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Hope this helps anyone!
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) <0x00161>
at Verse.Pawn_HealthTracker.AddHediff (Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x001f6>
at RimWorld.PawnAddictionHediffsGenerator.GenerateAddictionsAndTolerancesFor (Verse.Pawn) <0x004a5>
To dawn a pawn without killing it you need to either lower its conscience or moving ability by damaging pawn. But damage also increases its adrenaline to extreme levels.
Conscience:
Can be lowered by pain - Adrenalin gives 0.75 multiplier to pain
Also directly raises conscience by +15%.
Also greatly increases breathing, which increases consciousness even further.
As a result - even pawn with 100% pain and severe damage remains ALWAYS conscious.
Moving - Gives +15% moving, which means even pawn with one leg will remain stationary and not downed.
a few thrumbos migratet in here for a while. i have atacked one and let my pawn(with giddy!up) run around it, making it follow him
well,everyone is suffering from adrenaline crashes now. and i mean the animals which simply got adrenaline and are now vomiting all over the place
I tried to generate a pawn (new save) and it screwed up the whole character selection
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateInitialHediffs_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x00039>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch3 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00803>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e3>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Adrenaline.HediffGiver_Adrenaline.OnHediffAdded (Verse.Pawn,Verse.Hediff) <0x0018b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.AddHediff_Patch1 (object,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult) <0x001e9>
<hediffGivers>
<li Class="HediffGiver_Random">
<hediff>HeartAttack</hediff>
<mtbDays>5.1</mtbDays>
<partsToAffect>
<li>Heart</li>
</partsToAffect>
</li>
</hediffGivers>
Is that the correct way to eliminate the Heart attack proc?
Also: If you don't mind me asking, how is adrenaline actually produced in this mod? Just over time while in proximity to an enemy pawn or does things like striking and enemy and being stuck make a difference too?
Exception in JobDriver tick for pawn Branwell driver=JobDriver_Vomit (toilIndex=0) driver.job=(Vomit (Job_40236) A=(149, 0, 124)) lastJobGiver=null
System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.JobDriver_Vomit/<MakeNewToils>c__Iterator0.<>m__1 () <0x000f3>
at (wrapper dynamic-method) Verse.AI.JobDriver.DriverTick_Patch1 (object) <0x004c8>
Do u have setting for this?
Slight:
+10% blood pumping (+10%)
+10% breathing (+10%)
+5% consciousness (+5%)
+0% moving (+5%)
+0% sight (+5%)
x95% pain (x90%)
x1 melee damage (x1.05)
Moderate:
+20% blood pumping (+20%)
+10% breathing (+15%)
+5% consciousness (+10%)
+5% moving (+10%)
+5% sight (+10%)
x90% pain (x83%)
x1.05 melee damage (x1.125)
Intense:
+20% blood pumping (+20%)
+15% breathing (+20%)
+10% consciousness (+15%)
+10% moving (+15%)
+10% sight (+15%)
x83% pain (x75%)
x1.1 melee damage (x1.2)
Extreme:
+50% blood pumping (+20%)
+20% breathing (+25%)
+15% consciousness (+20%)
+15% moving (+10%)
+15% sight (+10%)
x75% pain (x83%)
x1.15 melee damage (x1.3)
Heart attack MTB 5.1 days (5.1)