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Exception in Verse.GameComponentUtility.GameComponentTick: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3BC9023B]
at AdaptableMechanoids.AM_MechArmorStats.SubtractArmor () [0x0001c] in <5800a0d2d25640a0a3b9c351d503808f>:0
[.....]
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
I can't post the entire error, here my logs :
https://gist.github.com/HugsLibRecordKeeper/aedb5031513bbe41023eafc752b0f65f
By the way, I'd love the mod. First run with Space Marines from Grimworld : firstly it was easy like cutting butter with lightsabers, now mechs have +200% adaptation !
Must have mod :D
My mod list : https://rentry.co/2fnkc3yh
I don't see what can interfere. Maybe your last patch ?
This will probably take some time to track down the cause, in the meantime, there is a debug function in dev-mode, where it instantly resets the offsets, so you could make a back-up save and see if that fixes it. I doubt it, but it can't hurt to try.
[Ref D7413130]
at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0
at AdaptableMechanoids.AM_MechArmorStats.SubtractArmor () [0x0001c] in <1902f5acca85411b94f5ce612fd26f9a>:0
at AdaptableMechanoids.AM_MechArmorStats.CalculateArmor (System.Boolean hardMode) [0x00041] in <1902f5acca85411b94f5ce612fd26f9a>:0
at AdaptableMechanoids.AM_MechArmorSorting.AdaptMechs (System.Boolean hardmode) [0x0002a] in <1902f5acca85411b94f5ce612fd26f9a>:0
at AdaptableMechanoids.AM_GameComponent_Adaptation.CalculateArmor (System.Boolean hardmode) [0x0002a] in <1902f5acca85411b94f5ce612fd26f9a>:0
at AdaptableMechanoids.AM_GameComponent_Adaptation.GameComponentTick () [0x00082] in <1902f5acca85411b94f5ce612fd26f9a>:0
at Verse.GameComponentUtility.GameComponentTick () [0x0001a] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.GameComponentUtility.GameComponentTick_Patch0 ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch6 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Can you post the error in text for instead, or at least describe what you were doing before it happened?
From what little I know, I think it might be that a faction and/or mech type was removed and not deregistered with the system.
hopefully it will let me post this this time
{LINK REMOVED}https://gist.github.com/HugsLibRecordKeeper/c714ca168d9b982b47ec0e601512b026
System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
[Ref D7413130]
Steam won't let me post the stactrace, makes the comment too big
Btw, there was a bug reported as seen in the discussion above, did you experience something similar as of now?
Mech types and weapons used adapted to what did the most/worse damages
I'm going to start a new game so if I see something odd, I'd will tell you
First off, I wanted to say that I’m really enjoying the added challenge this mod brings to the game with the adaptive mechanoid armor. It’s a fantastic concept that keeps the gameplay engaging!
I was wondering if you could consider adding a feature that would give players more control over the mod’s impact. Similar to how the “Level This” mod operates, could you perhaps add a toggle switch that allows us to choose whether the armor adaptation:
Affects only the AI-controlled mechanoids,
Affects only the player-controlled mechanoids, or
Affects both AI and player-controlled mechanoids?
This would provide a great deal of flexibility and would cater to different playstyles. Some players might prefer the challenge to be solely against the AI, while others might enjoy the added difficulty in managing their own mechanoid forces.
Thank you for your hard work on this mod, and I look forward to seeing how it evolves!