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IndexOutOfRangeException: Index was outside the bounds of the array.
Room.LocalCoordinateOfNode (System.Int32 node) (at <b62a756325e740b9be08cbb3cadac2b8>:0)
AbstractCreatureAI.PlaceInRealizedRoom () (at <b62a756325e740b9be08cbb3cadac2b8>:0)
AbstractCreature.RealizeInRoom () (at <b62a756325e740b9be08cbb3cadac2b8>:0)
Room.ReadyForAI () (at <b62a756325e740b9be08cbb3cadac2b8>:0)
RoomPreparer.Update () (at <b62a756325e740b9be08cbb3cadac2b8>:0)
RainWorldGame.Update () (at <b62a756325e740b9be08cbb3cadac2b8>:0)
MainLoopProcess.RawUpdate (System.Single dt) (at <b62a756325e740b9be08cbb3cadac2b8>:0)
RainWorldGame.RawUpdate (System.Single dt) (at <b62a756325e740b9be08cbb3cadac2b8>:0)
ProcessManager.Update (System.Single deltaTime) (at <b62a756325e740b9be08cbb3cadac2b8>:0)
RainWorld.Update () (at <b62a756325e740b9be08cbb3cadac2b8>:0)
The times I've seen and heard about, it's generally because the value that the fix or whatever makes a call for doesn't exist yet because it ended up loading before it is defined (during the transition/loading from old to new), so most of the time a null value.
Another case, if the value is kept between loads, is it ends up fetching the previous value (from before transition) and assigns it to the new value (after transition).
neither is the full screen rain distortion effect during precycles bug (and now it's also in the permanent non-lethal rain rooms)
ArgumentException: An item with the same key has already been added. Key: Slugcat ID.-1.0
*Digital Hug*
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
MergeFix.MergeFixPlugin.Map_SetDiscoverTexture (System.Action`2[T1,T2] orig, HUD.Map self, UnityEngine.Texture2D value) (at <02a8cf3dc395472da3a6965c89c4fa96>:0)