Cannot get raided. My suspicion is it might be rimatomics atom.

Started by Gnat, April 01, 2019, 09:23:49 AM

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Gnat

Whenever raids spawn like a pawn joins or any other time i try to be raided i get an error saying there was a problem generating pawn relations.  The one thing that seems to help temporarily is removing the config and resetting. But it seems to be a bandaid. Strangely if I summon the raid manually in developer mode it usually works. But the two ways i caught it doing the error is during a pawn joins colony and using the rimatomics raid early warning, where it warns you of an imminent raid.

Here is the error log

Tried to set Hutch with gender Female as Lucya's father.
Verse.Log:Warning(String, Boolean)
RimWorld.ParentRelationUtility:SetFather(Pawn, Pawn)
RimWorld.PawnRelationWorker_Sibling:CreateRelation(Pawn, Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawnRelations_Patch1(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00506>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c0>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Exception while generating pawn group: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00506>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c0>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Linq.Enumerable:Count(IEnumerable`1)
JecsTools.HarmonyPatches:GeneratePawns(PawnGroupMakerParms, Boolean, IEnumerable`1&)
RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch1(PawnGroupMakerParms, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Tried to set Shep with gender Female as Shepard's father.
Verse.Log:Warning(String, Boolean)
RimWorld.ParentRelationUtility:SetFather(Pawn, Pawn)
RimWorld.PawnRelationWorker_Sibling:CreateRelation(Pawn, Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:GeneratePawnRelations_Patch1(Pawn, PawnGenerationRequest&)
Verse.PawnGenerator:TryGenerateNewPawnInternal_Patch1(PawnGenerationRequest&, String&, Boolean, Boolean)
Verse.PawnGenerator:GenerateNewPawnInternal_Patch1(PawnGenerationRequest&)
Verse.PawnGenerator:GenerateOrRedressPawnInternal(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00506>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c0>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
RimWorld.PawnGroupKindWorker_Normal:GeneratePawns(PawnGroupMakerParms, PawnGroupMaker, List`1, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Exception while generating pawn group: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.PawnRelationWorker_Sibling.CreateRelation (Verse.Pawn,Verse.Pawn,Verse.PawnGenerationRequest&) <0x0035f>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawnRelations_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest&) <0x00506>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00395>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateNewPawnInternal_Patch1 (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c0>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.PawnGroupKindWorker:GeneratePawns_Patch1(Object, PawnGroupMakerParms, PawnGroupMaker, Boolean)
RimWorld.PawnGroupMaker:GeneratePawns(PawnGroupMakerParms, Boolean)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=9227.686 raidStrategy=Siege )
Verse.Log:Error(String, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()



