RimWorld

RimWorld

MiningCo. Spaceship
LORDzEMPEROR 14 Dec, 2017 @ 9:34pm
Infinite Duststorm bug
Hey Rikki! I'm very grateful for another stellar Mining&co. mod! I love all your stuff, but I've encountered an infinite duststorm problem similar to others who post here. The debug log keeps reporting two errors I thought you should notice. I'll include the logs in the next posts. Also, if you need a screen shot, I can provide them too. Thanks again for the great mods!
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Showing 1-15 of 56 comments
LORDzEMPEROR 14 Dec, 2017 @ 9:34pm 
Here is the first:

Getting random element from empty collection.
Verse.Log:Warning(String)
Verse.GenCollection:RandomElement(IEnumerable`1)
Spaceship.Trigger_ReachableDownedPawn:ActivateOn(Lord, TriggerSignal)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:LordTick()
Verse.AI.Group.LordManager:LordManagerTick()
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
LORDzEMPEROR 14 Dec, 2017 @ 9:34pm 
Here is the second:

System.NullReferenceException: Object reference not set to an instance of an object
at Spaceship.Util_DownedPawn.GetRandomReachableDownedPawn (Verse.Pawn carrier) [0x00000] in <filename unknown>:0
at Spaceship.Trigger_ReachableDownedPawn.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
LORDzEMPEROR 14 Dec, 2017 @ 9:38pm 
The dust effect is very cool, it made my badlands biome look like a duststorm was sweeping through. Unfortunately though, it's never goes away. I daresay it's more devastating than the tornadoes. I used debug tools to delete the ship, but the error messages never stop.

O, and I should also report there was a brief message saying the company paid silver for something when teh ship landed, but the message disappeared too quickly to read.
Last edited by LORDzEMPEROR; 14 Dec, 2017 @ 9:48pm
Rikiki  [developer] 15 Dec, 2017 @ 1:03am 
Let me guess. You forgot to start a be colony? ;-)
LORDzEMPEROR 15 Dec, 2017 @ 12:05pm 
Hey Rikki! Thanks for the reply!

Actually, I started a new colony - I read your FAQ before I started. I haven't changed my mod list at all since the start either. The colony is 1 year old in game and I beelined getting to the spaceship with research. I wonder if there's another problem? I'm not sure what else to look for in terms of bugs. What do you think?
Rikiki  [developer] 16 Dec, 2017 @ 5:33am 
Can you post your modlist?
If you are willing to help, try starting a new colony will only MiningCo. Spaceship activated and use dev tool to test it. There is probably a mod conflict.
LORDzEMPEROR 17 Dec, 2017 @ 2:55am 
Hey!
I'll definitely do some dev tool testing to see if there's a mod conflict or if there's a similar problem in vanilla when I get the chance. I have a fair number of mods, so there is a strong likelihood they won't play nice. I'll post the modlist too as soon as I can list their names instead of just steamworkshop numbers from the config files. Hopefully I'll have something concrete and comprehensive for you soon!

Also, it seems other users are having similar issues in the main thread. My bug also had "two" spaceships spawn on the landing pad - I'm not sure if one was cosmetic or not, but one appeared on teh pad and the otehr landed and took off (although it seemed to do so forever, resulting in the infinite duststorm). I also tried deleting the ship/pad, which stopped the duststorm but caused a neverending series of null reference alerts. I'll report more as I go.
Drake 18 Dec, 2017 @ 9:16am 
i also have the same problem
Harv 18 Dec, 2017 @ 10:23am 
I also had this today, happened on my 2nd ship visit. It was an expedition ship, now I have the duststorm bug. This was my log.

System.NullReferenceException: Object reference not set to an instance of an object
at Spaceship.Util_DownedPawn.GetRandomReachableDownedPawn (Verse.Pawn carrier) [0x00000] in <filename unknown>:0
at Spaceship.Trigger_ReachableDownedPawn.ActivateOn (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Transition.CheckSignal (Verse.AI.Group.Lord lord, TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.CheckTransitionOnSignal (TriggerSignal signal) [0x00000] in <filename unknown>:0
at Verse.AI.Group.Lord.LordTick () [0x00000] in <filename unknown>:0
at Verse.AI.Group.LordManager.LordManagerTick () [0x00000] in <filename unknown>:0
at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Last edited by Harv; 18 Dec, 2017 @ 10:27am
Rikiki  [developer] 22 Dec, 2017 @ 9:53am 
Honestly guys, I tested my mod as much as possible. So if you started a new world/colony, this bug is caused by another one.
There are so many mods on the workshop, I am not sure it can be compatible with all of them.
The only solution is to activate your mods one after the other and report who is the culprit so I could list them for all players.
Glass 22 Dec, 2017 @ 2:35pm 
Is there a way to add a dev feature to force a ship to land? I would be happy to test adding a mod at a time if that feature was there
Drake 22 Dec, 2017 @ 2:52pm 
You could give yourself the setup for the shuttle and a few k silver then just request a landing
Glass 22 Dec, 2017 @ 2:54pm 
I did that, and no bug occurred. However, it was with the same mod loadout that's caused this bug x3 already. I was hoping for something I could spawn like 10 landings in a row or something.

Is it possible that a building from another mod causes it? So you won't notice a bug until you've constructed the building? If so, ... yeesh. Testing nightmare
Drake 22 Dec, 2017 @ 3:14pm 
Kinda wish we could get a debug feature to just remove the dust but that would be a temporary fix.

Or maybe instead of a dust storm the shuttle causes random fires around it when it takes off that might be a little more controllable

When it occured with me i had it pretty close to a small mt a geothermal gen and a trader meeting spot aswell as caravan packing spot
What I remember happening is that an 'expedition crew is landing', and that when it did, no one came off and when i was 'payed' a second spaceship appeared above the original.
The land animation of this second ship made the ship smaller and smaller until it became inverted and grew larger and larger.
The Giant Ass Inverted Ship (GAIS for short) causes the dust effect, as if it's landing, and because it's so large it causes A LOT of dust.

I'm fairly confident that this isn't caused by a mod conflict, and I'll take a stab in the dark and say it has something to do with the amount of expedition crews that arrive, but I'm certainly not enough of an expert to feel confident in this.

The only solution for the dust is to destroy the ship, however the ship has no 'Corpse', which causes an unending list of errors.
My proposed temporary fix for this bug is to make the spaceship properly 'destroyable', as in, give it a 'corpse' of some kind, or just have it drop materials when it is destroyed.
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