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If you can help, let me know asap!!
Update is working, haven't had the error yet.
Yeah I neglected to press 'full file'!
I haven't been able to replicate this bug personally, so I assume that it is most likely due to a mod conflict. I've released a new version that adds more null checking which will *hopefully* solve the problem. If it persists for you ill see if i can replicate your mod-list and dig a little deeper.
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) DispensaryMod.JobGiver_GetDrugsFromDispensary.DispensaryMod.JobGiver_GetDrugsFromDispensary.TryGiveJob_Patch0(DispensaryMod.JobGiver_GetDrugsFromDispensary,Verse.Pawn)
at (wrapper dynamic-method) Verse.AI.ThinkNode_JobGiver.Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage_Patch1(Verse.AI.ThinkNode_JobGiver,Verse.Pawn,Verse.AI.JobIssueParams)
at (wrapper dynamic-method) Verse.AI.ThinkNode_SubtreesByTag.Verse.AI.ThinkNode_SubtreesByTag.TryIssueJobPackage_Patch1(Verse.AI.ThinkNode_SubtreesByTag,Verse.Pawn,Verse.AI.JobIssueParams)
at (wrapper dynamic-method) Verse.AI.ThinkNode_Priority.Verse.AI.ThinkNode_Priority.TryIssueJobPackage_Patch1(Verse.AI.ThinkNode_Priority,Verse.Pawn,Verse.AI.JobIssueParams)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I had a look at the log and i cant seem to find any errors relating to dispensary mod (it may just be me!). Could you send a screenshot of the error you are getting in game?
here is the log file :) https://gist.github.com/HugsLibRecordKeeper/27773d741ca7138902b244edebdc22d1
I will test and come back with a report :)
Fix is out now.
Thanks for the report! This is actually the first mod I have released so even i'm learning what makes a good bug report!
I'm pretty sure the information you have given has led me to identify the bug. Can i ask, have you set a drug policy that allows pawns to access drugs before you have actually placed a dispensary? (it looks I have forgotten to get the game to check if a dispensary actually exists before pawns start looking for one).
If that is indeed the issue, i will have an update out shortly (just making sure i haven't missed anything else)
I have an issue where i think it is CE that is incompatible.
It should not make sence, but it made my pawn unable to craft a short bow. the errors was only reffering to this mod.
This is the first time i have reported a bug, so i hope i did okay with github log files and saying it here, please let me know how to else do it if it was wrong.
The temperature issue should now be fixed with the latest version. Pawns will still deconstruct the existing wall before constructing the dispensary, but the dispensary will now block temp properly after it is constructed.
I haven't seen this behaviour while testing in vanilla or with the few mods i usually play with. Perhaps if you are happy to share the save file / mod list i may be able to investigate further?
@VulpineVandal
I haven't played round with the locks mod so not sure how well it will work. I cant imagine that there would be conflicts, but it depends a lot on how the other mod works ( and i have been wrong before!)
@AngryBean
The dispensary can be built over a wall, and will replace the wall in that position (just like a door), so pawns deconstructing the wall first is normal behaviour. What isn't normal however is that the dispensary should block temperature in the same way that a wall should. This *hopefully* should be a quick fix and I'll look in to that today!
Same issue here, I had to remove the mod from my game
As for deep storage, I haven't tested this or added any specific compatibility, but it may work.
There is likely to be some performance overhead due to the fact that the reach-ability cache has to be cleared when a pawn is blocked by the drug-room door. Although this works, i'm not overly happy with the solution and i'm investigating better options. I personally haven't encountered a significant performance hit, but its likely far more pronounced in massive saves.
He has several source available mods with similar behavior for hospitality.
Ill also see if i can support hospitality, it sounds like a great use case of the mod! No promises though as i haven't yet looked in to this mod at all.