RimWorld

RimWorld

OgreStack
iDance 6 May, 2024 @ 4:35am
Does This Help?
Hi Ogre

I just added OrgeStack and this popped up in my latest/cleanest run; so I thought maybe it would help you. I only have the base game and the mods I'm running are:

Harmony
Planning Extended
Camera+
VGP Garden Tools
Dubs Bad Hygiene
RimFridge: Now with Shelves!
LWM's Deep Storage
[JDS] Simple Storage
Common Sense
[RF] Concrete (Continued)
Orge

I was playing for a bit with the other mods but just added yours. Thanks for a great mod by the way.

2 different instances:

Could not resolve reference to object with loadID Thing_Human584719 of type Verse.Pawn. Was it compressed away, destroyed, had no ID number, or not saved/loaded right? curParent=RimWorld.DirectPawnRelation curPathRelToParent=
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.LoadedObjectDirectory:ObjectWithLoadID<Verse.Pawn> (string)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string,Verse.IExposable)
Verse.CrossRefHandler:TakeResolvedRef<Verse.Pawn> (string)
Verse.Scribe_References:Look<Verse.Pawn> (Verse.Pawn&,string,bool)
RimWorld.DirectPawnRelation:ExposeData ()
Verse.CrossRefHandler:ResolveAllCrossReferences ()
Verse.ScribeLoader:FinalizeLoading ()
Verse.Game:LoadGame ()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


Pawn Ito has relation "ExLover" with null pawn after loading. This means that we forgot to serialize pawns somewhere (e.g. pawns from passing trade ships).
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.Pawn_RelationsTracker:ExposeData ()
Verse.PostLoadIniter:DoAllPostLoadInits ()
Verse.ScribeLoader:FinalizeLoading ()
Verse.Game:LoadGame ()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Sry for the wall of text. IDK if this helps modders or not, let me know if it does/does not. Thx :)

Running Version 1.5