No Menu and Interaction on the WorldMap

Started by SpaceDorf, December 14, 2019, 09:11:29 AM

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SpaceDorf

I think I botched my Savegame somehow, but I don't know how.

The Game runs without problems, except when I switch to the World Map.
The the Menu on the bottom of the screen goes missing.
The mouse cursor and the hex selector are still visible, but the tileinfo is not updated.
I can return to the colony view when I click on a colonist, but thats all.

The Debug Menu spams the following error when I load the World Map.

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.WorldGlobalControls.WorldGlobalControlsOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.WorldInterface.WorldInterfaceOnGUI () [0x00000] in <filename unknown>:0
  at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00000] in <filename unknown>:0
  at Verse.Root.OnGUI () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()

and this output when returning to the colony map

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.World.WorldPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.World:WorldPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)

I run a lot of mods, but the sad thing is, when I load an older game of the same colony with the same Modlist the world map
still works.

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

Canute

Hey what did you do with the old SpaceDorf !!
I bet he would know that one of the mod's which add new world incident's would cause the problem.
Just try to identify which new world incident appear from the last working safegame.
Then try to identify the mod which add that one.

SpaceDorf

#2
I knew it would be you who answers first  ;D

There were so few mods with new incidents back then, I never encountered a problem like this.
And after two days search in the forums, I still could not find a fitting description.

I allready tried to compare the two savegames, but I did not have a clue what to look for.
But I have to confess, before the bug happened, I removed two permanent world conditions from the savegame, which were added by an incident mod. ( RimOverhaul )
Those were so stupidly unbalanced, that it was just no fun. I allready was in the middle of an Toxic Fallout Incident, when the Lean Atmosphere Incident happened. It added more radiation to the atmosphere and made the temperature switch between -90°C and +100°C in a matter of in game hours ... the extreme temperatures might have been an interaction with the mod that changes heat and cold waves.

Well now I remember why I should have made a backup of my save  :D

=== EDIT ===

also I play localized, non-Steam .. so no unexpected updates either.
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

#3
No Active/Different Incidents, except a few quests ..

AllowTool Produces this error when I try the mine connected ores option, which works in the old save as well.
[AllowTool][ERR] Exception while processing context menu action: System.IndexOutOfRangeException: Array index is out of range.
  at Verse.EdificeGrid.get_Item (IntVec3 c) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.TryGetMineableAtPos (IntVec3 pos, Verse.Map map) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.MineDesignationExpansionIsValid (IntVec3 cellFrom, IntVec3 cellTo, Verse.Map map) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.FloodExpandDesignationType (Verse.DesignationDef designationDef, Verse.Map map, AllowTool.Context.InitialCandidateFilter initialFilter, AllowTool.Context.ExpansionCandidateFilter expansionFilter) [0x00000] in <filename unknown>:0
  at AllowTool.Context.MenuProvider_Mine.ContextMenuAction (Verse.Designator designator, Verse.Map map) [0x00000] in <filename unknown>:0
  at AllowTool.Context.BaseDesignatorMenuProvider.InvokeActionWithErrorHandling (AllowTool.Context.MenuActionMethod action, Verse.Designator designator) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:Error(String, Object[])
AllowTool.Context.BaseDesignatorMenuProvider:InvokeActionWithErrorHandling(MenuActionMethod, Designator)
AllowTool.Context.<>c__DisplayClass24_0:<MakeMenuOption>b__1()
Verse.FloatMenuOption:Chosen(Boolean, FloatMenu)
RecipeIcons.FloatMenuOptionLeft:DoGUI(Rect, Boolean, FloatMenu)
Verse.FloatMenu:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

And on load I get this for every pawn

Exception while recalculating Aurora thought state for pawn Kristy: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.ThoughtWorker_GameCondition.CurrentStateInternal (Verse.Pawn) <0x000ed>
at RimWorld.ThoughtWorker_Aurora.CurrentStateInternal (Verse.Pawn) <0x0003c>
at RimWorld.ThoughtWorker.CurrentState (Verse.Pawn) <0x0002f>
at (wrapper dynamic-method) RimWorld.SituationalThoughtHandler.TryCreateThought_Patch1 (object,RimWorld.ThoughtDef) <0x000f3>

