[1.3.3055] Constant flickering when game is unpaused.

Started by MoleUK, July 09, 2021, 02:13:00 PM

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MoleUK

Unknown what's triggering it, but on the previous build from a few hours ago the issue was not present. The flickering co-incides with speed of gameplay, faster speeds means faster flicker.

Just experienced a problem where my pawns who returned from a caravan trip are refusing to eat despite having permission/access, not sure if it's related.

Another user has the same flicker issue on the latest build, he's on a different GPU but both he and I are on Nvidia.

Godule


pulzar

+1 on the flickering. I tried changing resolutions, full-screen vs. no full-screen, etc. The UI isn't flickering, only the gameplay in the background is.

Old nvidia GPU, latest drivers.

MoleUK

Fixed it by deleting dumping stockpile, thanks to a suggestion from Imi on the bugtesting discord. It appears I can't create a new stockpile on the exact same spot again, and if I create it adjacent the flicker returns. Save file just over 1000kb when zipped so can't include.

Unfortunately I still can't get the pawns who returned from their caravan trip to eat.

Imi

Players.log spams an NRE as soon as any corpse is inside a stockpile.

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.DesignationManager.DesignationOn (Verse.Thing t, Verse.DesignationDef def) [0x00000] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.PawnUtility.CanBeBuried (Verse.Thing t) [0x00010] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.StoreUtility.TryFindBestBetterNonSlotGroupStorageFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, RimWorld.StoragePriority currentPriority, RimWorld.Faction faction, RimWorld.IHaulDestination& haulDestination, System.Boolean acceptSamePriority) [0x00058] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.StoreUtility.TryFindBestBetterStorageFor (Verse.Thing t, Verse.Pawn carrier, Verse.Map map, RimWorld.StoragePriority currentPriority, RimWorld.Faction faction, Verse.IntVec3& foundCell, RimWorld.IHaulDestination& haulDestination, System.Boolean needAccurateResult) [0x0002b] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.StoreUtility.IsInValidBestStorage (Verse.Thing t) [0x0002d] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.ListerHaulables.ShouldBeHaulable (Verse.Thing t) [0x0004d] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.ListerHaulables.Check (Verse.Thing t) [0x00000] in <0cd011d786f74fa1b512d1a64d687114>:0
  at RimWorld.ListerHaulables.ListerHaulablesTick () [0x0011d] in <0cd011d786f74fa1b512d1a64d687114>:0
  at Verse.Map.MapPreTick () [0x0000b] in <0cd011d786f74fa1b512d1a64d687114>:0
  at Verse.TickManager.DoSingleTick () [0x00011] in <0cd011d786f74fa1b512d1a64d687114>:0
  at Verse.TickManager.TickManagerUpdate () [0x0006a] in <0cd011d786f74fa1b512d1a64d687114>:0
  at Verse.Game.UpdatePlay () [0x00000] in <0cd011d786f74fa1b512d1a64d687114>:0
  at Verse.Root_Play.Update () [0x00032] in <0cd011d786f74fa1b512d1a64d687114>:0 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


Meitana

Mine was only resolved by deleting both my dumping stockpile and my fridge. Being that I had corpses in both stockpiles, I checked:

I can recreate a stockpile in the fridge with no issue, so long as corpses are not allowed in this area. As soon as I allow even one corpse to be there, the flickering starts again.

barenski11


ceasertheundead

Quote from: MoleUK on July 09, 2021, 02:32:35 PM
Fixed it by deleting dumping stockpile, thanks to a suggestion from Imi on the bugtesting discord. It appears I can't create a new stockpile on the exact same spot again, and if I create it adjacent the flicker returns.

I remove my dumping stockpile which also fix but i can put my back, with some of the new one missing.

CoffeeAndBrrt

#8
Looks like its related to a missing def from the DLC; I stubbed in a if null return null check in DesignationOn and I can interact with Corpses again (and no flicker).

pulzar

QuoteLooks like its related to a missing def from the DLC; I stubbed in a if null return null check in DesignationOn and I can interact with Corpses again (and no flicker).

Which file did you modify? I searched through and found a couple of calls to DesignationOn (none matching the stack trace above), but not the implementation.

MikeLemmer

UPDATE on corpse bug: It's even screwier than I first imagined.

I couldn't haul the corpses anywhere, so I tried creating a new Dump Stockpile around them. For some reason it assumed the corpse was the other corner of the stockpile instead of the mouse cursor.

CoffeeAndBrrt

I did it through a tool called dnSpy. I would recommend waiting for Tynan to release a fix unless your comfortable de/recompiling your DLLs. If you are comfortable, the function I hacked was Verse.Designation.DesignationOn(Thing, DesignationDef) - adding a null check resolved the issue for me.

GodKingOfNerds

#12
In my game the flickering was caused by my building a sandbag, there was no flickering until I constructed one. I reloaded and was able to recreate the flickering by building a sandbag again.
edit: I somehow managed to build sandbags at the exact same time a corpse entered a stockpile around 5 times consecutively before I realized. It was in fact the corpses that were causing the problem.

opponent019

#13
Also started flickering for me using the latest build. I'm editing my post since I didn't realize that I indeed had an iguana corpse in my fridge and butchering it fixed it.
I cannot interact with corpses anymore though.

weekendwarrior

I don't have the problem with flickering and interacting with corpses anymore with the latest update (still says version 1.3.3055).