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The only thing I can suggest is to (obviously in a new save) try again with just a handful of mods that you think will work with this one.
If you need any more help, just let me know.
System.NullReferenceException: Object reference not set to an instance of an object
at SometimesRaidsGoWrong.ThingsThatGoWrong.RunWild (System.Collections.Generic.List`1[T] list) [0x00067] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryRandomExecuteWorker (RimWorld.IncidentParms parms) [0x0031f] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00001] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.IncidentWorker.TryExecute_Patch1(RimWorld.IncidentWorker,RimWorld.IncidentParms)
at (wrapper dynamic-method) ...............
If you're okay with enabling development mode, click the fifth icon on the development menu at the top of the screen and then pick Future Incidents Current Map (type fut to find it easier) then click OnOffCycle (ThreatBig). This will randomly generate some possible incidents in the debug log without trashing your home.
In the log you'll see a line at the bottom with "Test future incidents" - click that and expand the bottom half of the debug log to read the test's output. Under Incident count per def there's three columns, the first one should read ThreatBig, then the second is the incident (for example, RaidEnemy) and the third is the number of times it was fired in the test. Very handy stuff.
If the mod is working just fine then you'll see RaidEnemyGoesWrong in the second column somewhere. You might have to run the test a few times to get it to show up, because randomness.
Hope that helps!
Also, I changed the default chance for a raid to go wrong to 1.85, which is a quarter of the chance for a raid. If you have already changed this setting then it won't be overridden.
This update also makes sanguophages, or pawns with the right xenogenes, unaffected by rapid ageing. It wasn't very likely that pawns with these genes would raid in, but I fixed it anyway.
I'll see if I can make them synchronise.
If you have Vanilla Expanded Framework + Vanilla Events expanded, "sometimes raids go wrong" is listed , with a weight slider for how often it should occur. The thing is this overrides the weight slider in Sometimes Raids Go Wrong settings, and they dont sync with each other.
I was getting raids go wrong maybe 50% of the time, even with a low weight in this mod's settings. I worked out that in the Vanilla Events expanded settings , it was still set to 7.4, which is the default this mod uses.
So , perhaps there is a need for a compatibility check /something to make them sync, or simpler just a notice in the description here that you need to adjust BOTH settings. Thanks for making this mod
in "Mod_1551336515_SRGW_Loader.xml"
<?xml version="1.0" encoding="utf-8"?>
<SettingsBlock>
<ModSettings Class="SometimesRaidsGoWrong.SRGW_Loader+SRGW_Settings">
<val_MinimumRoll>1</val_MinimumRoll>
<val_MaximumRoll>4</val_MaximumRoll>
<mode_debug>True</mode_debug>
</ModSettings>
</SettingsBlock>
maybe you can edit your config file in a similar way to adjust more or less raids?
The storyteller has more than just raid and raid-gone-wrong to pick from, though.
Hope that makes it clearer!
Hope this helps.
When the overall weight is set to zero, none of the future incidents were raids going wrong.
I don't know how you're getting raids going wrong with the weight set to zero, the game literally is telling me that's impossible.