MY mod list

<li>RIMMSLoadUp</li>
         <li>Core</li>
         <li>HugsLib</li>
         <li>JecsTools</li>
         <li>Miscellaneous 'CORE'</li>
         <li>Humanoid Alien Races 2.0</li>
         <li>RimQuest</li>
         <li>Doors Expanded</li>
         <li>Therapy</li>
         <li>[1.0] Dire Raids</li>
         <li>Simple sidearms</li>
         <li>Megafauna</li>
         <li>Shield Generators by Frontier Developments</li>
         <li>Faction Discovery</li>
         <li>Genetic Rim</li>
         <li>GeneticRim Alpha Animals Patch</li>
         <li>GeneticRim Megafauna Patch</li>
         <li>Androids</li>
         <li>Alpha Animals</li>
         <li>Hospitality</li>
         <li>Glitter Tech</li>
         <li>Feed The Colonists</li>
         <li>Rimatomics</li>
         <li>Rimefeller</li>
         <li>More Faction Interaction</li>
         <li>Medieval Times</li>
         <li>Dubs Bad Hygiene</li>
         <li>Rah's Bionics and Surgery Expansion</li>
         <li>Door Mat R1.0</li>
         <li>Various Space Ship Chunk</li>
         <li>[KV] RimFridge - 1.0</li>
         <li>Wall Light</li>
         <li>Let's Trade! [1.0]</li>
         <li>Field Medic [1.0]</li>
         <li>Reasonable Components V1</li>
         <li>More Furniture [1.0]</li>
         <li>GloomyFurniture</li>
         <li>Roads of the Rim</li>
         <li>Misc. MapGenerator</li>
         <li>Misc. Training</li>
         <li>ED-Embrasures</li>
         <li>ED-Laser Drill</li>
         <li>Misc. MAI</li>
         <li>RT Fuse</li>
         <li>RT Solar Flare Shield</li>
         <li>Extended Storage</li>
         <li>MendAndRecycle</li>
         <li>[sd] advanced powergeneration</li>
         <li>Animals Logic</li>
         <li>Sparkling Worlds - Full Mod</li>
         <li>Locks</li>
         <li>Just Ignore Me Passing</li>
         <li>Snap Out!</li>
         <li>Pharmacist</li>
         <li>[SYR] Set Up Camp</li>
         <li>Expanded Roofing</li>
         <li>[RF] Advanced Bridges [1.0]</li>
         <li>[RF] Fishing [1.0]</li>
         <li>Additional Joy Objects Classic</li>
         <li>Quarry 1.0</li>
         <li>[T] MoreFloors</li>
         <li>Outdoor Lighting</li>
         <li>Real Ruins</li>
         <li>Death Rattle</li>
         <li>More Vanilla Turrets 1.0</li>
         <li>Roof Support 1.0</li>
         <li>BioReactor</li>
         <li>Misc. Robots</li>
         <li>More Trade Ships</li>
         <li>Tilled Soil</li>
         <li>Misc. Robots++</li>
         <li>Industrial Rollers</li>
         <li>Dubs Rimkit</li>
         <li>Mass Graves</li>
         <li>Avoid Friendly Fire</li>
         <li>[KV] Trading Spot - 1.0</li>
         <li>Electric Stonecutting Table</li>
         <li>RunAndGun</li>
         <li>[1.0] Wild Animal Sex V4.1</li>
         <li>Pick Up And Haul</li>
         <li>Safely Hidden Away</li>
         <li>TD Enhancement Pack</li>
         <li>What Is My Purpose</li>
         <li>Dubs Mint Minimap</li>
         <li>Use Bedrolls</li>
         <li>Share The Load</li>
         <li>Hunt for Me</li>
         <li>Colony Manager</li>
         <li>Prisoner Harvesting</li>
         <li>Realistic Rooms</li>
         <li>Replace Stuff</li>
         <li>Dubs Mint Menus</li>
         <li>Hardcore Armors</li>
         <li>Variable Population</li>
         <li>Color Coded Mood Bar</li>
         <li>[KV] Configurable Maps - 1.0</li>
         <li>ZiTools</li>
         <li>RimHUD</li>
         <li>Interaction Bubbles</li>
         <li>[RF] Pawns are Capable! [1.0]</li>
         <li>[1.0] RPG Style Inventory</li>
         <li>Plasteel Surgery</li>
         <li>DermalRegenerator 1.0</li>
         <li>[PS] Reconditioning Pod</li>
         <li>Dub's Paint Shop</li>
         <li>Blueprints</li>
         <li>Medical Tab</li>
         <li>Allow Tool</li>
         <li>Moody</li>
         <li>ResearchPal</li>
         <li>Heat Map</li>
         <li>Mad Skills</li>
         <li>Selling prisoners with no guilt</li>
         <li>EdB Prepare Carefully</li>
         <li>Age Morphosis Cells</li>
         <li>RimJobWorld</li>

Gnat

I did some looking around. Spawning raid with points works on in developer mode but spawning a raid through the map incident generates the same error. I tried spawning a raid in a new save via map incidents and it did work. I also tried removing incidentQueue in the save file to no effect. Rimworld would not load the save when i tried disabling more faction interaction which is just a wild guess of what could be causing the problem. Strangely my first save i added many mods mid-game and never got any serious errors where this save i think i only added maybe 3 very minor mods like some items and ui additions. I'm not very good at reading error logs so i would really like to know what mod is at least contributing to this error. I'll upload the save file somewhere if anyone wants to take a look.

Canute

Hi,
i can't say what cause the problem.
But i would try at first to move Rimatomics at the end of the modlist since it is allready near the top of the list.
Btw. if you use the green button "Share log" that log include the modlist too, less work then to include the modconfig.

But if that didn't help, you should ask the modauthor of Rimatomics or MFI about it, and then you should give him the full log made with the Share logs button, so he can maybe something at the patches.


Gnat

I did a little more testing Psychic ships, infestations and dire raids work fine, But normal raids are the ones that are messing up. I posted a log of the testing, one other thing i don't understand is the hugs lib log seems to be spamming some sort of audio errors. I have not noticed any audio problems ingame and i don't know if all those logs are normal or not.
I think the save is totally busted but I would like to know what exactly is causing these strange problems.
https://gist.github.com/HugsLibRecordKeeper/d97ec57dee60a70ca720be361c3079d9#file-output_log-txt-L9817

Canute

Yep, the raid generator got problem's to generate the pawns, so mechanoids and infestions arn't the problem.
Like this error show
Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=9227.686 raidStrategy=Siege )
Verse.Log:Error(String, Boolean)
RimWorld.IncidentWorker_Raid:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
Rimatomics.RimatomicsResearch:IncidentQueueTick()
Rimatomics.RimatomicsResearch:WorldComponentTick()
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

But i can't say what the problem are, that need someone to watch who got a plan about it! :-)
I will point Mehni the author of MFI to this topic, maybe he got some ideas.

