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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()
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()
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.
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?
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.
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.
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()
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.
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
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
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.