one ended fine.  I have tried loading this save and various auto saves that occurred post party with a few different iterations and order of the mods with no end to the party or leaving of the caravans.  I have looked at similar issues from the past but found no help.

This is the full debug log when loading into one of the saves.
https://gist.github.com/HugsLibRecordKeeper/e904583bdf37fb241abbef9b964f0bb1

mod list (the last 7 were the newest added together, starting with Thrumbo Extension, that might have caused an issue or conflict)
https://imgur.com/CHGQ3LQ

log entries of note
https://imgur.com/vYOcrvj


Kenneth

Merged another topic with the same issue.
Is there a reproduction that always works? I've tried creating a party and killing the host, but it seems to end properly.
Same for sending the host to a caravan. In the logfile i see some null refs exceptions in the lord ticking method.
It seems like something went really wrong.

Can someone upload a savegame (preferrably vanilla) with this issue?

Razuhl

Guess I repeat the explanation:

It has nothing to do with caravans or parties. The log shows an assault job that has an invalid save state and is causing an error during the processing of the lord jobs(like assaults, forming caravans, attending parties). Since rimworld is not "try catching" each lord job when processing turns, the failing assault job stops the processing of all following lord jobs and thats why caravans and parties do not progress.

saltyemperor

The link provided about deleting a section of a save seems to have worked.  I cannot thank you enough if this is an actual, complete fix.  I went through so much in dev mode and loading different mod lists.  Do you have any idea how to prevent this in the future?  I guess it would be difficult since it is almost guaranteed to be due to mod interactions.  Do you know if this deletion would have any lasting effects?

thanks again