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at GBKT_Defs.GBKT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
Looks like this error is preventing traders from having the yellow question mark. Any idea on a fix?
System.NullReferenceException: Object reference not set to an instance of an object
at GBKT_Main.GBT_TraitChecker.WorldComponentTick () [0x00000] in <filename unknown>:0
at RimWorld.Planet.WorldComponentUtility.WorldComponentTick (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:WorldComponentTick(World)
RimWorld.Planet.World:WorldTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)
I've recived the same error numerous dozen of times but I've not actually gone into any game, so I cannot confirm the 'Any Trait' = 'DirtLover' (or everyone having 'DirtLover' for that matter) behavior.
The error message was kinda hard to track down but the trait part made me look up the handful of trait mods I've subscribed and the 'GBKT' prefix seems to line up with @GwenBlanketKnighT.
I suspect some silly oversight/bugfix that has gone awry without testing the release prior ;)
Deactivating the mods fixes the issue(s) obviously but may make existing saves unplayable for the time being.
I'll stay subscribed for future updates/fixes and re-activate it eventually.
Could not resolve cross-reference to RimWorld.TraitDef named GBKT_DirtLover (wanter=requiredTraits)
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.DirectXmlCrossRefLoader:ResolveAllWantedCrossReferences(FailMode)
Verse.DirectXmlLoader:ItemFromXmlFile(String, Boolean)
Verse.ModMetaData:Init()
Verse.ModMetaData:.ctor(WorkshopItem)
Verse.ModLister:RebuildModList()
RimWorld.Page_ModsConfig:PreOpen_Patch1(Object)
Verse.WindowStack:Add(Window)
RimWorld.MainMenuDrawer:<DoMainMenuControls>m__6()
Verse.ListableOption:DrawOption(Vector2, Single)
Verse.OptionListingUtility:DrawOptionListing_Patch1(Rect, List`1)
RimWorld.MainMenuDrawer:DoMainMenuControls_Patch1(Rect, Boolean)
RimWorld.MainMenuDrawer:MainMenuOnGUI_Patch1()
Verse.UIRoot_Entry:DoMainMenu()
Verse.UIRoot_Entry:UIRootOnGUI()
Verse.Root:OnGUI()
Otherwise, keep up the amazing work! Cheers!
Thank you for replying! Look out, colony, here comes Sheldon lol
I'm actually trying to add a trait to a mod I'm making myself, and I was wondering if you happen to know if it's possible to create a trait that alters work speed on things that the pawn is passionate about vs. not passionate, using just XML? If you could offer any help on that, I'd love it. :)
One question tho: as for misotherist - how would you feel about not making them them incapable of cutting plants?
I like to clear field first before construction (otherwise they keep cutting one tree, putting a brick and so on... quite inefficient) and I'm using both 'work tab' and 'more than capable' mods, so I can put my pawn to do so - yet he seems very unhappy with the assignment. I rather think that slapping the nature with an axe wouldn't exactly make him feel bad.
Meanwhile the colonys name is now "Father Dagon´s Church of the Jolly Kipper", and Doc. Creepy has gotten her eerie, lightless science-shack by the beach, while we try to get a decent foundation set for what will be the future colony!