Verse.Log:Error(String, Boolean)
RimWorld.SituationalThoughtHandler:TryCreateThought_Patch1(Object, ThoughtDef)
RimWorld.SituationalThoughtHandler:CheckRecalculateMoodThoughts()
RimWorld.SituationalThoughtHandler:AppendMoodThoughts(List`1)
RimWorld.ThoughtHandler:GetAllMoodThoughts(List`1)
Fixable_Mood_Debuffs_Alert.<>c:<AllPawnsWhoWantToMaster>b__8_0(Pawn)
System.Collections.Generic.List`1:FindAllStackBits(Predicate`1)
System.Collections.Generic.List`1:FindAll(Predicate`1)
Fixable_Mood_Debuffs_Alert.Unhappy_Pet_Owners_Alert:AllPawnsWhoWantToMaster()
Fixable_Mood_Debuffs_Alert.Unhappy_Pet_Owners_Alert:get_AllUnhappyPawns()
Fixable_Mood_Debuffs_Alert.Unhappy_Pet_Owners_Alert:GetReport()
RimWorld.Alert:get_Active()
RimWorld.AlertsReadout:AlertsReadoutUpdate()
RimWorld.UIRoot_Play:UIRootUpdate()
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update_Patch1(Object)

=== EDIT ===

For better or worse, the small mod list ..
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

After two days of trying and failing to find either a culprit in the modlist or in the savegame
I gave up.

I started over from the savegame shortly after making planetfall .. this time I'll try to neither change the modlist midgame, nor to edit the savegame ( at least without backup .. )
... otherwise I would have failed allready again  ;D ;D .. ( I moved a settlement of the very nice walkblem providers of helpful hands by editing the save and changed the harvest recipe of "reclaim, reuse recycle" definition to accomodate for rotting corpses .. )

maybe someday Randy manages to screw my colony over before I do it myself.
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

Canute

You notice self, it is nearly impossible to fix such an issue special when the error don't give a good hint about the mod.
Disabling mod's isn't an option at this case too, mosttimes the safegame wouldn't load.

I got the idea to edit the safegame and remove all world incidents, but i forget to post it.

So have good luck with your new colony.
Be sure not to have error's at Rimworld startup.
Btw. did you tried to use a mod sorting tool ? Check the Mods/Tool section.

And btw. the button "Share log" is a good way to share your modlist too.

SpaceDorf

#6
I guess I disabled or added a mod that caused the problem.

And thanks for the tip, it arrived by mindreading, I tried that too.
It could not work, because there were no active world incidents.

On the bright side, I finally found the solution or at least a work around for another problem.
https://ludeon.com/forums/index.php?topic=38184.0


==== EDIT ====

I got notepad++, rwms and rimpy
fluffies modlist manager,
modCheck,
RIMMSLoadUp,
StartUpImpact,
RuntimeGC
RIMMSAssemble
and traded mod-e for the better mod mismatch window

did I miss something ?  ;)
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

Canute

Just a hint
RIMMSLoadUp,
Obsolete since version 1.0.2272
You don't need it anymore.

SpaceDorf

Thanks ;)

You really think I should remove a mod from my list  :o ;D

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

Canute

Since all function of these mod are integrated into the Core game yes ! :-)
Normaly QoL mod's are pretty safe to remove, since they don't add anything to the game.

ccfreak2k

Resurrecting this topic because I think I've found the solution.

I was getting a lot of this in the log:

System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.Planet.World.WorldPostTick () [0x00000] in <36108d57f84d49cabdae818c2a53fc38>:0


I found through some debugging that gameConditionManager was null. I confirmed this by cracking open my saved game and looking for the line:

<gameConditionManager IsNull="True" />

Using a fresh saved game as reference, I replaced the line with this:

<gameConditionManager>
<activeConditions />
</gameConditionManager>


This allowed me to once again interact with the world map and cleared up the log spam.