Gnat

Thx. Unfortunately, it's a little hard to test which mods may cause this because strangely during a new game the raids do function normally, and disabling mods like mfi will cause rim world a fail to load save. This also happened rather spontaneously i don't recall any raids failing to function until a couple of days ago.

Mehni

Open your savefile in a quality text editor (VSCode or n++ are the ones I'd recommend) and search for queuedIncidents2. Delete the part that starts with <queuedIncidents2> and keep deleting everything up to and including </queuedIncidents2>. It'll be inside a RimatomicsResearch WorldComponent.

That'll fix the immediate issue, but not the underlying cause.

I don't know what the underlying cause is. I can see from the log it's having issues with generating relationships for the raiders, but there's no clear indication of why. I doubt it's Rimatomics itself; it doesn't change how raiders are generated, just when. The log itself doesn't contain a (relevant) trace of tampering with the relation generation, so maybe it's an XML mod interfering with the PawnRelationDef.

That's all I got.

Gnat

Thanks for the reply Mehni. I did delete queuedIncidents2 through /queuedIncidents2 but that did not seem to solve the problem. I tried also doing execute raid with specifics in dev. It seems the sparkling world faction is the only faction that generates normally. Pirates, glitter tech factions, and medieval factions do not work. Mechanoids and all other nonpawn factions do. I also checked the mod conflict tool and found no mods directly conflicting with PawnRelationDef. The closest thing i could find was hospitality which conflicts with core
Conflicting Mods: Core  &  Hospitality
C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods\Core\Defs\Storyteller\Incidents_Map_Special.xml
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\753498552\Defs\Storyteller\Incidents_Map_Special.xml
Core                                           Load Position: 2   FileSize: 3677   Line: 44    RootElement: Defs                    Element: IncidentDef                             defName: VisitorGroup                       
Hospitality                                    Load Position: 20  FileSize: 467    Line: 5     RootElement: Defs                    Element: IncidentDef                             defName: VisitorGroup                       

I have 13 total xml conflicts and as far as i can tell they are only mod patches.
I have attached the mod checker log as well. if anyone is interested. I will also do the same faction specific raid tests on a new save, but it appears to function normally.

https://git.io/fjIfQ



[attachment deleted due to age]

Gnat

Sorry for the spam but i just made a breakthrough. It seems its not isolated to that individual save. It seems randomly it will fail to create a relation, and since I had a wealthy base and more points were used, it had a much higher chance of that failure happening. I tried using max points in a tribal start and i was able to reproduce the error. This is both good and bad now i can now try to go through each mod one by one and see which one causes this problem. I will start by removing humanoid alien races. As that seems somewhat suspect due to it having parts in pawn generation.

Canute

The humanoid alien races isn't the bad one, most of the people use it. And you need it for the Android mod.
I think the problem is more with custom faction, like from the android mod or GlitterTech or ...
When the problem appear on a new colony (Quickstart feature from the dev tools icon on top) you just could deactivate mods to test it out.



Gnat

The android mod was what i was really going for. Since that in a way activates har. Is there also a way to generate a raid with more than 5000 points? In wealthy colonies i see alot raids using more than 9000 points no pun intended. It seems the more raiders the more likely there is to trip this bug, however disabling about 20 major mods ive gotten the error to stop showing up in new games but still only using 5000 points. My old save will 1/5 of the time spawn faction raids using 5000 but never the home base default of 9000+. this could simply be save game corruption as adding and removing mods is never a good idea, but what worried me was how the exact same error appeared in new games. Pawn generation is a insanely complicated in rimworld and I've had very innocuous mods like a bodyguard menu in gta5 break vehicle customization  ???

I think this may be almost solved as i have not gotten this error in a new save however I have only tried spawning the raid with 5000 points and I don't know how to do more manually. If I can manage to get it stopped at that point ill post my before and after mod changes maybe it will help some poor sap out.

Gnat

Well i guess good news i tried playing today haven't touched it for a week. I validated the steam files and moved androids to the very bottom and it seems to now work fine. Even in the original save the rimatomcs atom will now actually summon raids using large amounts of points. While i am incredibly grateful i am still perplexed at this drive by bug that vanished as fast as it appeared. I don't think moving androids to the bottom really solved it because i disabled androids, har, rjw, mfi and hospitality and it still created the bug a week ago. Very odd but i guess its considered solved somehow.