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Author Topic: [1.3] Failed to generate new settlement when generating one via a caravan.  (Read 792 times)

fflip8

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Currently, I have a situation where my whole colony is homeless on a caravan, and I chose the 2nd location to stay after abandoning the first. This results in a "Failed to generate" message from the game. I've been able to play relatively issue-less on my save so far, this was the first major issue I noticed with my mod list/setup.

I'm unsure which mod could be causing the issue. I did a little rookie research online and deleted a couple mods (MoonLight and Clean Pathfinding), as I read pathfinding mods and time dependent mods can sometimes cause issues generating a new settlement. Aside from that, the issue remains, and I can easily add them back and load the original save.
My mod list / starting log:
https://gist.github.com/39d6a7daaa16947c65b745b6196e5179
My "exception" event in the log I opened after the fail/crash:
Quote
Exception from asynchronous event: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at RimFridge.Patch_ReachabilityUtility_CanReach.Prefix (System.Boolean& __result, Verse.Pawn pawn, Verse.LocalTargetInfo dest, Verse.AI.PathEndMode peMode, Verse.Danger maxDanger, System.Boolean canBashDoors, Verse.TraverseMode mode) [0x0003e] in <a54bc8ce65134734991d74cc3d71a125>:0
  at (wrapper dynamic-method) Verse.ReachabilityUtility.Verse.ReachabilityUtility.CanReach_Patch1(Verse.Pawn,Verse.LocalTargetInfo,Verse.AI.PathEndMode,Verse.Danger,bool,bool,Verse.TraverseMode)
  at Verse.AI.HaulAIUtility.PawnCanAutomaticallyHaulFast (Verse.Pawn p, Verse.Thing t, System.Boolean forced) [0x00062] in <e13bd2f1929544099ed2b58e66ece833>:0
  at Verse.AI.Pawn_JobTracker.TryOpportunisticJob (Verse.AI.Job job) [0x00199] in <e13bd2f1929544099ed2b58e66ece833>:0
  at (wrapper dynamic-method) Verse.AI.Pawn_JobTracker.Verse.AI.Pawn_JobTracker.StartJob_Patch1(Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool)
  at Verse.AI.Pawn_JobTracker.TryFindAndStartJob () [0x000bb] in <e13bd2f1929544099ed2b58e66ece833>:0
  at Verse.AI.Pawn_JobTracker.EndCurrentJob (Verse.AI.JobCondition condition, System.Boolean startNewJob, System.Boolean canReturnToPool) [0x00160] in <e13bd2f1929544099ed2b58e66ece833>:0
  at RimWorld.Planet.CaravanFormingUtility.StartReturnedLord (System.Collections.Generic.List`1[T] pawns) [0x0008c] in <e13bd2f1929544099ed2b58e66ece833>:0
  at RimWorld.Planet.CaravanFormingUtility.LeadAnimalsToPen (System.Collections.Generic.List`1[T] pawns) [0x0014d] in <e13bd2f1929544099ed2b58e66ece833>:0
  at RimWorld.Planet.CaravanEnterMapUtility.Enter (RimWorld.Planet.Caravan caravan, Verse.Map map, System.Func`2[T,TResult] spawnCellGetter, RimWorld.Planet.CaravanDropInventoryMode dropInventoryMode, System.Boolean draftColonists) [0x000b4] in <e13bd2f1929544099ed2b58e66ece833>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod.InternalInvoke(System.Reflection.MonoMethod,object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00032] in <eae584ce26bc40229c1b1aa476bfa589>:0
   --- End of inner exception stack trace ---
  at System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00048] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at TerrainMovement.CaravanEnterMapUtility_Enter_Patch.Prefix (RimWorld.Planet.Caravan caravan, Verse.Map map, RimWorld.Planet.CaravanEnterMode enterMode, RimWorld.Planet.CaravanDropInventoryMode dropInventoryMode, System.Boolean draftColonists, System.Predicate`1[T] extraCellValidator) [0x000d9] in <c3fc2801130c42d7a76e3cfd013609fb>:0
  at (wrapper dynamic-method) RimWorld.Planet.CaravanEnterMapUtility.RimWorld.Planet.CaravanEnterMapUtility.Enter_Patch1(RimWorld.Planet.Caravan,Verse.Map,RimWorld.Planet.CaravanEnterMode,RimWorld.Planet.CaravanDropInventoryMode,bool,System.Predicate`1<Verse.IntVec3>)
  at RimWorld.Planet.SettleInEmptyTileUtility+<>c__DisplayClass1_0.<Settle>b__1 () [0x00028] in <e13bd2f1929544099ed2b58e66ece833>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00008] in <e13bd2f1929544099ed2b58e66ece833>:0
 



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jpetazzo

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Re: [1.3] Failed to generate new settlement when generating one via a caravan.
« Reply #1 on: December 01, 2021, 07:07:58 PM »

I have a very similar issue (failed to generate map when trying to create a new settlement).
It looks like some hexes on the map are "cursed" (i.e. always fail to generate) while others are fine. It looks like the bad ones are generally mountains.

The first lines of the error log mention RimFridge, so I disabled that mod, and that seems to fix the issue.

I'm not familiar with the code of RimFridge (nor with mods in general) but I wonder if the issue might come from a behavior of RimFridge that gets triggered only on mountain maps, maybe because of some object that would only exist there (maybe mushrooms or something like that).

Now that the map was generated successfully, I'll see if I can re-enable RimFridge or if that's basically looking for trouble :D
My error log looks very similar. I disabled
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Canute

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Re: [1.3] Failed to generate new settlement when generating one via a caravan.
« Reply #2 on: December 02, 2021, 03:32:56 AM »

Hi,
normaly RimFridge is a very stable mod and i never encounter problems with it.
But generating a new settlement via caravan isn't a common task. Let me gues you got a minified fridge at the caravan inventory ?
If you still got the savegame before you create the settlement, you should try to contact Kiame the author (forum or steam) and give him the link to the savegame.
He is very competent and i think he will find out why the settlement fail with his mod (or conflict with another one).
https://ludeon.com/forums/index.php?topic=32980.0

ArpyClarkson

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You ever find a fix?

Running into the same error :'(
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